So just for a change of pace, I thought I'd give Angel of Carnage another try. :) (Last time I tried this challenge, Nightmare difficulty didn't exist yet) :P
Basically, the early game was spent maximizing my efficiency with rockets, while maximizing my inventory size, so I could carry forward as many rockets as possible for the mid to late game, where, as I correctly predicted, I was using rockets faster than I was getting them back. By Beyond 1, I was down to 14 rockets, so it was fortunate that there was an ammo station there that I could pump multitools into to get like 50 more rockets to carry me to the endgame.
The AV3 rocket launcher you see in slot 1 is the one I got in Calsec Central, and carried me through the whole game. The haze effect was good for making sure enemies didn't get the chance to fire back, and the vampiric effect reduced my need for healing sources, hence the big pile of first aid kits and stimpacks at the end. :P Giving it the "focused" buff was a risky move, since it reduced the area of the fog effect, which meant my enemies spent less time lost in the fog, but in late game, I was thankful for it, because of the frequency of fast-moving melee enemies that I needed to be able to shoot at closer range.
I got my first plasma launcher (the one in slot 3) from the Mk3 crafting station in Tyre Outpost, which was a nice complement to my arsenal, and helped me make more efficient use of cells. (I got the second one in Limbo) Since 10 cells count as a rocket for that weapon, and it converts ammo to your chosen weapon at a 15 to 1 ratio, any stacks of less than 10 cells were more efficient to turn into a rocket for the rocket launcher, whereas any stacks greater than 10 were more efficient to leave as cells. (Stacks of exactly 10 could be used either way, since they're the equivalent of one shot of either weapon)
I didn't figure out how to open the right-most door in Infernal Lock. I have a feeling maybe the switches need to be turned on/off in a particular sequence? With six switches, that makes 64 possible combinations. I would've gladly spent the time trying to figure it out if I had known that the way back was going to seal shut behind me when I moved on to fight the robots. As it was, I didn't get the chance to experiment with it. :(
Curiously, I didn't get the Conqueror medal; it seems that it didn't count one of the special levels to be finished? There's no "cleared" message for Tyre Outpost; is that because an enemy revived or something? Do they all have to be dead when you leave for it to be considered "cleared?" But no, that can't be it, because there were definitely plenty of revived reavers when I left Limbo. Hmm...
Tormuse, level 18 Technician, defeated
The Summoner against all odds.
He survived for 12744 turns.
The run time was 5h 45m 26s.
He scored 9182 points.
He opposed the NIGHTMARE!
He was an Angel of Carnage!
CALLISTO L3 - Secure Vault
Callisto Hub -> Mimir Habitat L1
Mimir Habitat L2 - Low Power
Mimir Habitat L2 -> CalSec Central
CalSec Central - cleared
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L2 - Low Power
Europa Dig Zone L3 -> Tyre Outpost
Io Nexus - Exalted Summons
IO L5 -> Infernal Lock
Infernal Lock - cleared
BEYOND L2 - The Hunt
BEYOND L2 -> Limbo
Limbo - cleared
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
CRI Star (silver cluster) (+50)
* 50+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Rocket Platinum Badge
* Complete AoC on Nightmare!
Rocket Diamond Badge
* Complete AoC on N! master-less
He killed 766 out of 861 enemies.
3 corrupted commandos
20 reavers
1 Summoner
24 ice fiends
2 hellish sergeants
30 fiends
27 cryoreavers
5 security drones
4 military sentrys
16 exalted ravagers
7 toxibeross
12 armored ravagers
9 hellish soldiers
3 corrupted grunts
45 former grunts
85 exalted reavers
3 corrupted heavys
4 combat drones
24 exalted kerbeross
2 kerbeross
7 hellish commandos
9 military bots
7 CRI bots
5 guardian bots
17 plasma ravagers
7 former CRI sergeants
19 former guards
7 former sergeants
2 corrupted guards
19 CRI marines
20 ravagers
2 corrupted sergeants
7 fire fiends
1 former CRI grunt
2 siege ravagers
23 turrets
3 former heavys
12 cryobeross
4 former commandos
7 CalSec bots
4 security bots
4 former CRI commandos
30 toxic reavers
55 archreavers
41 exalted soldiers
44 exalted fiends
8 security sentrys
26 rocket turrets
20 CalSec sentrys
6 corrupted soldiers
14 former soldiers
3 hellish heavys
9 former CRI soldiers
11 toxic fiends
Traits
Skilled L1
Whizkid L3
Cover Master L2
Juggler L2
Hacker L2
Hoarder L3
Remote Hack L1
Sysop L3
Trait order
Whk->Sys->Hor->Hor->Sys->Hor->Whk->Whk->
Sys->Hak->Hun->Jug->Hak->Skl->RHa->Hun->
Jug
Equipment
Slot #1 : AV3 rocket launcher PBA2
* Critical 25
* Focused
* Calibrated 1
* Autoloader
* Haze
* Vampiric 2
Slot #2 : AV3 plasma launcher BA2
* Calibrated 1
* Critical 25
* Autoloader
* Hunter 12
* Deadly 20
Slot #3 : CRI plasma launcher B2A2
* Second chamber
* Critical 25
* Swap Harness
* Calibrated 1
Slot #4 : AV2 rocket launcher PB3
* Frenzy 8
* Barbed 3
* Autoloader
* Second chamber
* Focused
* Swap Harness
Body : AV3 combat armor PA2
* Critical 10
* Carrier
* Metabolic boost
* Loading feed
* Powered
Head : AV3 combat helmet P2B
* Crit Enhancer 25
* Danger Monitor
* Tech Monitor
* Auto-repair
* Nightvision
Utility : AV3 utility AMP
* Carrier
* Smoke-gen
Inventory
energy cell (x100)
energy cell (x8)
rocket (x10)
rocket (x10)
rocket (x3)
CRI phase kit (x2)
multitool (x4)
military stimpack
stimpack (x3)
stimpack (x1)
small medkit (x3)
small medkit (x1)
large medkit
large medkit
large medkit