Jupiter Hell > Post Mortem
[1.6|H|AoMr|Te|YAAM] Luck and good gear brings me Golden Sharpshooting!
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CrashGordon94:
I had been struggling with this challenge for a bit, some near-misses but finally did it now! I got Marksman Gold! :D
Had some nasty close calls but I got lucky enough to make it through. ^_^;
And of course got lots of great gear!
Early on I definitely focused hard on JoviSec gear, particularly the JS Revolver, every bit as awesome for this build as people said it was. I actually did purposely leave open a slot for it to take an exotic mod if I found one... And I did! E mod might not have made the biggest difference but I was happy to have it.
My JS Helmet served me until the end... Though it's not here because the Harbinger and friends annihilated it. :( I think it was a Marine Helmet, but can't be sure now. I did pass up higher-end headgear to keep that juicy JS bonus and all my mods, but that wasn't a great sacrifice.
I figured my JS Basic Armor wouldn't last me until the end anyway so I had an eye on replacing it with something special.
On Europa I saw Refueling Base was on the menu so I beelined into Toxicologist so I could safely open all the valves and claim the ENV armor... Except the Cybersuit generated there and after some agonising I went through with it, figuring that all that raw protection plus all those mod slots would go awesome with a static, Whizkiddy build like Sharpshooter.... I think that paid off well as a decision, even if I passed up some good stuff because of it (ENV and CRI suits).
Io I was drowning with Red Keycards so I went to CRI Labs to raid the vault. Obviously the suit was out of the question was I had some nice little stuff there, like rerolling perks (my AMP used to have +max range as the basic perk until I changed it).
I had some more close calls, I was running low on .44 ammo sometimes but thankfully I was able to keep stocking up so it wasn't a problem. I kept and modded backup guns just in case but they saw very little action.
I entered but immediately left Inferno, didn't want the risk.
Nearly killed myself blowing up an Energy Core on Dante L2! O.o;; Now THAT would've been pure misery if I had died...
Harbinger really rocked me hard sometimes too, but I managed to cling on to life and keep blasting!
Crash Gordon, level 17 Technician,
defeated the Harbinger against all odds.
He survived for 11989 turns.
The run time was 2h 1m 15s.
World seed was 50970.
He scored 6068 points.
He liked it HARD!
He was an Angel of Marksmanship!
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L3 - Lockdown
Callisto Rift L3 -> The Rift
The Rift - Cleared!
EUROPA L2 - Low Power
EUROPA L5 -> Refueling Base
Refueling Base - found Cybersuit
Refueling Base - Cleared!
IO L3 -> CRI Laboratory L1
CRI Laboratory L2 - Secure Vault
CRI Laboratory L2 -> CRI Armory
CRI Armory - Cleared!
Dante Station L3 - Exalted Summons
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Explorer Ribbon (+100)
* Visited all encountered special levels
Blind Luck Star (+50)
* Won despite getting down to 1hp at some point
Marksman Gold Badge
* Complete AoMr on Hard
He killed 755 out of 755 enemies.
48 former grunts 5 toxic fiends
9 corrupted grunts 11 CalSec sentries
1 former CRI grunt 6 security sentries
4 former grenadiers 6 CalSec bots
2 corrupted grenadiers 9 security bots
4 CRI grenadiers 1 military bot
17 former soldiers 1 guardian bot
6 corrupted soldiers 14 reavers
3 former CRI soldiers 45 cryoreavers
14 CRI soldiers 34 toxic reavers
8 former sergeants 37 archreavers
5 corrupted sergeants 1 kerberos
2 former CRI sergeants 4 cyberi
8 CRI sergeants 12 cryoberi
13 former guards 5 medusae
6 corrupted guards 4 archmedusae
10 CRI guards 16 ravagers
4 former commandoes 8 armored ravagers
7 corrupted commandoes 3 siege ravagers
2 former CRI commandoes 3 plasma ravagers
10 CRI commandoes 49 CRI marines
9 corrupted heavies 35 CRI bots
2 CRI heavies 5 guardians
2 fanatics 10 warlocks
10 security drones 1 archwarlock
8 combat drones 3 watchers
72 fiends 2 cryowatchers
37 fire fiends 2 pyrowatchers
26 ice fiends
Traits
Whizkid L3
Powerjack L1
Son of a Gun L3
Toxicologist L3
Headshot L3
SHARPSHOOTER L3
Trait order
SoG->SoG->Hsh->Whk->MSS->Whk->Pow->Tox->
MSS->Whk->Tox->Hsh->MSS->SoG->Tox->Hsh->
Equipment
Slot #1 : JS .44 revolver +BA2E
* Disruptive 3
* Extended Mag 4
* Critical 25
* Calibrated 1
* Auto-calibrated
* JoviSec
Slot #2 : AV3 7.62 sidearm P
* Longshot 3
* Frenzy 4
* Triggerhappy
Slot #3 : AV3 plasma pistol A2
* Exalted bane
* Critical 25
* Efficient
* Demonbane
Body : Cybersuit P3B3A3
* Meshed
* Padded
* Fire-resistant
* Carrier
* Plated
* Durable
* Metabolic boost
* Swift
* Critical 10
Head : - NONE -
Utility : AV3 pistol AMP
* Pistol capacitor
* Pistol booster
Relic : reaver's tendon
* Reaver's speed
Permanents
CRI backpack
Inventory
energy cell (x100)
7.62 ammo (x100)
.44 ammo (x50)
.44 ammo (x50)
.44 ammo (x49)
gas grenade (x1)
multitool (x2)
small medkit (x3)
small medkit (x3)
small medkit (x1)
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