Jupiter Hell > Post Mortem



Once again, apologies to the mods, and everyone else. I post so rarely that I have once again forgotten how to post a mortem properly. This time I thought I would try the 'spoiler' tags.

Anyway, to wit, here is a Masterless Nightmare Standard game run. This is the game run that has occupied all my JH playtime for the last few months.

I have gradually worked out a strategy, and on this run I was able to execute it reasonably well. I really like ranged weapons, so I didn't use any melee weapons/perks, even though I know these mixed builds can work really well. I also turned down some serious gear throughout this run, in order to stick to my 'plan.'

The way I tend to play with the marine is I have three weapon types
-The 'oh shit something is really close to me and I can't get away and I need to do serious damage at point blank RIGHT NOW PLEASE.'
-The workhorse gun that deals with most of the combat situations I encounter
-The massive-damage-but-limited usage weapon, for those 'get out of jail free' moments

The three weapons I used for this run: (In the same order as the requirements listed above.)
 - AV2 rocket launcher PB2 (Second chamber, Autoloader, Hunter 8, Safe, Barbed 10)
 - AV1 chaingun +BAV (Efficient, Vampiric 3, Calibrated 1, Auto-calibrated, Barbed 3, Spin-up)
 - JS 40mm drum launcher PB (Hunter 5, Second chamber, Longshot 8, JoviSec, Grenade drum)

The 'safe' perk on the rocket launcher effectively allowed me to use it as a shotgun, which was awesome. And the bleed damage allowed me to hit medusas from out of sight where necessary. Literally best shotgun ever, because it was also useful at long range too.

My way of dealing with Medusas was to always have gas grenades. As soon as I saw one, gas grenade, and then a couple of barrages from the  40mm drum launcher dealt with every medusa I came across. In the couple of instances where I didn't have any gas grenades, a couple of barrages from my chaingun left them bleeding at 70-100 damage a turn, and I could run away and let them bleed out.

Also very lucky was finding a bleed relic, considering I had two weapons that did bleed damage.

I would not use the vampiric mod pack on the chaingun if I had to do this run over, as mostly it was the bleed damage that was killing things and not the bullet damage. (Perhaps the devs would consider changing the vampiric mod so that it still gives health if the monsters die from bleed/poison/etc damage from a gun, and not just from the physical damage.)

The 'efficient' perk from a Whizkid 3 Bulk Mod is so critical too, as it allowed me to carry as little as 100 rounds during major chunks of the game (though I went into the final boss area with 250 rounds, mainly through freeing up space by dumping my last remaining multitools and smaller health items in dante)) and still be combat functional without running out of ammo. I have ruined several runs by trying to carry too much health and grenades and CRI teleport items etc etc, and got myself killed. Efficient ammo use is so so important I think.

The gear I passed up included:
-Unique weapons 'Vengeance'.
-Unique weapon 'Denial'.
-Chainsaw with blue perk on it (I don't remember exactly what it was, but it was in the Dante area.)
-Pink armor with the 'improved adrenaline and kinetic shield' perks
-some crazy assed railgun thing.

I also mentally began referring to turrets in the late game as "Vending machines" because you put one rocket in them, and voila, free rockets and 7.62 ammo.

Anyway, thanks if you read this. Perhaps my best achievement on JH yet. I am no Tormuse or thelaptop, but I do enjoy some of the harder challenges.

Also, how to you open that far right door on the Infernal Lock level? Is it a secret? Is there any cool gear in there. I have tried different combinations of switches, but no joy yet.


Spoiler (click to show/hide)gowq, level 15 Marine,
defeated the Harbinger against all odds.

He survived for 11160 turns.
The run time was 2h 57m 8s.
World seed was 1044.
He scored 8924 points.
He opposed the NIGHTMARE!

CALLISTO L2 - Lockdown
CALLISTO L5 -> Military Barracks
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L1 - Low Power
Strongroom - found Vengeance
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - found Denial
IO L3 - The Hunt
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Dante Station L2 - Exalted Summons

  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  CRI Diamond Badge
   * Win a standard N! game master-less

He killed 912 out of 1167 enemies.

 40 former grunts           20 toxic fiends
 1  former CRI grunt        37 CalSec sentries
 8  former grenadiers       9  security sentries
 3  corrupted grenadiers    4  military sentries
 4  former CRI  grenadiers  17 CalSec bots
 15 former soldiers         1  security bot
 21 corrupted soldiers      4  guardian bots
 4  hellish soldiers        18 reavers
 7  former CRI soldiers     37 cryoreavers
 8  former sergeants        14 toxic reavers
 6  corrupted sergeants     31 archreavers
 1  hellish sergeant        12 kerberi
 2  former CRI sergeants    9  cyberi
 17 former guards           18 cryoberi
 9  former commandoes       2  toxiberi
 16 corrupted commandoes    12 medusae
 4  hellish commandoes      6  archmedusae
 2  former CRI commandoes   17 ravagers
 4  former heavies          16 armored ravagers
 3  corrupted heavies       4  siege ravagers
 1  hellish heavy           13 plasma ravagers
 14 security drones         21 CRI marines
 4  combat drones           17 CRI bots
 2  military drones         2  guardians
 76 fiends                  5  sentinels
 20 fire fiends             9  warlocks
 26 ice fiends

  Hellrunner L3
  Son of a Gun L1
  Tough as Nails L3
  Army Surplus L2
  Cover Master L2
  Whizkid L3

Trait order

  Slot #1 : AV2 rocket launcher PB2
   * Second chamber
   * Autoloader
   * Hunter 8
   * Safe
   * Barbed 10

  Slot #2 : AV1 chaingun +BAV
   * Efficient
   * Vampiric 3
   * Calibrated 1
   * Auto-calibrated
   * Barbed 3
   * Spin-up

  Slot #3 : JS 40mm drum launcher PB
   * Hunter 5
   * Second chamber
   * Longshot 8
   * JoviSec
   * Grenade drum

  Body : duramesh scout armor PA
   * Carrier
   * Metabolic boost
   * Fire-resistant
   * Duramesh

  Head : AV1 combat visor P3B
   * Danger Monitor
   * Crit Enhancer 25
   * Plated
   * Auto-repair
   * Health Monitor

  Utility : AV2 utility AMP
   * Carrier
   * Metabolic boost

  Relic : reaver's claw
   * Bloody Tears

  rocket (x10)
  7.62 ammo (x100)
  40mm grenade (x6)
  plasma grenade (x1)
  gas grenade (x1)
  CRI phase kit (x1)
  large medkit
  large medkit


[0] Message Index

Go to full version