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Author Topic: [0.9.7c|M|AoMr|Sc|YAAM] Finally did AoMr! First Scout win, first w/o Whizkid.  (Read 88 times)

CrashGordon94

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After bashing my head on this challenge and losing a pair of promising runs (Here and here if you want to read about those), I finally managed to win it!

Overall, there were close calls but it actually went mostly smoothly. This sort of build can get really potent by the end, ammo consumption is a worry but simply managing to bring loads and use common types did the trick.

Trait order:

Mostly had a similar line as the previous promising Gun Kata attempt, avoiding Eagle Eye/Whizkid and dealing with having crappy mods so I could focus on higher levels of Gunslinger and loading up on movement/evasion traits

I did end up taking Hoarder at Level 9 to ease weapon transitioning and keep my options open, but left Scavenger alone because I was doing fine with ammo (given the sheer amount I had left at the end, I'd say that was the right call). After that I once again left MGK2 until Level 13 to keep taking more Hellrunner and Dodgemaster (DM1 before HR3 to protect myself while reloading).

I kept considering Dash but since I tended to "bounce" back and forth and "circle" around more than just run in a straight line, I stuck with upgrading the other two. I did end up picking Dash after maxing out the rest though. I could've picked SoG3 for that nice critical bonus but this didn't rely on that so I preferred to invest into staying alive, though DM2/3 didn't seem to do anything here.

Branch choice and equipment:

For Callisto I went Valhalla Terminal (for this challenge I kept going to Valhalla or Mimir), I eventually found an awesoem AV3 9mm Pistol with Extrended Mag 8, Critical 4 and Zombiebane! I held onto that thing all the way to Io, even about Combat Pistols.

For Europa, I can't remember if I got Recon and saw Dig Zone wasn't on the menu or I decided to hedge my bets, but either way I went to Asterius for hopes of good equipment... And it really paid off, since I got a good set of AV2 Combat Armor and Combat Helmet with decent-to-great traits on both that I kept for the rest of the run. And got to build myself a pair of AV2 7.62 Sidearms for Slots 2 and 3 (keeping the awesome 9mm in Slot 1).

For Io, the first level was when I finally let my 9mm go, replacing it with the guaranteed Plasma Pistol (sadly never found another one - let alone ADV - to dual-wield with). I decided to go to Black Site since I already had a spare Red Keycard and spoilers abut Vault layout. There I skipped the health and ammo (doing well for both) and picked up the lootboxes, good choice since I snagged my first relevant Amp there (it kept giving me Shotgun and Auto Amps!), which I kept for the rest of the run.

I certainly learned how good this Master could be, and got an insight in how to manage the ammo for Gun Kata without Scavenger and how to do evasive builds. Mostly I'm just happy to have this Angel out of the way so I can move onto Confidence and Shotgunnery (looking forward to both).

Crash Gordon, level 17 Scout, defeated
The Summoner against all odds.
He survived for 8231 turns.
The run time was 2h 14m 30s.
He scored 4669 points.
He took MEDIUM risks.
He was an Angel of Marksmanship!

CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L1 - Lockdown
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Asterius Habitat L1
Asterius Habitat L2 - Infestation
Asterius Habitat L3 -> Asterius Breach
Asterius Breach - cleared
IO L2 - Volatile Storage
IO L3 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L2 - Exalted Summons
BEYOND L2 -> Limbo
Limbo - cleared

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  Explorer Ribbon (+50)
   * Visited all encountered special levels
  Conqueror Ribbon (+100)
   * Completed all encountered special levels
  Marksman Silver Badge
   * Complete Angel of Marksmanship (AoMr)

He killed 519 out of 519 enemies.

  40 archreavers
  12 corrupted grunts
  24 fiends
  5 plasma ravagers
  3 exalted fiends
  6 rocket turrets
  37 turrets
  10 military sentrys
  8 security sentrys
  4 former CRI grunts
  7 CalSec bots
  3 exalted reavers
  1 former CRI soldier
  2 corrupted guards
  1 Summoner
  5 exalted kerbeross
  4 corrupted sergeants
  2 hellish sergeants
  25 ravagers
  7 combat drones
  7 former soldiers
  17 former guards
  20 fire fiends
  2 siege ravagers
  7 former sergeants
  3 exalted soldiers
  4 cryobeross
  4 corrupted heavys
  16 CRI marines
  1 guardian bot
  9 hellish soldiers
  6 former CRI commandos
  4 hellish heavys
  25 corrupted soldiers
  7 hellish commandos
  49 former grunts
  14 toxic reavers
  15 ice fiends
  4 former CRI sergeants
  8 armored ravagers
  4 CRI bots
  26 reavers
  3 toxic fiends
  9 corrupted commandos
  3 cybeross
  13 security drones
  14 cryoreavers
  7 kerbeross
  8 CalSec sentrys
  9 toxibeross
  4 security bots

Traits
  Dash L1
  Hellrunner L3
  Son of a Gun L2
  Hoarder L1
  Dodgemaster L3
  Gunslinger L3
  GUN KATA L3

Trait order
  SoG->SoG->Gsl->Gsl->Gsl->Hr->MGK->Hor->
  Hr->Dm->Hr->MGK->MGK->Dm->Dm->Das->


Equipment
  Slot #1 : CRI plasma pistol A
   * Calibrated 1

  Slot #2 : AV2 7.62 sidearm PA
   * Longshot 3
   * Calibrated 1
   * Cleaner 3
   * Point Blank 4

  Slot #3 : AV2 7.62 sidearm
   * Point Blank 4
   * Retaliate

  Body    : AV2 combat armor PBA
   * Durable
   * Swift
   * Carrier
   * Powered
   * Kinetic shield

  Head    : AV2 combat helmet PBA
   * Durable
   * Long-range tracking
   * Danger Monitor
   * Plated
   * Health Monitor

  Utility : AV3 pistol AMP
   * Aim assist
   * Pistol accelerator
   * Pistol long-range tracking


Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x63)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x6)
  small medkit (x3)
  small medkit (x3)
  small medkit (x2)
Logged
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