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Messages - Tormuse

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So I was testing out the latest beta release candidate to see how the new experience awarding system works, and I accidentally won the game.  Erm...  can we call this a successful test?  :P

Seriously, though, I've tried AoMr many times unsuccessfully with a technician, because (in theory) I prefer the Headshot trait over Gunslinger, because it's more ammo efficient.  Then I decided to try out a Marine game with Gunslinger and won on my first try.  :P  I was able to mitigate the ammo inefficiency from all the extra bullets fired by Gunslinger with Army Surplus trait in the early game, and with the "Efficient" bulk mod bonus in the late game.  (I'm also not a fan of the fact that you fire more slowly with the guns until you reach Gunslinger level 3, but fortunately, that wasn't a problem for long)

I didn't get Conqueror, but not for lack of trying.  I'm convinced now that the key to getting the game to consider a level "finished" is to have all enemies dead at the same time, even if some revive afterward.  I was able to achieve that on all the special levels except Dark Cathedral, where I very nearly ran myself out of bullets.  (I completely exhausted my 7.62 rounds on that level and was down to my last stack of .44, and I was only hanging on because of the above-mentioned "efficient" bonus)  With all the enemies spawning so far apart, there was no way I could get all of them dead simultaneously, not even if I had enough bullets.  (At least I was able to get the rewards, including the "don't let the door hit your ass on the way out" message)  :P  It didn't help that on Shadow Halls level 1, there were zero supply boxes of any kind, (bug or feature?  It was seed 9765) and it was an Infestation level full of Archreavers, so I was already low on ammo going into Dark Cathedral.

I had a stack of multitools going into Limbo, and I pumped them into the tech station there to fill out my remaining mod slots that I hadn't filled yet, and I put the Frenzy bonus on everything, and shortly after regretted that I didn't get it sooner, because once it gets going, it dramatically increases the damage, though that might be partially a reflection of my HR 3 plus powered armour with metabolic boost, which made me super speedy, which let me charge headlong into extra groups before the Frenzy bonus wore off.  In any case, between that and the 20% bonus from the Pistol Booster amp, and the 25% crit enhancer in the helmet and all my boosts to critical chances, I was able to gib things like Siege Ravagers and Toxic Reavers in one volley!  By the time I got to the Summoner, I was able to shred him pretty quickly, three volleys per each of his three stages.

It's probably also worth noting that this was my highest ever score in this game.  Yay!  :D

Also notable, this brings me up to General rank, and the next available rank is "God Hand" for 15 Diamonds.  With 8 Diamond badges to go, that'll take a while.  :P

Tormuse, level 20 Marine, defeated
The Summoner against all odds.
He survived for 12853 turns.
The run time was 6h 45m 13s.
He scored 9752 points.
He opposed the NIGHTMARE!
He was an Angel of Marksmanship!

CALLISTO L3 -> Mimir Habitat L1
Mimir Habitat L3 - Low Power
Mimir Habitat L3 -> CalSec Central
CalSec Central - cleared
EUROPA L2 - Secure Vault
Europa Concourse -> Asterius Habitat L1
Asterius Habitat L2 -> Asterius Breach
Asterius Breach - cleared
Io Nexus -> Shadow Halls L1
Shadow Halls L1 - Infestation
Shadow Halls L2 -> Dark Cathedral
BEYOND L2 - Exalted Summons
BEYOND L2 -> Limbo
Limbo - cleared

  CRI Star (bronze cluster) (+25)
   * 25+ kills without taking damage
  Explorer Ribbon (+50)
   * Visited all encountered special levels
  Marksman Platinum Badge
   * Complete AoMr on Nightmare!
  Marksman Diamond Badge
   * Complete AoMr on N! master-less

He killed 1101 out of 1254 enemies.

  94 archreavers
  7 plasma ravagers
  30 exalted ravagers
  22 fiends
  3 corrupted grunts
  47 exalted fiends
  5 military bots
  25 turrets
  20 rocket turrets
  1 Summoner
  6 military sentrys
  1 former CRI grunt
  19 security sentrys
  181 exalted reavers
  9 CalSec bots
  5 former CRI soldiers
  7 corrupted sergeants
  37 exalted kerbeross
  1 hellish sergeant
  7 ravagers
  22 former soldiers
  12 combat drones
  30 former guards
  7 siege ravagers
  7 fire fiends
  1 former heavy
  129 exalted soldiers
  8 former sergeants
  20 CRI marines
  6 corrupted heavys
  19 cryobeross
  3 hellish soldiers
  4 former CRI commandos
  39 corrupted soldiers
  10 ice fiends
  46 toxic reavers
  34 former grunts
  4 former CRI heavys
  26 armored ravagers
  3 former CRI sergeants
  13 CRI bots
  9 reavers
  5 toxic fiends
  21 corrupted commandos
  11 security drones
  8 cybeross
  33 cryoreavers
  4 kerbeross
  18 CalSec sentrys
  10 former commandos
  8 security bots
  11 toxibeross

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

Trait order

  Slot #1 : AV2 .44 long revolver PBA
   * Efficient
   * Calibrated 1
   * Frenzy 3
   * Zombiebane
   * Autoloader

  Slot #2 : AV2 .44 long revolver PBA
   * Frenzy 3
   * Efficient
   * Calibrated 1
   * Critical 40
   * Hunter 6

  Slot #3 : AV2 7.62 sidearm PBE
   * Frenzy 3
   * Efficient
   * Disruptive 3
   * Critical 40
   * Calibrated 2

  Body    : AV3 marine armor PA2
   * Swift
   * Metabolic boost
   * Carrier
   * Painkiller
   * Powered

  Head    : AV1 basic helmet P2B2
   * Crit Enhancer 25
   * Tech Monitor
   * Durable
   * Danger Monitor
   * Health Monitor

  Utility : AV3 pistol AMP
   * Pistol accelerator
   * Pistol booster

  7.62 ammo (x100)
  7.62 ammo (x80)
  .44 ammo (x50)
  .44 ammo (x50)
  .44 ammo (x45)
  gas grenade (x1)
  krak grenade (x3)
  smoke grenade (x3)
  CRI phase kit (x2)
  multitool (x1)
  military stimpack
  large medkit
  large medkit

Post Mortem / Re: [0.9.8a|M|AoSh|Ma|YAAM] U MAD BRO?
« on: April 22, 2021, 17:01 »
Ooo... thanks for the tip!  Just realised that Whizkid has a different trait path to it as well.  I am totally not going to knock that luck played a big part of the sucess at AoSh.

Do yourself a favour and try a technician run where you max out Whizkid.  There are tons of new weapon and armour upgrades available.  :)  (And the technician has the dismantle ability, so if you don't like what a mod does, you can get it back, and apply it to something else while choosing a new upgrade)

Seems like we all love the AV3 rocket launcher from Calsec Central.

Heheh.  :)  Not sure if you know this, but (as far as I can tell) the rewards in Calsec Central and Valhalla Command include an AV3 variant of whatever weapon you've been using the most up 'til that point.  (ie if you have mostly melee kills, it'll give you an AV3 machete, or if you mostly have pistol kills, it'll give you an AV3 combat pistol, and so on)  Basically, it rewards you for specializing.

Post Mortem / Re: [0.9.8a|M|AoSh|Ma|YAAM] U MAD BRO?
« on: April 20, 2021, 13:42 »
Hey, congrats on the win!  :D

I was just confused that there was no Shottyman trait anymore -- I was scared about what would happen in late game when I couldn't reload while moving.

You were lucky to find the amp that provides that benefit.  You can also get it from a bulk mod, if you have Whizkid trait.

I don't know what to do with the frozen heart.

You and me both.  :P

Discussion / Re: How Dead is this Game?
« on: April 16, 2021, 14:40 »
Yeah, I've been periodically asking TheLaptop to re-open auto-closed threads when I wanted to post something, so it'll be nice that that stops being an issue.  :)

So just for a change of pace, I thought I'd give Angel of Carnage another try.  :)  (Last time I tried this challenge, Nightmare difficulty didn't exist yet)  :P

Basically, the early game was spent maximizing my efficiency with rockets, while maximizing my inventory size, so I could carry forward as many rockets as possible for the mid to late game, where, as I correctly predicted, I was using rockets faster than I was getting them back.  By Beyond 1, I was down to 14 rockets, so it was fortunate that there was an ammo station there that I could pump multitools into to get like 50 more rockets to carry me to the endgame.

The AV3 rocket launcher you see in slot 1 is the one I got in Calsec Central, and carried me through the whole game.  The haze effect was good for making sure enemies didn't get the chance to fire back, and the vampiric effect reduced my need for healing sources, hence the big pile of first aid kits and stimpacks at the end.  :P  Giving it the "focused" buff was a risky move, since it reduced the area of the fog effect, which meant my enemies spent less time lost in the fog, but in late game, I was thankful for it, because of the frequency of fast-moving melee enemies that I needed to be able to shoot at closer range.

I got my first plasma launcher (the one in slot 3) from the Mk3 crafting station in Tyre Outpost, which was a nice complement to my arsenal, and helped me make more efficient use of cells.  (I got the second one in Limbo)  Since 10 cells count as a rocket for that weapon, and it converts ammo to your chosen weapon at a 15 to 1 ratio, any stacks of less than 10 cells were more efficient to turn into a rocket for the rocket launcher, whereas any stacks greater than 10 were more efficient to leave as cells.  (Stacks of exactly 10 could be used either way, since they're the equivalent of one shot of either weapon)

I didn't figure out how to open the right-most door in Infernal Lock.  I have a feeling maybe the switches need to be turned on/off in a particular sequence?  With six switches, that makes 64 possible combinations.  I would've gladly spent the time trying to figure it out if I had known that the way back was going to seal shut behind me when I moved on to fight the robots.  As it was, I didn't get the chance to experiment with it.  :(

Curiously, I didn't get the Conqueror medal;  it seems that it didn't count one of the special levels to be finished?  There's no "cleared" message for Tyre Outpost;  is that because an enemy revived or something?  Do they all have to be dead when you leave for it to be considered "cleared?"  But no, that can't be it, because there were definitely plenty of revived reavers when I left Limbo.  Hmm...

Tormuse, level 18 Technician, defeated
The Summoner against all odds.
He survived for 12744 turns.
The run time was 5h 45m 26s.
He scored 9182 points.
He opposed the NIGHTMARE!
He was an Angel of Carnage!

CALLISTO L3 - Secure Vault
Callisto Hub -> Mimir Habitat L1
Mimir Habitat L2 - Low Power
Mimir Habitat L2 -> CalSec Central
CalSec Central - cleared
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L2 - Low Power
Europa Dig Zone L3 -> Tyre Outpost
Io Nexus - Exalted Summons
IO L5 -> Infernal Lock
Infernal Lock - cleared
BEYOND L2 - The Hunt
BEYOND L2 -> Limbo
Limbo - cleared

  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
  Rocket Platinum Badge
   * Complete AoC on Nightmare!
  Rocket Diamond Badge
   * Complete AoC on N! master-less

He killed 766 out of 861 enemies.

  3 corrupted commandos
  20 reavers
  1 Summoner
  24 ice fiends
  2 hellish sergeants
  30 fiends
  27 cryoreavers
  5 security drones
  4 military sentrys
  16 exalted ravagers
  7 toxibeross
  12 armored ravagers
  9 hellish soldiers
  3 corrupted grunts
  45 former grunts
  85 exalted reavers
  3 corrupted heavys
  4 combat drones
  24 exalted kerbeross
  2 kerbeross
  7 hellish commandos
  9 military bots
  7 CRI bots
  5 guardian bots
  17 plasma ravagers
  7 former CRI sergeants
  19 former guards
  7 former sergeants
  2 corrupted guards
  19 CRI marines
  20 ravagers
  2 corrupted sergeants
  7 fire fiends
  1 former CRI grunt
  2 siege ravagers
  23 turrets
  3 former heavys
  12 cryobeross
  4 former commandos
  7 CalSec bots
  4 security bots
  4 former CRI commandos
  30 toxic reavers
  55 archreavers
  41 exalted soldiers
  44 exalted fiends
  8 security sentrys
  26 rocket turrets
  20 CalSec sentrys
  6 corrupted soldiers
  14 former soldiers
  3 hellish heavys
  9 former CRI soldiers
  11 toxic fiends

  Skilled L1
  Whizkid L3
  Cover Master L2
  Juggler L2
  Hacker L2
  Hoarder L3
  Remote Hack L1
  Sysop L3

Trait order

  Slot #1 : AV3 rocket launcher PBA2
   * Critical 25
   * Focused
   * Calibrated 1
   * Autoloader
   * Haze
   * Vampiric 2

  Slot #2 : AV3 plasma launcher BA2
   * Calibrated 1
   * Critical 25
   * Autoloader
   * Hunter 12
   * Deadly 20

  Slot #3 : CRI plasma launcher B2A2
   * Second chamber
   * Critical 25
   * Swap Harness
   * Calibrated 1

  Slot #4 : AV2 rocket launcher PB3
   * Frenzy 8
   * Barbed 3
   * Autoloader
   * Second chamber
   * Focused
   * Swap Harness

  Body    : AV3 combat armor PA2
   * Critical 10
   * Carrier
   * Metabolic boost
   * Loading feed
   * Powered

  Head    : AV3 combat helmet P2B
   * Crit Enhancer 25
   * Danger Monitor
   * Tech Monitor
   * Auto-repair
   * Nightvision

  Utility : AV3 utility AMP
   * Carrier
   * Smoke-gen

  energy cell (x100)
  energy cell (x8)
  rocket (x10)
  rocket (x10)
  rocket (x3)
  CRI phase kit (x2)
  multitool (x4)
  military stimpack
  stimpack (x3)
  stimpack (x1)
  small medkit (x3)
  small medkit (x1)
  large medkit
  large medkit
  large medkit

I've been playing so many Nightmare games lately that I feel like I rarely get to see the late game, so I wanted to try something a little easier, while also seeing if I could get a Platinum badge, so Angel of Light Travel it was!  :)  (I gotta say...  this game is sooo much easier when enemies don't come back as Exalted variants all the time)  :P

The game sort of started as a range/melee hybrid build, but settled into melee more and more as the game went on, with an Assassinate build.  Assassinate gets pretty strong once you hit late game, and have three levels of Executioner and three levels of Energy Leech.  You still have to be careful about teleporting up to seemingly individual enemies that had a whole hoard of enemies next to them just off-screen.  That got me into trouble a few times.  :P

I primarily used my combat knife at the beginning, then switched to the advanced machete I found in Valhalla Command, then the advanced katana you see in my inventory there, which I got from the Mark 3 manufacturing terminal in Tyre Outpost.  (I actually brought a stack of multitools with me, so I could make three katanas, and pick out the best one)  That advanced amp you see is one I found right near the end, in Limbo.  (I'm still disappointed that the "silent" ability doesn't stack with Skilled 2;  no, I won't stop complaining about that)  :P

Tormuse, level 17 Scout, defeated
The Summoner against all odds.
He survived for 14816 turns.
The run time was 6h 49m 8s.
He scored 7398 points.
He was an Angel of Light Travel!

CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L1 - Low Power
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 - Lockdown
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 - Exalted Summons
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - cleared
IO L2 -> Io Black Site L1
Io Black Site L1 - Low Power
Io Black Site L3 -> Black Site Vaults
Black Site Vaults - cleared
The Shattered Abyss - cleared
BEYOND L2 -> Limbo
Limbo - cleared
BEYOND L3 - The Hunt

  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
  Lightfoot Platinum Badge
   * Complete AoLT on UV with 100% kills

He killed 657 out of 657 enemies.

  1 corrupted commando
  52 reavers
  26 ice fiends
  10 cybeross
  5 hellish sergeants
  2 former CRI guards
  26 fiends
  24 cryoreavers
  8 security drones
  4 military sentrys
  9 exalted ravagers
  9 toxibeross
  15 armored ravagers
  17 hellish soldiers
  6 corrupted grunts
  4 exalted reavers
  42 former grunts
  2 corrupted heavys
  4 combat drones
  9 exalted kerbeross
  3 kerbeross
  18 hellish commandos
  5 CRI bots
  2 guardian bots
  12 plasma ravagers
  5 former CRI sergeants
  23 former guards
  4 former sergeants
  12 CRI marines
  19 ravagers
  3 corrupted sergeants
  15 fire fiends
  1 former CRI grunt
  1 Summoner
  10 siege ravagers
  2 former CRI heavys
  48 turrets
  7 cryobeross
  3 former commandos
  19 CalSec bots
  1 security bot
  8 former CRI commandos
  31 toxic reavers
  61 archreavers
  19 exalted soldiers
  25 exalted fiends
  3 security sentrys
  14 rocket turrets
  8 CalSec sentrys
  1 Swordmaster
  18 corrupted soldiers
  9 former soldiers
  3 hellish heavys
  1 former CRI soldier
  22 toxic fiends

  Skilled L2
  Dash L3
  Hellrunner L2
  Executioner L3
  Energy leech L3

Trait order

  Slot #1 : demonic sword
   * Frenzy 10
   * Vampiric 5

  Slot #2 : AV3 katana PBA
   * Retaliate
   * Vampiric 1
   * Surrounded
   * Critical 10
   * Guarded 10
   * Resilient

  Slot #3 : AV1 7.62 assault rifle C
   * Freezing 2
   * Speed-loader

  Body    : AV2 combat armor PBA
   * Durable
   * Meshed
   * Painkiller
   * Swift
   * Loading feed

  Head    : combat helmet PB
   * Durable
   * Danger Monitor

  Utility : AV3 utility AMP
   * Silent
   * Carrier
   * Auto-med 10

  krak grenade (x2)
  CRI phase kit (x1)
  small medkit (x1)
  large medkit

Nice one!  :)  I think Brick Silver is one of the most, if not the most, challenging Silver badges to get.  No matter how you do it, you have to count on some amount of luck.

I think doing it with AoMr is slightly less luck dependent, since you only need to find one power mod, since you start with a tech mod, and you get a guaranteed power mod as a reward in Hell's Arena, so there's your makings of the energy pistol for tunneling through the wall.  (And you get some guaranteed energy cells in Chained Court)

In AoB, you get a guaranteed homing phase device as a reward for Hell's Arena, which probably would have helped you here, but you're still at the mercy of the RNG for if your phase devices take you to the correct side of the wall.  (Or if they put you in a survivable position)  :P  But hey...  looks like you pulled it off anyway, so congrats!  :)

...and MVm seems like the ideal build if you're going to have a master because MBm isn't going to help much against high-health Wall enemies (and the wall is likely to be the major challenge of a Brick Silver dedicated attempt).

I don't know about that...  I think having Hellrunner/Dodgemaster would be a big help in dodging the Baron's acid balls, which would help you with tunneling through the wall without taking damage.  That's a benefit you wouldn't get with Vampyre, since it blocks HR.

Shadow Halls?  Dark Cathedral?  Huh...  I need to get back to this game.  Apparently, there are a bunch of new levels I haven't seen before.

Anyway, sorry for your loss;  that does sound disappointing to have lost when you had such nice equipment.  :|

This build is a lot of fun once you can combine Gunrunner with Shottyman.  Glad you got to taste a bit of that, even if it was only right at the end.  :)  Congrats!  :D

Now, I only need two more gold badges - but Inquisitor and Everyman are probably among the nastiest golds around, and I'm not entirely sure how I'll be going about those.

Oof, good luck with those.  I don't think anybody likes playing AoP...  and I still have nightmares about my AoHu games.  :P

Nice win!  :)

I've found that Vampyre hasn't been as strong a contender as it was back in DRL, though it's possible I'm just not using it right or something.  (This game has some very different strategizing to it)  One thing I think is a must in these latest versions for melee games is some kind of bleeding protection, since the late game melee enemies' bleeding attacks hurt a lot.  Looks like you made do without it, though.  Did the Reavers and Kerberos's give you trouble?

Bug Reports / Re: Typos and grammatical errors
« on: February 17, 2021, 23:33 »
I'm assuming that much of the game-specific stuff is in Lua, which means that all the in-game [flavour] text are likely to be there.

If you're saying that there's something in the local game files with that information, then I'm not seeing it...  though I'm no expert in these matters, so there could be something I'm missing.

Edit: But all these fixes may be a bit pre-mature if there are more changes to core mechanics/items at play.

Yeah, that's why I was hesitating about posting more.  :P

EDIT:  Well, I can at least post about stuff I found in the help menus, since those shouldn't change substantially.  :)


"If it's not present it means the weapon has 100% accuracy, otherwise there's a modifier to the 100%."  (should be a comma after "present" and "otherwise" and there should be a period instead of the comma after "accuracy")


"Further out it falls off..."  (comma after "out")


"The number of lines indicates how much does that cover affect the to-hit chance"  (reads better if you take out the word "does" and "affects" instead of "affect")


"The modifier fades away (but not fully if high), so often it's better to retreat..."  (This sentence is misleading, since it sounds like pain stays forever if it's high, and also I'd switch the words "it's" and "often";  I would reword it to "The modifier fades away over time, so it's often better to retreat...")


"...the value seems twice higher for a moment..."  (should be "twice as high" instead of "twice higher")

Bug Reports / Re: Typos and grammatical errors
« on: February 17, 2021, 17:54 »
Fixed the ones noted, will be included in 0.9.7 RC6 and 0.9.7.

Cool, maybe I'll go proofread the rest of them, then.  :) proof-read all the in-game text via reading whatever sources that contain them.

Ooh, are there some convenient text file type sources I could read from?  It would make my proofreading easier.

Bug Reports / Typos and grammatical errors
« on: February 16, 2021, 12:49 »
I've been meaning to make a post about this for a while, since I've been making a note of typos for the last...  ten versions or so.  :P  I have no idea if this is a good time to be making this, but I just don't want to put it off any longer.  This is gonna be a weird mix of old and new stuff;  some of it may have been fixed already, and now that all the descriptions have been re-done for the new Beta, I should really go over everything anew, but at least this will help the Devteam get started correcting it, so here goes.  :)


Bloodhound description, "...once you seen an enemy it's position is always revealed..."  (Should be "you've" instead of "you;" also, there should be a comma after "enemy;" also, also, no apostrophe in "its")

(vampiric mod description) "A sophisticate device..."  (should be "sophisticated")

Healing orb description:  "What could you ask for more!"  (Would read better as "what more could you ask for?"  with that word order and a question mark)

Basic helmet description:  "...protects agains critical hits..."  (typo, should be "against" instead of "agains")

At the beginning of the game, "Something went wrong" probably reads better as "something is wrong."

Marine helmet description:  "...and a bit additional protection..."  (missing word "of" as in "and a bit of additional protection")

"You hear the shreaking of reavers."  (Should be "shrieking")

Furious trait description:  "Additionally if you gib an enemy you have generate 1 additional point of Fury."  (Commas after "Additionally" and "enemy" and take out the word "have")

Tough as Nails description:  " is so though..."  (Should be "tough" instead of "though")

Long revolver description:  "...slightly less stoping power..."  (should be "stopping" two p's)

Loading holster description:  "auto-reload the weapon when swaping to it."  (should be "swapping" two p's;  actually, I notice that "swapping" is misspelled in a lot of places;  you're probably going to want to do a general search for each instance of that word)

Resilient description:  "reduces pain effect on accuacy by half."  (should be "accuracy")

Marine description:  "...convert one a quarter..."  (take out "a")


I hope this is helpful.  Is it worth it for me to go over all the new descriptions right now?  Or is this something that should wait 'til later?

Discussion / Re: Quick questions thread!
« on: February 12, 2021, 10:17 »
Here's are my quick question: what's a good approach to complete Ao100/666 with a melee build?

All the melee builds except Blademaster block Eagle Eye, so you'll probably be relying pretty heavily on your shotgun for the early game until you can level yourself up enough and get enough equipment to switch over to using melee exclusively.  Armour gets shredded a lot in melee, so you'll probably want something indestructible.  Nanofiber red armour will do, which only takes a power mod and a bulk mod, so it's very doable, but something that protects against melee damage like the ballistic vest, duelist armour, or phaseshift suit are even better.  (I suppose gothic armour works too, but that slows you down, which can be deadly in a melee game, where you have to close distance quickly)

For Red Alert, I was definitely thinking a Master that would mesh with Hellrunner, like Blademaster, Gun Kata, Fireangel or so on.

A while back, I got Quartermaster Angelic badge with a Gunrunner build, combined with Shottyman.  Obviously, it took a long time to get going, but basically, I was able to move, fire, and reload at the same time, which was a real time-saver.  :)

For Pacifist, definitely going Masterless, Hellrunner/Dodgermaster, Tough as Nails and Ironman seeming to be solid choices for obvious reasons (plus probably still Intuition.

Another option you might want to consider (if you don't mind making do without Hellrunner) is a Survivalist build.  It helps you tank a lot more damage while also getting more benefit from large med packs.  I did it once in an ArchAngel of Pacifism game, but I would not recommend copying my technique there;  that was an exceptionally lucky game.  :P

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