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Author Topic: [0.9.6|UV|Te|YAAM] My first UV win! (Rapidfire Tech)  (Read 1691 times)


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[0.9.6|UV|Te|YAAM] My first UV win! (Rapidfire Tech)
« on: December 28, 2020, 19:29 »

Yay! An ultra violence win with a combat-oriented technician! I was a little gutted, since literally the run before this, I was way ahead of the curve, fighting the summoner with a huge amount of resources, but after knocking down his first stage, I didn't realise just how poisoned I was, walked 3 tiles, and died!
Luckily, immediately after that I put in this run. Getting whizkid early for tinkerer seems a good way of stockpiling resources. I'm a little dismayed at just how few traits the technician has that actually make a difference in combat early-on. It seems that if you're not going for pistols, the only traits that affect combat are hunker down, and sustained fire, and of those, sustained fire actually rarely makes any difference - you're 2-shotting everything for the entire of the first episode, and it seems you can take a hunting rifle (to one-shot some targets), but no traits have the same effect.

Shotguns with quick-swap seem really valuable to me. Particularly if I get an elephant gun or jackhammer and mod it with autoloader. That gives an excellent 'panic button', where you can drop smoke, back up, and keep firing the shotgun into the smoke cloud as you retreat (autoloader working well here).
When there's not a need for a panic button, however, this was simply a matter of hunkering behind walls and firing bursts from wind-up weapons (chaingun/hyperblaster). I'd switch to SMG if something got close, but that isn't shown in the mortem because there came a point where hyperblast+chaingun is just a better use of weapon slots.
I was lucky enough to enter the armory with full keycards, and the rewards from that are awesome! Still, while my weaponry was better this run, I had less healing items than I had in the previous playthrough. That's perhaps more down to finding an armor that gave extra inventory slots than any flaws in the loadout or strategy, though.

I was kinda committed to making a tech work without using the 'wizard' traits (summoning, poison cloud), but I think doing so resulted in combat that felt a little too straightforward. On that note, I think the thing I miss the most, transitioning from doomrl, is knockback. Without knockback it feels like fights are a lot more 1-dimensional. That, and of course terrain destruction, but I can see how terrain destruction is ill-suited to this game.

I'm also a little curious about the mods. Now that 'precise' has been removed from most items, I can't see many modding strategies that do much more than a) skip turns of swapping or reloading, or b) just add damage numbers to a weapon. Precise was different in that it encouraged a player to use the 'aim' function instead of just firing until things are dead, so I sorta lament it's passing, even if it did feel a little overpowered when correctly exploited! I'll be keen to see something like assemblies make an appearance, as well as the bosses and new special levels!

Anyway, I'm going to have a good play with the other classes before moving on to nightmare games. From my limited experience it feels as though the technician is less well suited to a straight-forward strategy like this one (it feels much stronger to use poison gas or remote hacking strategies).

Lots of fun had with this game anyway! I'm glad to finally have a PC set up that can run it! :D

Anyway, here's the mortem! :
Sylph, level 14 Technician, defeated
The Summoner against all odds.
He survived for 23605 turns.
The run time was 3h 27m 7s.
He scored 6562 points.

CALLISTO L3 - Lockdown
CALLISTO L3 -> Callisto Mines L1
Callisto Mines L2 - Infestation
Callisto Mines L2 -> Callisto Anomaly
Callisto Anomaly - cleared
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L3 - Exalted Summons
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - cleared
IO L3 -> CRI Laboratory L1
CRI Laboratory L2 -> CRI Armory
CRI Armory - cleared
BEYOND L2 -> Limbo
Limbo - cleared
BEYOND L3 - Exalted Summons

  Medal of Prejudice (+200)
   * Won with 100% kills
  Explorer Ribbon (+50)
   * Visited all encountered special levels
  Conqueror Ribbon (+100)
   * Completed all encountered special levels
  CRI Bronze Badge
   * Win any game with 100% kills
  CRI Silver Badge
   * Win a MEDIUM or higher game with 100% kills
  CRI Gold Badge
   * Win a UV or higher game with 100% kills

He killed 525 out of 525 enemies.

  41 archreavers
  27 fiends
  6 plasma ravagers
  2 military bots
  15 exalted fiends
  10 rocket turrets
  16 turrets
  4 security sentrys
  1 former CRI grunt
  12 CalSec bots
  10 exalted reavers
  8 CRI soldiers
  9 former CRI soldiers
  1 Summoner
  3 corrupted sergeants
  1 CRI bot MkII
  2 hellish sergeants
  21 ravagers
  11 CRI turrets
  2 combat drones
  20 former soldiers
  14 former guards
  2 former heavys
  23 fire fiends
  7 siege ravagers
  1 former sergeant
  3 exalted soldiers
  10 cryobeross
  6 CRI commandos
  52 CRI marines
  1 guardian bot
  8 hellish soldiers
  3 military drones
  4 hellish heavys
  8 corrupted soldiers
  6 hellish commandos
  4 former grunts
  9 toxic reavers
  25 ice fiends
  2 former CRI sergeants
  20 armored ravagers
  44 CRI bots
  6 reavers
  2 corrupted commandos
  8 cybeross
  2 security drones
  23 cryoreavers
  1 kerberos
  6 former commandos
  7 CalSec sentrys
  1 toxiberos
  2 security bots

  Skilled L2
  Packrat L1
  Sustained fire L2
  Whizkid L2
  Hunker down

Trait order

  Slot #1 : AV3 hyperblaster P2A
   * Hunter 1
   * Exalted bane
   * Deadly 1
   * Molten 1
   * Critical 20
   * Point Blank 2
   * Spin-up

  Slot #2 : 12ga jackhammer B2
   * Autoloader
   * Swap Harness
   * Frenzy 2

  Slot #3 : 7.62 gatling A
   * Critical 25
   * Frenzy 3
   * Spin-up

  Body    : CRI combat armor P
   * Plated

  Head    : combat helmet PA2
   * Plated
   * Long-range tracking
   * Critical 10

  Utility : AV3 auto AMP
   * Auto gyro-stabilizer
   * Auto precise
   * Auto accelerator

  energy cell (x100)
  energy cell (x100)
  energy cell (x8)
  7.62 ammo (x90)
  gas grenade (x3)
  EMP grenade (x3)
  CRI phase kit (x1)
  multitool (x4)
  stimpack (x1)
  large medkit
  large medkit
  large medkit
« Last Edit: December 28, 2020, 22:10 by Sylph »
DRL:26 22 22 19 13 6
  JH:15 13 11   7   2
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