Jupiter Hell > Post Mortem
[1.3a|U|Sc|YAAM] You look down and you see a tortoise...
(1/1)
Tormuse:
After my Gunrunner game from the other day, I got the idea to do another Gunrunner build, this time focusing on melee, for a "Bladerunner" build. :D
This was considerably easier than the game where I was relying on ranged weapons, since this time, I didn't have to improvise any ammo-saving strategies. Also, one of the nice things about using melee with this build is that the act of attacking into a square (assuming you kill the target) counts as a move, so sometimes, I was able to chain together several melee attacks in a row, each one taking 0.25 seconds of time. :) (I pretty much knew this was going to be a fun run once I hit Gunrunner 2, and proceeded to use my katana to cut down three exalted ravagers in less than a second) :D
Of course, for the early game, I had to rely on ranged weapons more, and I was helped along immensely by the Scrapgun unique, and to a lesser degree by an advanced hunter rifle with barbed 6. By late game, I had a really nice advanced plasma shotgun with critical 50, which combined with SoG 3, gave me 100% critical chance with each shot, and also sustain, which took away ammo worries, but by then, I already had a really nice katana, and SoG combined with Executioner 1 gave me 100% crit chance with that, so I had pretty much switched exclusively to melee anyway.
Other things that helped the run included the duramesh armour, that I modded for bleeding protection, and...
Spoiler: ...the Dark Cathedral secret... (click to show/hide)...which gave me permanent health regen up to 50%, which was only made stronger by the Soulstealer effect, which raised my max health, and therefore the 50% mark. :) Any battle which didn't seem to be going my way, I could just quickly dash out to regroup and auto-heal, before trying again. (Stealthing to aid my getaway, if necessary)
Toward the end, I pumped all my levels into hellrunner, dodgemaster, and dash, to help me get out of (and sometimes into) danger faster, and to max out my dodge chance, so my enemies could barely touch me. There were still a few close calls where I nearly died due to trying to bite off more than I could chew, but I had enough contingencies in place, such as stealthing, smoke grenades, phase kits, etc, that I was able to keep going, and I managed to take out Harbinger by simply charging up to him and whacking him repeatedly with Soulstealer, and he fell in a few seconds. (Soulstealer was so charged up that the killing blow did no less than 766 damage!) :D
Tormuse, level 18 Scout,
defeated the Harbinger against all odds.
He survived for 17177 turns.
The run time was 5h 4m 13s.
World seed was 2508.
He scored 7798 points.
He was ULTRAVIOLENT!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Infestation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly - found Scrapgun
EUROPA L2 - Low Power
Europa Concourse -> Europa Ruins L1
Europa Ruins L2 - Exalted Summons
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
IO L3 -> Shadow Halls L1
Shadow Halls L1 - Exalted Summons
Shadow Halls L2 -> Dark Cathedral
Dark Cathedral - Cleared!
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 849 out of 849 enemies.
46 former grunts 7 security sentries
6 corrupted grunts 9 CalSec bots
1 former CRI grunt 4 security bots
6 former grenadiers 55 reavers
1 corrupted grenadier 43 cryoreavers
2 former CRI grenadiers 19 toxic reavers
19 former soldiers 47 archreavers
21 corrupted soldiers 8 kerberi
9 former CRI soldiers 10 cyberi
6 former sergeants 17 cryoberi
4 corrupted sergeants 6 toxiberi
4 former CRI sergeants 16 medusae
25 former guards 8 archmedusae
2 corrupted guards 29 ravagers
3 former commandoes 21 armored ravagers
14 corrupted commandoes 8 siege ravagers
2 former CRI commandoes 21 plasma ravagers
7 security drones 22 CRI marines
12 combat drones 21 CRI bots
115fiends 15 guardians
26 fire fiends 4 sentinels
32 ice fiends 13 warlocks
22 toxic fiends 5 archwarlocks
11 CalSec sentries
Traits
Dash L2
Hellrunner L3
Son of a Gun L3
Executioner L1
Hoarder L1
Dodgemaster L3
Scavenger L1
GUNRUNNER L3
Trait order
SoG->SoG->SoG->Das->Hor->MGU->Hr->Scv->
MGU->Exe->Hr->Dm->MGU->Dm->Hr->Dm->
Das
Equipment
Slot #1 : Scrapgun +A
* Calibrated 1
* Auto-calibrated
* Spin-up
Slot #2 : AV3 plasma shotgun +A
* Calibrated 1
* Auto-calibrating 6%
* Critical 50
* Sustain
Slot #3 : Soulstealer
Body : duramesh scout armor P
* Meshed
* Duramesh
Head : - NONE -
Utility : AV3 utility AMP
* Camoboost
* Silent
Relic : cryoreaver's claw
* Windchill
Permanents
Medusa's Curse
Demonblood
Inventory
energy cell (x100)
9mm ammo (x100)
plasma grenade (x1)
gas grenade (x3)
EMP grenade (x1)
krak grenade (x3)
smoke grenade (x3)
CRI phase kit (x2)
large combat pack
large combat pack
combat pack (x2)
stimpack (x1)
--- End code ---
CaptainSublime:
Everytime I read a Tormuse thread, I learn things that I either didn't know, or never thought to apply in that particular way.
Well done as usual!
I have always found the scrapgun pretty crap, so is there something I am missing that makes it great?
Tormuse:
Thanks! :D
--- Quote from: CaptainSublime on April 30, 2022, 13:50 ---I have always found the scrapgun pretty crap, so is there something I am missing that makes it great?
--- End quote ---
I don't know about "great," but it does relatively high damage for 9mm ammo, and has the benefit that Scavenger 1 gets you as much ammo as you want for it in late game. There are certainly better weapons out there, but it served me well until I got my melee game off the ground. :)
CaptainSublime:
OH I see. SO it isn't intended to be good in the late game. I mostly found it on runs where I already had equivalent/better guns.
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