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16
Post Mortem / Re: [0.8.7|M|AoNY|Sc|7|YAVP] Well…
« on: January 27, 2020, 03:54 »
Great, it's good to know about the stimpack. I actually was not sure what "Stimmed" did, I only suspected it increased action speed. I can now see it here https://jupiterhell.fandom.com/wiki/Stimmed that it increases dodge by 20% and speed of all actions by 20% (by the way, I presume it means reducing the action cost by 20%, which means performing actions 25% faster). This is nowhere as good as running that increased dodge by 30% and doubles the moving speed.
I always use stimpacks as medkits. Because of limited inventory space I prefer medkits that drop more often and stack up to 3. I am clearly underusing stimpacks.
I always use stimpacks as medkits. Because of limited inventory space I prefer medkits that drop more often and stack up to 3. I am clearly underusing stimpacks.
17
Post Mortem / Re: [0.8.7|M|AoNY|Sc|7|YAVP] Well…
« on: January 26, 2020, 12:57 »
Cool, thanks for the post, and congratulations again!
A Tech is traditionally a master of items -- what is missing for AoNY is an item that allows running.
If stimpack could do that -- and also if stimpacks could be guaranteed from medical stations -- then with Tinkerer a Tech could stock up stimpacks enough to run when needed, and Remote Hacker must be very strong on this challenge, too.
A Tech is traditionally a master of items -- what is missing for AoNY is an item that allows running.
If stimpack could do that -- and also if stimpacks could be guaranteed from medical stations -- then with Tinkerer a Tech could stock up stimpacks enough to run when needed, and Remote Hacker must be very strong on this challenge, too.
18
Post Mortem / Re: [0.8.7|U|AoC|Sc|13|YAAM] The Angel of Mass Destruction
« on: January 22, 2020, 02:08 »As for leveling, could it be the result of a lot of infighting? (I know you don't get experience if they kill each other)Indeed, it might be the case.
19
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)
20
Post Mortem / Re: [0.8.7|U|AoC|Sc|13|YAAM] The Angel of Mass Destruction
« on: January 21, 2020, 11:39 »
I just noticed I only reached level 13, though I did all the special levels, went through Beyond and Limbo. I guess, to get level 14, one needs to do CRI Armory.
21
Post Mortem / Re: [0.8.7|U|AoD|Sc|14|YAAM] Angel of running around (Doomed Gold Badge)
« on: January 21, 2020, 11:37 »
Tormuse -- congratulations! This is inspirational. I have never attempted AoD yet, it's on my list, but I was wondering if it can be done on UV. Now I know.
About grenades:
I usually keep one or two types of grenades.
I always pick up krak. They are for multiple bots or when I need a bot to immediately die. They instakill security bots and are extremely good against military/cri bots. So I consider krak the most precious one. But also I don't hold them for long, I use them. (Summoner does not need krak any more, its armor gets destroyed anyway in the first encounter, before it teleports away.)
Smoke and toxic are good to get away, I try to keep a stack of one or the other, but never both.
Frag is nearly useless past Callisto. EMP is good, but not as good as krak. Now with Hack, there is a new use of EMP to get to turrets for hacking.
In general, a typical mid-game preference is:
for Marine: smoke/gas > krak > stack of ammo > EMP > frag
for other classes: krak > stack of ammo > EMP > smoke/gas > frag
About grenades:
I usually keep one or two types of grenades.
I always pick up krak. They are for multiple bots or when I need a bot to immediately die. They instakill security bots and are extremely good against military/cri bots. So I consider krak the most precious one. But also I don't hold them for long, I use them. (Summoner does not need krak any more, its armor gets destroyed anyway in the first encounter, before it teleports away.)
Smoke and toxic are good to get away, I try to keep a stack of one or the other, but never both.
Frag is nearly useless past Callisto. EMP is good, but not as good as krak. Now with Hack, there is a new use of EMP to get to turrets for hacking.
In general, a typical mid-game preference is:
for Marine: smoke/gas > krak > stack of ammo > EMP > frag
for other classes: krak > stack of ammo > EMP > smoke/gas > frag
22
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)
23
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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