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Post Mortem / [0.8.8|U|Ma|AoMr|13|YAAM] Gunslinger almost too easy...
« on: February 05, 2020, 13:20 »
AoMr UV win, on a second attempt! This is in 0.8.8b with Frenzy bug fixed (Is it? I really forgot to pay attention).
Yes I agree with khiijol who posted a AoMr win earlier that if feels almost too easy.
I mentioned earlier that Gunslinger and Headshot are comparable. Now I am convinced that Gunslinger is stronger. Headshot has higher damage (because of using the best gun available) and less ammo hungry (a big deal for .44 which is the best conventional pistol for most of the game). But it has a shorter range, and a cooldown time. The last point is the biggest downside of Headshot relative to Gunslinger. With Gunslinger and fully modded .44 revolver+ plasma pistol, CRI bots and armored ravagers go down in one shot on crit. No cooldown means multiple enemies can die in a very short time.
By the end of the run I had an ADV .44 revolver and a plasma pistol, both with Auto-loaders. And CRI damage amp +30%.
Marine does not have Scavenger. So, to save precious .44, the third slot was filled with an ADV 9mm pistol that I used instead of .44 revolver when dealing with lower-tier enemies.
Summoner fight was the easiest I ever got. Because archreavers were guaranteed to die to one dual shot, and because of auto-loaders on both weapons, I was easily taking out reavers as they appear, and did substantial damage to Summoner as well. Summoner never had a chance to get close. I had two CRI phase devices on the ready but never used.
Yes I agree with khiijol who posted a AoMr win earlier that if feels almost too easy.
I mentioned earlier that Gunslinger and Headshot are comparable. Now I am convinced that Gunslinger is stronger. Headshot has higher damage (because of using the best gun available) and less ammo hungry (a big deal for .44 which is the best conventional pistol for most of the game). But it has a shorter range, and a cooldown time. The last point is the biggest downside of Headshot relative to Gunslinger. With Gunslinger and fully modded .44 revolver+ plasma pistol, CRI bots and armored ravagers go down in one shot on crit. No cooldown means multiple enemies can die in a very short time.
By the end of the run I had an ADV .44 revolver and a plasma pistol, both with Auto-loaders. And CRI damage amp +30%.
Marine does not have Scavenger. So, to save precious .44, the third slot was filled with an ADV 9mm pistol that I used instead of .44 revolver when dealing with lower-tier enemies.
Summoner fight was the easiest I ever got. Because archreavers were guaranteed to die to one dual shot, and because of auto-loaders on both weapons, I was easily taking out reavers as they appear, and did substantial damage to Summoner as well. Summoner never had a chance to get close. I had two CRI phase devices on the ready but never used.
Andizee, level 13 Marine, defeated
The Summoner against all odds.
He survived for 12431 turns.
The run time was 2h 15m 9s.
He scored 6163 points.
He was ULTRAVIOLENT!
He was an Angel of Marksmanship!
CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Europa Dig Zone L1
IO L3 -> CRI Laboratory L1
CRI Laboratory L2 -> CRI Armory
CRI Armory - cleared
BEYOND L1 -> The Arena
The Arena - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Marksman Bronze Badge
* Reach Io on Angel of Marksmanship
Marksman Silver Badge
* Complete Angel of Marksmanship (AoMr)
Marksman Gold Badge
* Complete AoMr on Hard
He killed 484 out of 484 enemies.
9 former commandos
1 former CRI soldier
25 fiends
2 corrupted sergeants
24 former soldiers
1 summoner
2 cybeross
10 siege ravagers
2 combat drones
12 former sergeants
6 corrupted soldiers
44 CRI marines
25 cryoreavers
2 hellish commandos
5 corrupted heavys
8 cryobeross
2 former CRI sergeants
6 security drones
6 exalted reavers
6 plasma ravagers
12 exalted fiends
11 armored ravagers
2 CRI commandos
31 security bots
2 military bots
9 turrets
23 archreavers
45 CRI bots
6 corrupted commandos
2 CRI soldiers
8 reavers
1 former CRI grunt
3 military drones
33 fire fiends
14 CRI turrets
15 exalted soldiers
29 former guards
4 former grunts
21 ravagers
5 former heavys
2 former CRI commandos
10 rocket turrets
4 former CRI guards
Traits
Hellrunner L2
Ironman L2
Tough as Nails L1
Reloader L1
Son of a Gun L2
Gunslinger L2
Whizkid L1
Field Medic
Equipment
Slot #1 : ADV 9mm pistol P2AF
Slot #2 : ADV .44 revolver PL
Slot #3 : CRI plasma pistol P2L
Body : CRI armor P
Utility : CRI pistol damage amp
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x86)
.44 ammo (x31)
CRI phase kit (x2)
multitool (x4)
stimpack (x1)
small medkit (x2)
large medkit
large medkit
2
Post Mortem / [0.8.7|H|AoNY|Sc|7|YASD] Swarmed by armored ravagers in Europa Central Dig
« on: January 31, 2020, 17:47 »
Angel of New York Reload is really brutal. Relative to a standard game, the biggest problems in AoNY are total randomness of access to dropped weapons in Europa (I have not got past Europa Central Dig yet), the inability to keep good weapons and upgrade them, and being underleveled due to low XP.
A rather typical situation that ended quite a few of my attempts is a pack of exalted fiends or reavers. There is simply not enough DPS to deal with them, due to being underleveled and unable to upgrade weapons. One needs to be lucky to have a loaded .44 revolver or SMG to dispatch exalted fiends. But there is no conventional weapon at all that will kill three exalted, say, resilient, armored, or regenerating reavers without reloading.
Switching weapons is usually not enough. One slot is occupied by Golden Gun which should not be used early. Anticipating the inability to kill almost anything in IO and Beyond, Golden Gun ammo is needed to be saved for the situations where there is no other way. Like running from a couple of cryoreavers, and armored ravager blocks the only way to exit.
So Scout has only two weapon slots left. Often it is a pair of chainguns that won't save from exalted reavers. Even if one of the slots is autoshotty or SMG, these are not going to be enough.
In Callisto it is possible to clear practically everything. I skipped most vaults as they tend to have fiends and bots that don't drop weapons, and occasional bot or turret. But killed the rest, except in one of the levels I run to the elevator from exalted fiends. Military Barracks was a good place to venture in, because of guaranteed lots of weapons.
Europa starts to be really difficult. The distribution of weapon drops is too random. An unlucky level with most enemies reavers and ravagers and exit not nearby, and there is nothing you can really do. A guaranteed level like that is Europa Central Dig. That's where my run ended because I had no ammo and armored ravagers and whatnot were coming from all directions. To be honest, I am not sure how it is possible to get through it on Hard.
A rather typical situation that ended quite a few of my attempts is a pack of exalted fiends or reavers. There is simply not enough DPS to deal with them, due to being underleveled and unable to upgrade weapons. One needs to be lucky to have a loaded .44 revolver or SMG to dispatch exalted fiends. But there is no conventional weapon at all that will kill three exalted, say, resilient, armored, or regenerating reavers without reloading.
Switching weapons is usually not enough. One slot is occupied by Golden Gun which should not be used early. Anticipating the inability to kill almost anything in IO and Beyond, Golden Gun ammo is needed to be saved for the situations where there is no other way. Like running from a couple of cryoreavers, and armored ravager blocks the only way to exit.
So Scout has only two weapon slots left. Often it is a pair of chainguns that won't save from exalted reavers. Even if one of the slots is autoshotty or SMG, these are not going to be enough.
In Callisto it is possible to clear practically everything. I skipped most vaults as they tend to have fiends and bots that don't drop weapons, and occasional bot or turret. But killed the rest, except in one of the levels I run to the elevator from exalted fiends. Military Barracks was a good place to venture in, because of guaranteed lots of weapons.
Europa starts to be really difficult. The distribution of weapon drops is too random. An unlucky level with most enemies reavers and ravagers and exit not nearby, and there is nothing you can really do. A guaranteed level like that is Europa Central Dig. That's where my run ended because I had no ammo and armored ravagers and whatnot were coming from all directions. To be honest, I am not sure how it is possible to get through it on Hard.
Spoiler (click to show/hide)
3
Post Mortem / [0.8.7|H|AoSh|Ma|11|YAVP] Angel of Shotgunnery for the first time
« on: January 21, 2020, 17:29 »
I finally completed the challenge I attempted many times since 0.8.0.
It's AoSh on Hard (and thus Shottyman Gold).
RNG was god -- I got early (somewhere in Callisto) an ADV shotgun with +damage, 50% reload, and Chill effect, which carried me through the game, and this was the very same shotgun I took down the Summoner. I also got in Europa an ADV blue armor with faster reload time property.
And there were plenty of grenades and I used them all.
The run was still very hard, there were a number of moments when I had no medkits left. Once I had to run into the closest elevator with a smear of health from a pack of exalted kerberos. If not for Chill effect shotgun, I would have never made it.
Chill effect is OP. I got another extremely good shotgun in Io, an ADV dual with Vampiric + Reloader.
Sounds like a shottyman's dream. But Chill was still better. It's a mass slow. With very short reload time (50% + Rel2 + improved reload time from ADV armor) + fire (80% from A-mod) so fast that most oftenI could do two shots, mass Chill and then Shredder, and then a finishing shot or retreat, while enemies still stumbling.
The hardest enemies are Armored/Siege Ravagers -- there are lots of them in the late game, rockets really hurt, and it takes two-three shots (one with Shredder) to bring one down. So there was a lot of maneuvering to lure them to where I could get to them close enough, and while maneuvering there is always a chance to catch a rocket. Security bots are troublesome in Callisto, but past Valhalla Spaceport they are less numerous, so I usually just left them alone.
The most annoying are turrets. They don't wonder off; if they block the way, they have to be dealt with.
However, unlike early 0.8..., with the recent updatest there are many ways to take down a turret. Disabling with terminals if there are spare multitools. With any grenade: Frag or krak or EMP, then a single Shredder shot; or smoke/gas and then fire a few times into the fog. A couple of Shredder shots do the job, too (depending on how close you can get), but there is a risk of being fired in return. With my constant shortage of medkits, I did not dare attack rocket turrets without grenades.
My choice of the class was Marine. It's counterintuitive. But I tried many times with Tech in earlier versions for advanced modding (in 0.8.7, Tech is not very unsuitable for this challenge) and Scout which seemed like the best choice in 0.8.7. But it turns out the Marine's access to extra healing and strong defense skills like Iro, HR, and Incoming are really dominant in this challenge. Reload Dance is pretty good, too. And, of course, Shredder is designed for this.
It's AoSh on Hard (and thus Shottyman Gold).
RNG was god -- I got early (somewhere in Callisto) an ADV shotgun with +damage, 50% reload, and Chill effect, which carried me through the game, and this was the very same shotgun I took down the Summoner. I also got in Europa an ADV blue armor with faster reload time property.
And there were plenty of grenades and I used them all.
The run was still very hard, there were a number of moments when I had no medkits left. Once I had to run into the closest elevator with a smear of health from a pack of exalted kerberos. If not for Chill effect shotgun, I would have never made it.
Chill effect is OP. I got another extremely good shotgun in Io, an ADV dual with Vampiric + Reloader.
Sounds like a shottyman's dream. But Chill was still better. It's a mass slow. With very short reload time (50% + Rel2 + improved reload time from ADV armor) + fire (80% from A-mod) so fast that most oftenI could do two shots, mass Chill and then Shredder, and then a finishing shot or retreat, while enemies still stumbling.
The hardest enemies are Armored/Siege Ravagers -- there are lots of them in the late game, rockets really hurt, and it takes two-three shots (one with Shredder) to bring one down. So there was a lot of maneuvering to lure them to where I could get to them close enough, and while maneuvering there is always a chance to catch a rocket. Security bots are troublesome in Callisto, but past Valhalla Spaceport they are less numerous, so I usually just left them alone.
The most annoying are turrets. They don't wonder off; if they block the way, they have to be dealt with.
However, unlike early 0.8..., with the recent updatest there are many ways to take down a turret. Disabling with terminals if there are spare multitools. With any grenade: Frag or krak or EMP, then a single Shredder shot; or smoke/gas and then fire a few times into the fog. A couple of Shredder shots do the job, too (depending on how close you can get), but there is a risk of being fired in return. With my constant shortage of medkits, I did not dare attack rocket turrets without grenades.
My choice of the class was Marine. It's counterintuitive. But I tried many times with Tech in earlier versions for advanced modding (in 0.8.7, Tech is not very unsuitable for this challenge) and Scout which seemed like the best choice in 0.8.7. But it turns out the Marine's access to extra healing and strong defense skills like Iro, HR, and Incoming are really dominant in this challenge. Reload Dance is pretty good, too. And, of course, Shredder is designed for this.
Spoiler (click to show/hide)
4
Post Mortem / [0.8.7|U|AoC|Sc|13|YAAM] The Angel of Mass Destruction
« on: January 21, 2020, 10:12 »
This was an absolutely cool run! Blasting everything on the way, very satisfying. I think AoC is the best angel challenge.
To tackle AoC on UV, I realized Marine is not going to work, because Marine has absolutely no way of breaking away from close-ups and hairy situations (given that grenades are not allowed in this challenge). I tried with Tech, but quickly realized that in 0.8.7 there are almost no Tech-specific traits that help the challenge. One is Hunker down, another is Incoming! which could be very useful; and maybe Remote Hack, but not sure. In contrast, Scout has a lot more: Hellrunner+Dodgemaster+Running, and of course Reloader! And Second Wind (which I ended up not taking).
The run was highlighted by a large number of krak grenades (which of course I could not use) -- one chest containing three of them! And only a single(!) multitool drop in the entire run. I procured two more from a station, so these three were all I got to repair my armors.
I also took Packrat because of the worry that 70 rockets is not enough, but then I immediately found Backpack, so that Packrat was a waste. And I think from Europa onward I never dropped below 40 rockets anyway.
Andizee, level 13 Scout, defeated
The Summoner against all odds.
He survived for 10873 turns.
The run time was 2h 15m 45s.
He scored 6648 points.
He was ULTRAVIOLENT!
He was an Angel of Carnage!
CALLISTO L4 -> Military Barracks
Military Barracks - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - cleared
IO L4 -> Io Warehouse
Io Warehouse - cleared
BEYOND L2 -> Limbo
Limbo - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
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
Conqueror Ribbon (+100)
* Completed all encountered special levels
He killed 507 out of 507 enemies.
5 former CRI soldiers
16 former soldiers
1 military bot
28 reavers
11 hellish soldiers
6 corrupted soldiers
29 turrets
6 exalted soldiers
15 exalted fiends
43 armored ravagers
8 siege ravagers
4 plasma ravagers
12 security drones
18 CRI marines
12 CRI bots
1 summoner
38 fiends
3 exalted reavers
35 fire fiends
16 security bots
7 toxic reavers
2 CRI guards
4 former grunts
41 archreavers
11 former guards
40 ravagers
2 former CRI commandos
14 hellish commandos
1 former CRI grunt
1 corrupted sergeant
2 corrupted commandos
3 former heavys
17 former commandos
6 corrupted heavys
3 hellish sergeants
5 kerbeross
2 hellish heavys
4 former sergeants
2 military drones
1 former CRI sergeant
8 cryobeross
4 combat drones
16 rocket turrets
11 cryoreavers
2 cybeross
Traits
Skilled L2
Hellrunner L2
Juggler
Packrat L1
Reloader L2
Gun hoarder
Dodgemaster
Whizkid L1
Running
Equipment
Slot #1 : rocket launcher P2A
Slot #2 : rocket launcher PBA
Slot #3 : rocket launcher B
Body : - NONE -
Utility : CRI backpack
Inventory
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x2)
military stimpack
small medkit (x2)
To tackle AoC on UV, I realized Marine is not going to work, because Marine has absolutely no way of breaking away from close-ups and hairy situations (given that grenades are not allowed in this challenge). I tried with Tech, but quickly realized that in 0.8.7 there are almost no Tech-specific traits that help the challenge. One is Hunker down, another is Incoming! which could be very useful; and maybe Remote Hack, but not sure. In contrast, Scout has a lot more: Hellrunner+Dodgemaster+Running, and of course Reloader! And Second Wind (which I ended up not taking).
The run was highlighted by a large number of krak grenades (which of course I could not use) -- one chest containing three of them! And only a single(!) multitool drop in the entire run. I procured two more from a station, so these three were all I got to repair my armors.
I also took Packrat because of the worry that 70 rockets is not enough, but then I immediately found Backpack, so that Packrat was a waste. And I think from Europa onward I never dropped below 40 rockets anyway.
Andizee, level 13 Scout, defeated
The Summoner against all odds.
He survived for 10873 turns.
The run time was 2h 15m 45s.
He scored 6648 points.
He was ULTRAVIOLENT!
He was an Angel of Carnage!
CALLISTO L4 -> Military Barracks
Military Barracks - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - cleared
IO L4 -> Io Warehouse
Io Warehouse - cleared
BEYOND L2 -> Limbo
Limbo - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
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
Conqueror Ribbon (+100)
* Completed all encountered special levels
He killed 507 out of 507 enemies.
5 former CRI soldiers
16 former soldiers
1 military bot
28 reavers
11 hellish soldiers
6 corrupted soldiers
29 turrets
6 exalted soldiers
15 exalted fiends
43 armored ravagers
8 siege ravagers
4 plasma ravagers
12 security drones
18 CRI marines
12 CRI bots
1 summoner
38 fiends
3 exalted reavers
35 fire fiends
16 security bots
7 toxic reavers
2 CRI guards
4 former grunts
41 archreavers
11 former guards
40 ravagers
2 former CRI commandos
14 hellish commandos
1 former CRI grunt
1 corrupted sergeant
2 corrupted commandos
3 former heavys
17 former commandos
6 corrupted heavys
3 hellish sergeants
5 kerbeross
2 hellish heavys
4 former sergeants
2 military drones
1 former CRI sergeant
8 cryobeross
4 combat drones
16 rocket turrets
11 cryoreavers
2 cybeross
Traits
Skilled L2
Hellrunner L2
Juggler
Packrat L1
Reloader L2
Gun hoarder
Dodgemaster
Whizkid L1
Running
Equipment
Slot #1 : rocket launcher P2A
Slot #2 : rocket launcher PBA
Slot #3 : rocket launcher B
Body : - NONE -
Utility : CRI backpack
Inventory
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x10)
rocket (x2)
military stimpack
small medkit (x2)
5
Post Mortem / [0.8.7|U|Sc|13|YAAM] Boom! Headshot
« on: January 19, 2020, 05:35 »
Finally a UV win in 0.8.7 as a pistol build! (After a number of unsuccessful attempts.)
Headshot build is really strong, often one-shotting armored ravagers with P3A .44 revolver and almost one-shotting CRI bots with P3 plasma pistol (the key word is "almost" as CRI bots still have an opportunity to blast me which they often did). However, this firepower seems to be necessary with this build. Scout feels squishy as compared to Marine, so instashootting most of the stuff is essential.
The build revolves around using .44 revolver (and plasma pistol) as a main weapon, and rocket launcher for occasional distant blasting. The original idea was first going for SoG2 and Headshot, then for HR2 and Dodgemaster, then working the way to get WK2, to make P3A-modded revolver (or use some ADV or rare weapon if lucky). Unfortunately it did not quite work -- I was starving for .44 ammo in Europe and eventually dying because I was forced to use alternative underpowered weapons like SMG, 9mm calibrated, or even 7.62 rifle and chaingun (which obviously don't benefit from SoG and Headshot). 9mm calibrated was a decent one, especially against bots, but it is not guaranteed and it can have only one mod. So, the build that worked is to get Headshot, and then Scavenger before working on HR and WK.
Interestingly, P3A .44 revolver is still better against non-mechanical enemies than P3 plasma pistol. P3A .44 revolver with Headshot can one-shot (on crit) literally everything except CRI bots. P3 plasma pistol is still not strong enough to one-shot CRI bots, but it also needs Headshot+shot against many strong enemies like CRI marine, toxic reaver, and armored ravager. The main disadvantage of .44 revolver is range. So from IO onwards my main weapon became plasma pistol, with occasional swap to .44 revolver.
In the hindsight, I think the third P-mod of plasma pistol is pretty useless -- it would have been much better to use B-mod instead. This could be particularly helpful in the final boss fight.
Andizee, level 13 Scout, defeated
The Summoner against all odds.
He survived for 12019 turns.
The run time was 2h 58m 34s.
He scored 6562 points.
He was ULTRAVIOLENT!
CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - cleared
IO L3 -> CRI Laboratory L1
CRI Laboratory L2 -> CRI Armory
CRI Armory - cleared
BEYOND L1 -> The Arena
The Arena - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Conqueror Ribbon (+100)
* Completed all encountered special levels
He killed 500 out of 500 enemies.
5 former CRI soldiers
2 military bots
22 former soldiers
11 reavers
4 hellish soldiers
12 corrupted soldiers
14 turrets
9 exalted soldiers
18 exalted fiends
22 armored ravagers
12 siege ravagers
6 plasma ravagers
12 security drones
46 CRI bots
36 CRI marines
1 summoner
23 fiends
29 fire fiends
9 exalted reavers
8 toxic reavers
38 security bots
2 CRI guards
4 former grunts
25 ravagers
20 former guards
15 archreavers
6 CRI commandos
2 former CRI commandos
1 former CRI grunt
4 hellish commandos
2 former heavys
8 corrupted commandos
2 corrupted sergeants
4 corrupted heavys
8 former commandos
4 hellish heavys
7 former sergeants
1 former CRI heavy
4 military drones
21 CRI turrets
4 former CRI sergeants
8 cryobeross
10 rocket turrets
2 combat drones
3 cybeross
6 cryoreavers
Traits
Hellrunner L2
Packrat L1
Son of a Gun L2
Gun hoarder
Dodgemaster
Whizkid L2
Scavenger
Headshot
Running
Equipment
Slot #1 : .44 revolver P3A
Slot #2 : CRI plasma pistol P3
Slot #3 : micro launcher B
Body : CRI armor P
Utility : ADV pistol damage amp
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x47)
rocket (x10)
rocket (x4)
.44 ammo (x24)
gas grenade (x1)
smoke grenade (x1)
stimpack (x1)
Headshot build is really strong, often one-shotting armored ravagers with P3A .44 revolver and almost one-shotting CRI bots with P3 plasma pistol (the key word is "almost" as CRI bots still have an opportunity to blast me which they often did). However, this firepower seems to be necessary with this build. Scout feels squishy as compared to Marine, so instashootting most of the stuff is essential.
The build revolves around using .44 revolver (and plasma pistol) as a main weapon, and rocket launcher for occasional distant blasting. The original idea was first going for SoG2 and Headshot, then for HR2 and Dodgemaster, then working the way to get WK2, to make P3A-modded revolver (or use some ADV or rare weapon if lucky). Unfortunately it did not quite work -- I was starving for .44 ammo in Europe and eventually dying because I was forced to use alternative underpowered weapons like SMG, 9mm calibrated, or even 7.62 rifle and chaingun (which obviously don't benefit from SoG and Headshot). 9mm calibrated was a decent one, especially against bots, but it is not guaranteed and it can have only one mod. So, the build that worked is to get Headshot, and then Scavenger before working on HR and WK.
Interestingly, P3A .44 revolver is still better against non-mechanical enemies than P3 plasma pistol. P3A .44 revolver with Headshot can one-shot (on crit) literally everything except CRI bots. P3 plasma pistol is still not strong enough to one-shot CRI bots, but it also needs Headshot+shot against many strong enemies like CRI marine, toxic reaver, and armored ravager. The main disadvantage of .44 revolver is range. So from IO onwards my main weapon became plasma pistol, with occasional swap to .44 revolver.
In the hindsight, I think the third P-mod of plasma pistol is pretty useless -- it would have been much better to use B-mod instead. This could be particularly helpful in the final boss fight.
Andizee, level 13 Scout, defeated
The Summoner against all odds.
He survived for 12019 turns.
The run time was 2h 58m 34s.
He scored 6562 points.
He was ULTRAVIOLENT!
CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - cleared
IO L3 -> CRI Laboratory L1
CRI Laboratory L2 -> CRI Armory
CRI Armory - cleared
BEYOND L1 -> The Arena
The Arena - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Conqueror Ribbon (+100)
* Completed all encountered special levels
He killed 500 out of 500 enemies.
5 former CRI soldiers
2 military bots
22 former soldiers
11 reavers
4 hellish soldiers
12 corrupted soldiers
14 turrets
9 exalted soldiers
18 exalted fiends
22 armored ravagers
12 siege ravagers
6 plasma ravagers
12 security drones
46 CRI bots
36 CRI marines
1 summoner
23 fiends
29 fire fiends
9 exalted reavers
8 toxic reavers
38 security bots
2 CRI guards
4 former grunts
25 ravagers
20 former guards
15 archreavers
6 CRI commandos
2 former CRI commandos
1 former CRI grunt
4 hellish commandos
2 former heavys
8 corrupted commandos
2 corrupted sergeants
4 corrupted heavys
8 former commandos
4 hellish heavys
7 former sergeants
1 former CRI heavy
4 military drones
21 CRI turrets
4 former CRI sergeants
8 cryobeross
10 rocket turrets
2 combat drones
3 cybeross
6 cryoreavers
Traits
Hellrunner L2
Packrat L1
Son of a Gun L2
Gun hoarder
Dodgemaster
Whizkid L2
Scavenger
Headshot
Running
Equipment
Slot #1 : .44 revolver P3A
Slot #2 : CRI plasma pistol P3
Slot #3 : micro launcher B
Body : CRI armor P
Utility : ADV pistol damage amp
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x47)
rocket (x10)
rocket (x4)
.44 ammo (x24)
gas grenade (x1)
smoke grenade (x1)
stimpack (x1)
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