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Post Mortem / [1.5a|N!|AoC|Sc|YAVP] First nightmare run in new game=3 platinums
« on: November 05, 2022, 14:35 »
My very first first attempted Nightmare run in the new game, and I won it! Granted, Angel of Carnage is kinda training wheels for Nightmare mode, at least for the first two moons (that's why I picked it), but it's still a victory. And since I made a point of clearing Callisto Anomaly, I managed to snag THREE platinums with this run.
Biggest bit of good fortune was that one of the two relics in the Anomaly was Fiendish sight, the one which lets you detect enemies. Detecting enemies = free rocket sniping, easier setup for hitting multiple enemies in one blast, marginally easier avoiding of revived enemies, and of course greatly reduced risk of opening a door to a pack of reavers while your only close range weapon is a vanilla grenade launcher. I would not have won without it.
I went to The Pit thinking that the extra inventory capacity would let me stock up on ammo before the portion of AoC where ammo becomes scarce. But silly me, since The Pit contains no ammo and lots of enemies with more than 70 HP, the dividing line between "enough ammo that I'm always leaving some behind" and "little enough ammo that I'm always struggling" was that level. I spent much of IO in single digit rockets, dropped to 0 several times (with some on the ground), and ultimately killed the final boss with 3 rockets left. That said I did still have some grenade launcher ammo to fall back on. In hindsight, I should have traded some medkits for extra stacks of rockets in early Europa, and should have only bothered with one stack of grenades. And I shouldn't have bothered with the red keycards.
One funny bit of luck was that the last level of Europa spawned a toxic grenade and a plasma grenade, both of which I was able to lob at the boss despite not being able to pick them up. Though luring her over to the plasma grenade put me in danger from cryoreavers so it was a wash HP-wise.
Lack of ammo made Io really dicey. I went out of my way to visit Cri Laboratories since the game had handed me 3 red keycards early on, hoping to use the big gun and the crafting stations. And ideally to find a plasma launcher. But the last level of Cri Labs was such a nightmare I had to just flee, and for some reason the branch ended one level earlier than I was expecting so I was dumped back out with no special level. In hindsight I would have been much better off aiming for Infernal Lock and hoping for a sustain mod.
Dante was short but very eventful. With an AMP that boosted stealth in two different ways, I just skipped as much of it as possible after stocking up on rockets on L1 (though I didn't stock up enough--I foolishly let myself get chased away from the second ammo station thinking I already had enough stacks).
I got a pretty nasty scare right at the end of Dante 3. A warlock+fiend pack AND a ravager pack were camping directly in front of the exit, bodyblocking it even in stealth, while there was an overhealed Medusa and an overhealed pack of Kerberos in the room behind me. If I'd fought all those guys I would have run out of ammo on the boss, and that's ignoring the Hunt countdown. Solution: Chug both my small stimpacks to get enough energy for a second stealth, back up enough that I could detonate the explosive barrels safely, stealth again, and run for it. Through sheer luck none of the enemies who survived the explosion stood in front of the elevator. I tried to get a screenshot both before and after but it looks like it only took the after screenshot, but the before image was a sight to behold.
Final boss was scary for ammo reasons, and pretty tricky manouvering-wise, but I had healing items to spare. It helps that somewhere in the final stretch of the game a random chest dropped a Cold mod pack. This was the first time I really made use of those pillars behind the boss (I only noticed them a couple runs ago), and if I hadn't forced all the reavers to walk past him to reach me (and thus close enough for rocket splash damage) I may have lost.
Biggest bit of good fortune was that one of the two relics in the Anomaly was Fiendish sight, the one which lets you detect enemies. Detecting enemies = free rocket sniping, easier setup for hitting multiple enemies in one blast, marginally easier avoiding of revived enemies, and of course greatly reduced risk of opening a door to a pack of reavers while your only close range weapon is a vanilla grenade launcher. I would not have won without it.
I went to The Pit thinking that the extra inventory capacity would let me stock up on ammo before the portion of AoC where ammo becomes scarce. But silly me, since The Pit contains no ammo and lots of enemies with more than 70 HP, the dividing line between "enough ammo that I'm always leaving some behind" and "little enough ammo that I'm always struggling" was that level. I spent much of IO in single digit rockets, dropped to 0 several times (with some on the ground), and ultimately killed the final boss with 3 rockets left. That said I did still have some grenade launcher ammo to fall back on. In hindsight, I should have traded some medkits for extra stacks of rockets in early Europa, and should have only bothered with one stack of grenades. And I shouldn't have bothered with the red keycards.
One funny bit of luck was that the last level of Europa spawned a toxic grenade and a plasma grenade, both of which I was able to lob at the boss despite not being able to pick them up. Though luring her over to the plasma grenade put me in danger from cryoreavers so it was a wash HP-wise.
Lack of ammo made Io really dicey. I went out of my way to visit Cri Laboratories since the game had handed me 3 red keycards early on, hoping to use the big gun and the crafting stations. And ideally to find a plasma launcher. But the last level of Cri Labs was such a nightmare I had to just flee, and for some reason the branch ended one level earlier than I was expecting so I was dumped back out with no special level. In hindsight I would have been much better off aiming for Infernal Lock and hoping for a sustain mod.
Dante was short but very eventful. With an AMP that boosted stealth in two different ways, I just skipped as much of it as possible after stocking up on rockets on L1 (though I didn't stock up enough--I foolishly let myself get chased away from the second ammo station thinking I already had enough stacks).
I got a pretty nasty scare right at the end of Dante 3. A warlock+fiend pack AND a ravager pack were camping directly in front of the exit, bodyblocking it even in stealth, while there was an overhealed Medusa and an overhealed pack of Kerberos in the room behind me. If I'd fought all those guys I would have run out of ammo on the boss, and that's ignoring the Hunt countdown. Solution: Chug both my small stimpacks to get enough energy for a second stealth, back up enough that I could detonate the explosive barrels safely, stealth again, and run for it. Through sheer luck none of the enemies who survived the explosion stood in front of the elevator. I tried to get a screenshot both before and after but it looks like it only took the after screenshot, but the before image was a sight to behold.
Final boss was scary for ammo reasons, and pretty tricky manouvering-wise, but I had healing items to spare. It helps that somewhere in the final stretch of the game a random chest dropped a Cold mod pack. This was the first time I really made use of those pillars behind the boss (I only noticed them a couple runs ago), and if I hadn't forced all the reavers to walk past him to reach me (and thus close enough for rocket splash damage) I may have lost.
David, level 12 Scout,
defeated the Harbinger against all odds.
He survived for 5661 turns.
The run time was 3h 55m 20s.
World seed was 92328.
He scored 8630 points.
He opposed the NIGHTMARE!
He was an Angel of Carnage!
CALLISTO L3 -> Callisto Mines L1
Callisto Mines L2 -> Callisto Anomaly
Callisto Anomaly - Cleared!
CALLISTO L6 - Lockdown
Europa Concourse - Windchill
EUROPA L5 - Secure Vault
EUROPA L5 -> The Pit
IO L3 -> CRI Laboratory L1
Dante Station L3 - The Hunt
Awards
CRI Star (silver cluster) (+100)
* 50+ kills without taking damage
Icarus Ribbon (+100)
* Won the game in less than 6,000 turns
JoviSec Platinum Badge
* Win any game on NIGHTMARE!
Anomaly Platinum Badge
* Clear Callisto Anomaly on NIGHTMARE
Rocket Platinum Badge
* Complete AoC on Nightmare!
He killed 615 out of 885 enemies.
43 former grunts 31 fire fiends
1 former CRI grunt 21 ice fiends
5 former grenadiers 8 toxic fiends
3 corrupted grenadiers 14 CalSec sentries
2 former CRI grenadiers 12 security sentries
20 former soldiers 2 military sentries
8 corrupted soldiers 7 CalSec bots
5 former CRI soldiers 15 security bots
2 CRI soldiers 1 guardian bot
8 former sergeants 17 reavers
5 corrupted sergeants 25 cryoreavers
2 former CRI sergeants 6 toxic reavers
3 CRI sergeants 19 archreavers
24 former guards 11 kerberi
2 CRI guards 2 cyberi
14 former commandoes 11 cryoberi
17 corrupted commandoes 2 toxiberi
2 former CRI commandoes 2 medusae
4 CRI commandoes 6 ravagers
4 former heavies 5 plasma ravagers
2 corrupted heavies 20 CRI marines
1 former CRI heavy 17 CRI bots
8 fanatics 1 guardian
8 security drones 3 sentinels
8 combat drones 1 warlock
48 fiends
Traits
Dash L1
Hellrunner L3
Son of a Gun L1
Hacker L1
Hoarder L2
GUNRUNNER L2
Trait order
Das->Hr->Hr->Hor->SoG->MGU->Hor->Hr->
MGU->Hak
Equipment
Slot #1 : rocket launcher +PAC
* Freezing 2
* Longshot 8
* Calibrated 1
* Auto-calibrated
Slot #2 : grenade launcher A
* Calibrated 1
Slot #3 : JS rocket launcher
* JoviSec
Body : AV1 combat armor
* Swift
Head : combat helmet
Utility : AV3 utility AMP
* Energetic
* Improved stealth
Relic : fiend's head
* Fiendish sight
Permanents
CRI backpack
Inventory
rocket (x3)
40mm grenade (x8)
multitool (x1)
small medkit (x2)
large medkit
large medkit
large medkit
2
Post Mortem / [1.5a|U|AoD|Sc|YAAM] The Super-est Shotgun (earns another platinum)
« on: October 26, 2022, 21:50 »
I really do think the standard for platinum medals is a lot lower in this game than DRL. As long as you pick Gunrunner (or presumably one of the other move-shoot masters), Angel of Doom is only marginally harder than a normal run on the same difficulty.
But this run was noteworthy because it was entirely defined by a single gun: The Super Shotgun. Specifically, a super shotgun which spawned with Calibrated 2, giving it a range of 5/6 out of the box... which I expanded to 7/7 through autocalibration, long range tracking, and the optimal distance bonus from Gunrunner. Callisto Anomaly gave me the choice between the "cause bleed but -10% damage" relic and the fiend claw, and I doubled down on the shotgun. And you can't forget the bonus damage from maximized dodge in AoD. All told, I spent the majority of the run doing 115 damage in a cone across my entire LOS plus 1 tile beyond, regardless of cover or distance, in a fraction of a turn with no need to reload. Upgraded to something like 135 damage when I hit level 14.
Add in an RPG for sniping high-health enemies, a piercing gun for robots, several status immunities, and upgrades to stealth. My only challenge was keeping the gun fed. I probably could have done Dante Inferno too, but I felt like just sealing the win.
I really did start out the run planning to try for a gun kata build, since my AoD gold run was also Gunrunner... but the game handed me a Calibrated 2 super shotgun and no suitable pistols, so what am I to do?
But this run was noteworthy because it was entirely defined by a single gun: The Super Shotgun. Specifically, a super shotgun which spawned with Calibrated 2, giving it a range of 5/6 out of the box... which I expanded to 7/7 through autocalibration, long range tracking, and the optimal distance bonus from Gunrunner. Callisto Anomaly gave me the choice between the "cause bleed but -10% damage" relic and the fiend claw, and I doubled down on the shotgun. And you can't forget the bonus damage from maximized dodge in AoD. All told, I spent the majority of the run doing 115 damage in a cone across my entire LOS plus 1 tile beyond, regardless of cover or distance, in a fraction of a turn with no need to reload. Upgraded to something like 135 damage when I hit level 14.
Add in an RPG for sniping high-health enemies, a piercing gun for robots, several status immunities, and upgrades to stealth. My only challenge was keeping the gun fed. I probably could have done Dante Inferno too, but I felt like just sealing the win.
I really did start out the run planning to try for a gun kata build, since my AoD gold run was also Gunrunner... but the game handed me a Calibrated 2 super shotgun and no suitable pistols, so what am I to do?
David, level 16 Scout,
defeated the Harbinger against all odds.
He survived for 13335 turns.
The run time was 6h 12m 44s.
World seed was 70348.
He scored 7374 points.
He was ULTRAVIOLENT!
He was an Angel of Doom!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L3 - Desolation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 - Low Power
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - found Vulcan
Containment Area - Cleared!
IO L3 - Volatile Storage
Io Nexus - found Void
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Dante Station L3 - Exalted Summons
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (silver cluster) (+100)
* 50+ kills without taking damage
Untouchable Ribbon (+100)
* Won taking less than 1000 damage
Doomed Platinum Badge
* Complete AoD on UV
He killed 816 out of 816 enemies.
70 former grunts 18 ice fiends
15 corrupted grunts 13 CalSec sentries
1 former CRI grunt 13 security sentries
6 former grenadiers 8 military sentries
3 corrupted grenadiers 7 CalSec bots
2 former CRI grenadiers 4 security bots
22 former soldiers 3 military bots
37 corrupted soldiers 3 guardian bots
3 former CRI soldiers 49 reavers
8 former sergeants 34 cryoreavers
8 corrupted sergeants 21 toxic reavers
5 former CRI sergeants 40 archreavers
2 CRI sergeants 4 kerberi
21 former guards 3 cyberi
2 corrupted guards 12 cryoberi
2 former CRI guards 3 toxiberi
2 CRI guards 5 medusae
6 former commandoes 10 archmedusae
18 corrupted commandoes 16 ravagers
10 former CRI commandoes 12 armored ravagers
10 CRI commandoes 10 siege ravagers
3 former heavies 5 plasma ravagers
7 corrupted heavies 36 CRI marines
3 fanatics 10 CRI bots
5 security drones 11 guardians
4 military drones 6 sentinels
88 fiends 8 warlocks
44 fire fiends 2 archwarlocks
Traits
Skilled L2
Dash L1
Hellrunner L3
Son of a Gun L1
Hoarder L3
Dodgemaster L1
Scavenger L1
GUNRUNNER L3
Trait order
Hr->Hor->SoG->Das->MGU->Hr->Scv->Hr->
MGU->Dm->Hor->Skl->MGU->Skl->Hor
Equipment
Slot #1 : 7.62 pierce rifle A
* Calibrated 1
* Molten 3
* Anti-armor
Slot #2 : JS 12ga super shotgun +
* Auto-calibrated
* JoviSec
* Calibrated 2
* Rinse, Repeat
Slot #3 : AV3 rocket launcher BA
* Safe
* Swap Harness
* Calibrated 1
* Deadly 16
Body : infiltration armor B
* Durable
* Acid shield
* Ambush
Head : marine helmet PBA
* Durable
* Long-range tracking
* Danger Monitor
Utility : AV3 utility AMP
* Energetic
* Silent
Relic : fiend's claw
* Fiendish ferocity
Permanents
Pain Essence Attunement
Blood Essence Attunement
Fire Essence Attunement
Inventory
rocket (x7)
12ga shell (x50)
12ga shell (x12)
7.62 ammo (x97)
plasma grenade (x1)
gas grenade (x1)
krak grenade (x2)
CRI phase kit (x3)
combat pack (x3)
military stimpack
stimpack (x3)
stimpack (x2)
large medkit
large medkit
large medkit
large medkit
3
Post Mortem / [1.5a|H|Royal|Te|YAAM] Platinum for one hard level and a 35 level cakewalk
« on: October 25, 2022, 18:19 »
I took a long break from playing the game for a while, and when I came back a lot of content was added that I think makes it harder (but also more fun). And I was rusty, so my next several runs were just regular. But I'm back to attempting badges, and I started with this one.
Royal Trial 100% is a pretty goofy challenge, because the second floor is super hard but from there it just gets progressively easier. Your power level keeps snowballing as you constantly have to choose between throwing away items which could each carry you in a normal game, and claim multiple branch-exclusive rewards. On the plus side, it is a fun way to get to see every level in the game; there were several I hadn't seen at all and many more I hadn't seen since they were reworked.
My strategy, after a failed attempt at military base and a failed attempt at the rift using starter equipment, was to go for broke in the military base. The soldiers outclass you at range but are nothing special in melee, so I used my smokescreen to close and used the guaranteed combat knife to kill the first couple soldiers. It still took a bit of luck, but that earned me access to the first few exotics, which were enough to kill the rest. The most notable piece of loot was that "failing battery" pistol, which easily took out MDF Central and thus all robots, and from there the rest of the run was a joke.
Other notable loot: Military Base also gave me a Super Shotgun with Second Chamber (quickly modded with Swap Harness) that I kept using all the way until late Io, when I traded it for a molten demonbane jackhammer. And the Lockdown squad in Docking Bay dropped that "Red clearance" helmet, just in time to finish looting the level, which I proceeded to hold onto all the way to Io, ditching it after clearing both red keycard levels. Everything else was interchangable. Oh, and the Ancient Sword, see below.
Everything was a cakewalk until I got to Io, when I found a sword and suddenly realized I had no plan for the Shattered Abyss. Technician can't give himself even a mild boost against the Swordmaster without huge investment (3-5 traits and ideally two weapon slots, or I guess you could mod your sword to high heaven). When I crunched the numbres on doing that level with a katana (I forgot chainsaw was an option) and no helpful traits it looked near-impossible. So I was resigned to just skip it, gamble on that not counting to the challenge, and replay with a scout or marine to do it right...
And then the Ancient dropped his sword, which does base 105 damage to demons, and that math suddenly looked a lot better. And when I got there I discovered that I could have done it with any trashy katana or chainsaw off the ground, because the boss isn't immune to burning stacks and my melee inflicted it. And I specifically remember a chainsaw dropped on the first level or Beyond. Ah well, live and learn.
After that the final boss was a hilarious anticlimax. By now Apocalypse could kill all his summons in 1-2 turns, or just aim at him to end the phase before he finished summoning, and I entered the level with 4 plasma grenades and a plethora of healing items. So it was really my choice how I wanted to humiliate him, and I sampled a little from all my options.
Royal Trial 100% is a pretty goofy challenge, because the second floor is super hard but from there it just gets progressively easier. Your power level keeps snowballing as you constantly have to choose between throwing away items which could each carry you in a normal game, and claim multiple branch-exclusive rewards. On the plus side, it is a fun way to get to see every level in the game; there were several I hadn't seen at all and many more I hadn't seen since they were reworked.
My strategy, after a failed attempt at military base and a failed attempt at the rift using starter equipment, was to go for broke in the military base. The soldiers outclass you at range but are nothing special in melee, so I used my smokescreen to close and used the guaranteed combat knife to kill the first couple soldiers. It still took a bit of luck, but that earned me access to the first few exotics, which were enough to kill the rest. The most notable piece of loot was that "failing battery" pistol, which easily took out MDF Central and thus all robots, and from there the rest of the run was a joke.
Other notable loot: Military Base also gave me a Super Shotgun with Second Chamber (quickly modded with Swap Harness) that I kept using all the way until late Io, when I traded it for a molten demonbane jackhammer. And the Lockdown squad in Docking Bay dropped that "Red clearance" helmet, just in time to finish looting the level, which I proceeded to hold onto all the way to Io, ditching it after clearing both red keycard levels. Everything else was interchangable. Oh, and the Ancient Sword, see below.
Everything was a cakewalk until I got to Io, when I found a sword and suddenly realized I had no plan for the Shattered Abyss. Technician can't give himself even a mild boost against the Swordmaster without huge investment (3-5 traits and ideally two weapon slots, or I guess you could mod your sword to high heaven). When I crunched the numbres on doing that level with a katana (I forgot chainsaw was an option) and no helpful traits it looked near-impossible. So I was resigned to just skip it, gamble on that not counting to the challenge, and replay with a scout or marine to do it right...
And then the Ancient dropped his sword, which does base 105 damage to demons, and that math suddenly looked a lot better. And when I got there I discovered that I could have done it with any trashy katana or chainsaw off the ground, because the boss isn't immune to burning stacks and my melee inflicted it. And I specifically remember a chainsaw dropped on the first level or Beyond. Ah well, live and learn.
After that the final boss was a hilarious anticlimax. By now Apocalypse could kill all his summons in 1-2 turns, or just aim at him to end the phase before he finished summoning, and I entered the level with 4 plasma grenades and a plethora of healing items. So it was really my choice how I wanted to humiliate him, and I sampled a little from all my options.
David, level 15 Technician,
defeated The Summoner against all odds.
He survived for 18625 turns.
The run time was 7h 48m 58s.
World seed was 14391.
He scored 8147 points.
He liked it HARD!
He took the royal way!
CALLISTO L1 -> Military Barracks
Military Barracks - Cleared!
Military Barracks -> MDF Central
MDF Central - Cleared!
MDF Central -> Callisto Docking Bay
Callisto Docking Bay - Cleared!
Callisto Docking Bay -> Valhalla Command
Valhalla Command - Cleared!
Valhalla Command -> The Rift
The Rift - Cleared!
The Rift -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly -> Valhalla Spaceport
EUROPA L1 -> The Pit
The Pit - Cleared!
The Pit -> Tyre Outpost
Tyre Outpost - Cleared!
Tyre Outpost -> Containment Area
Containment Area - Cleared!
Containment Area - found Bloodletter
Containment Area -> Refueling Base
Refueling Base - Cleared!
Refueling Base -> Frozen Temple
Frozen Temple - Cleared!
Frozen Temple -> Asterius Breach
Asterius Breach - Cleared!
Asterius Breach -> Europa Central Dig
IO L1 -> Infernal Lock
Infernal Lock - Cleared!
Infernal Lock -> Dark Cathedral
Dark Cathedral - Cleared!
Dark Cathedral - found Apocalypse
Dark Cathedral -> CRI Armory
CRI Armory - Cleared!
CRI Armory -> Black Site Vaults
Black Site Vaults - Cleared!
Black Site Vaults -> Noxious Hollow
Noxious Hollow - Cleared!
Noxious Hollow -> Io Warehouse
Io Warehouse - Cleared!
Io Warehouse -> Gateway
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Limbo - Cleared!
Limbo -> Precipice of Defeat
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
Royal Bronze Badge
* Complete 8 special levels in Royal Trial
Royal Silver Badge
* Complete the Royal Trial
Royal Gold Badge
* Fully complete (all levels) the Royal Trial
Royal Platinum Badge
* Fully complete the Royal Trial on Hard+
He killed 468 out of 468 enemies.
7 former grunts 3 CalSec sentries
3 corrupted grunts 5 security sentries
1 former CRI grunt 6 military sentries
4 former grenadiers 6 CalSec bots
3 former soldiers 1 security bot
15 hellish soldiers 10 military bots
1 former CRI soldier 1 guardian bot
13 CRI soldiers 31 reavers
2 former sergeants 27 cryoreavers
3 hellish sergeants 36 toxic reavers
1 former CRI sergeant 55 archreavers
2 CRI sergeants 8 kerberi
8 former guards 3 cyberi
1 former commando 13 cryoberi
6 hellish commandoes 5 toxiberi
2 CRI commandoes 9 ravagers
1 hellish heavy 5 armored ravagers
1 fanatic 3 siege ravagers
2 security drones 2 plasma ravagers
5 combat drones 6 CRI marines
43 fiends 14 CRI bots
19 fire fiends 1 MDF sentry
40 ice fiends 3 AsterTech sentries
8 toxic fiends
Traits
Whizkid L3
Powerjack L1
Cover Master L1
Son of a Gun L1
Hoarder L3
Toxicologist L1
Grenadier L1
FIREANGEL L3
Trait order
Cov->Hor->Whk->Gre->MFA->Hor->Pow->Tox->
MFA->Whk->Whk->SoG->Hor->MFA
Equipment
Slot #1 : Apocalypse
* Spin-up
Slot #2 : ancient sword
* Ancient
Slot #3 : CRI 12ga jackhammer PB
* Demonbane
* Molten 3
* Swap Harness
* CRI
* Jackhammer
Slot #4 : CRI 7.62 pierce rifle AV
* Vampiric 3
* Critical 25
* CRI
* Triggerhappy
* Anti-armor
Body : CRI combat armor PBA
* Durable
* Acid shield
* Metabolic boost
Head : AV3 combat helmet PBA
* Plated
* Durable
* Auto-repair
* Heatvision 3
* Nightvision
Utility : AV3 auto AMP
* Auto speed-loader
* Auto booster
Relic : fiend's heart
* Fiendish resilience
Permanents
CRI backpack
Crystal skin
CRI backpack
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x17)
12ga shell (x50)
12ga shell (x50)
7.62 ammo (x100)
7.62 ammo (x24)
plasma grenade (x3)
gas grenade (x3)
CRI phase kit (x2)
large combat pack
military stimpack
military stimpack
stimpack (x2)
large medkit
large medkit
large medkit
large medkit
4
Post Mortem / [1.2d|U|AoLT|YAAM] Lightfoot Platinum, and some rather funny gun generation RNG
« on: January 26, 2022, 21:23 »
Pulled off a third platinum. I think the platinum badges really are slightly easier in this game than in DRL (though I did earn a good handful there). In DRL the high level badges tended to forbid whatever was the most optimal strategy for that challenge (in this case, melee), while this game doesn't.
I made a *LOT* of dumb mistakes early on that lead to unnecessary damage, since I was coming off of the Vampirism run where speed was key. Fortunately, light travel is very forgiving since wasting your early medkits just lets you carry more ammo. And the assasinate build is so OP at the end, I literally could have done the whole final boss with no healing items (though I needed several during Dante). That said, there was one point on Callisto where I almost died--more on that below.
The most interesting thing that happened on this run was that I found an early Expendable Grenade Launcher, immediately modded it, and then found a second EGL only 1-2 floors later! (I forget if it was actually the *next* floor but it wasn't more than 2). I also managed to get the levelup that I spent on Hoarder 1 inbetween spotting the first EGL and clearing the floor. Lucky! EGL is super good in light travel and one of my favorites in general.
Ironically the EGL one floor early saved my ass--I ran into a group of exalted with really bad positioning and even by spamming grenades, I only barely survived it. To be fair, I'd run out of ammo for my main gun and tried swapping it out for a shotgun (which was a mistake since it left me no long ranged gun). The second, refilled EGL lasted me until I found a missile launcher, which lasted the rest of the game.
The other amusing bit of RNG was that it gave me two unique guns on the same floor (Noxious Hollow), and I had to turn one down! It gave me the Shadowhunter and the BFT 10K in the same chest, but I knew if I traded the missile launcher for a BFT I'd barely use it due to ammo constraints--plus Assasinate serves the same role of instakilling high-tier enemies. That chest also gave me armor with the Silent trait, which is pretty great with Assasinate 3. The endgame on this run was a real cakewalk.
Last observation: The assasin's blade makes for a really awkward play pattern in an assasinate build. To get the full damage bonus you need to swap to a gun and then back to the blade before every kill, spending a quarter of a turn (just long enough to occasionally take a hit). And then you just teleport onto the enemy. For characters without swashbuckler or a gun with the swap harness that wouldn't be the optimal playstyle, but for this build it is.
I made a *LOT* of dumb mistakes early on that lead to unnecessary damage, since I was coming off of the Vampirism run where speed was key. Fortunately, light travel is very forgiving since wasting your early medkits just lets you carry more ammo. And the assasinate build is so OP at the end, I literally could have done the whole final boss with no healing items (though I needed several during Dante). That said, there was one point on Callisto where I almost died--more on that below.
The most interesting thing that happened on this run was that I found an early Expendable Grenade Launcher, immediately modded it, and then found a second EGL only 1-2 floors later! (I forget if it was actually the *next* floor but it wasn't more than 2). I also managed to get the levelup that I spent on Hoarder 1 inbetween spotting the first EGL and clearing the floor. Lucky! EGL is super good in light travel and one of my favorites in general.
Ironically the EGL one floor early saved my ass--I ran into a group of exalted with really bad positioning and even by spamming grenades, I only barely survived it. To be fair, I'd run out of ammo for my main gun and tried swapping it out for a shotgun (which was a mistake since it left me no long ranged gun). The second, refilled EGL lasted me until I found a missile launcher, which lasted the rest of the game.
The other amusing bit of RNG was that it gave me two unique guns on the same floor (Noxious Hollow), and I had to turn one down! It gave me the Shadowhunter and the BFT 10K in the same chest, but I knew if I traded the missile launcher for a BFT I'd barely use it due to ammo constraints--plus Assasinate serves the same role of instakilling high-tier enemies. That chest also gave me armor with the Silent trait, which is pretty great with Assasinate 3. The endgame on this run was a real cakewalk.
Last observation: The assasin's blade makes for a really awkward play pattern in an assasinate build. To get the full damage bonus you need to swap to a gun and then back to the blade before every kill, spending a quarter of a turn (just long enough to occasionally take a hit). And then you just teleport onto the enemy. For characters without swashbuckler or a gun with the swap harness that wouldn't be the optimal playstyle, but for this build it is.
Spoiler (click to show/hide)
5
Requests For Features / Status indicator for Swashbuckler weapon swap
« on: January 23, 2022, 17:38 »
The free weapon swap from swashbuckler is a bit tricky to keep track of, since there's no indicator for when you do or don't have it queued up. When I got the skill for the first time I was also confused how long that window of opportunity lasts (answer: any length of time until you swap weapons). Guessing wrong is only one wasted turn, but that's a turn where you're definitely taking damage and you swap weapons a LOT during a run with this skill.
I think it'd improve things a lot if there were a status indicator when your next swap to the other weapon type will be free, similar to how there is for skills like Gunrunner.
I think it'd improve things a lot if there were a status indicator when your next swap to the other weapon type will be free, similar to how there is for skills like Gunrunner.
6
Post Mortem / [1.2d|U|AoV|YAVP] Blood Platinum, where the final boss is 2/3 of the challenge
« on: January 23, 2022, 17:22 »
Another platinum medal down, a little harder than the first. This one took two tries, but the strategy didn't really change much between the runs. Survivor is kinda a no brainer.
Highlights include: I got an efficient assault rifle within the first couple levels that I used all the way up until Containment Area. Between that, a bunch of equipment that didn't need mods, and the lack of medkits, my inventory was so un-taxed that I managed to accrue a whopping 15 multitools at once and then spent them ALL on one health station midway through Europa. I entered the boss with 145 max health I think (then gave up 5 for the military stimpack buffs). That's super useful because it raises the regen+buff threshold of Survivor a comfortable distance above the death threshold.
I ended the run with two unique guns and the BFT, plus an exotic armor and AV3 in the other slots. That's about as decked-out as you can get. Conversely, it wasn't until Dante 2 that I picked up a relic (and it didn't help much).
Strategy for the boss was: I gathered as many gas and smoke grenades as I could (I had poison immunity so gas was just a better smoke), and anytime my health dropped low I used one to break line of sight. I'd use the time to regen, reload, spam multitools and pick off any reavers who were still in range. It was still pretty dicey--in phase 3 it charged right for me so I had to use my one and only phase kit, and I still dropped below 20 HP many times. I think I used a total of five or six such grenades during the fight. It seems like I should have been able to do it more smoothly but I'm not really sure how.
Highlights include: I got an efficient assault rifle within the first couple levels that I used all the way up until Containment Area. Between that, a bunch of equipment that didn't need mods, and the lack of medkits, my inventory was so un-taxed that I managed to accrue a whopping 15 multitools at once and then spent them ALL on one health station midway through Europa. I entered the boss with 145 max health I think (then gave up 5 for the military stimpack buffs). That's super useful because it raises the regen+buff threshold of Survivor a comfortable distance above the death threshold.
I ended the run with two unique guns and the BFT, plus an exotic armor and AV3 in the other slots. That's about as decked-out as you can get. Conversely, it wasn't until Dante 2 that I picked up a relic (and it didn't help much).
Strategy for the boss was: I gathered as many gas and smoke grenades as I could (I had poison immunity so gas was just a better smoke), and anytime my health dropped low I used one to break line of sight. I'd use the time to regen, reload, spam multitools and pick off any reavers who were still in range. It was still pretty dicey--in phase 3 it charged right for me so I had to use my one and only phase kit, and I still dropped below 20 HP many times. I think I used a total of five or six such grenades during the fight. It seems like I should have been able to do it more smoothly but I'm not really sure how.
Spoiler (click to show/hide)
7
Bug Reports / Crash report
« on: January 23, 2022, 06:45 »
I'm not sure what caused this, it crashed when I was already trying to quit the game (I think I'd already made it to the main menu, just trying to leave from there). But here's the crash report anyways.
8
Bug Reports / Sustain doesn't work on rocket launchers
« on: January 22, 2022, 19:56 »
Twice I've gotten the sustain trait as the random trait on a rocket launcher (once with the missile launcher, the other time I think it was a normal rocket launcher). This sounds powerful, except that it doesn't work--even when you kill something with a direct hit rather than splash damage, you don't get your rocket back.
This combination would possibly be a bit overpowered if it worked, but if it's not going to work it shouldn't show up.
This combination would possibly be a bit overpowered if it worked, but if it's not going to work it shouldn't show up.
9
Post Mortem / [1.2d|H|Arena|YAAM] Arena Platinum, my first platinum in the new game
« on: January 22, 2022, 19:30 »
I finally got the new game and I'm loving it. I was knocking out the various gold badges but I decided to try for platinum on the arena--and won on my very first try! (In fact it was my first game in that mode).
There were a few spots where my health got dicey, but I finished with two medkits so I probably could have healed more aggressively. The main issue was just ammo--I used several (I think 3) of the early ammo station charges on gas grenades, which were helpful, but it meant I was in a tight spot for the last level. Fortunately, a gatling gun (with a barbed perk even) dropped on that final level, just when I was running low. I'd had the good sense to grab a stack of each ammo type and an extra stack of 7.62, so I was saved.
I went with a gunrunner build because I expected to be caught out in the open if I couldn't move fast (good call), and I grabbed two levels of Skilled as soon as I realized it was refilling my energy between waves. I got an AV2 assault rifle early on (I think from the crafting terminal on Europa) whose perk I rerolled into Molten 2, and a rail rifle from the first wave of CRI. I used almost all my multitools/charges on combat armor+helmet.
On the one hand I was expecting this to be harder (I didn't expect to get it first try). But on the other hand my weapon drops were ridiculously lucky. I get the feeling that when I'm ready for a diamond badge, this would be a good one for me to try first. Though the same build won't work on UV (I don't think Skilled 1 would get you two stealths per wave).
There were a few spots where my health got dicey, but I finished with two medkits so I probably could have healed more aggressively. The main issue was just ammo--I used several (I think 3) of the early ammo station charges on gas grenades, which were helpful, but it meant I was in a tight spot for the last level. Fortunately, a gatling gun (with a barbed perk even) dropped on that final level, just when I was running low. I'd had the good sense to grab a stack of each ammo type and an extra stack of 7.62, so I was saved.
I went with a gunrunner build because I expected to be caught out in the open if I couldn't move fast (good call), and I grabbed two levels of Skilled as soon as I realized it was refilling my energy between waves. I got an AV2 assault rifle early on (I think from the crafting terminal on Europa) whose perk I rerolled into Molten 2, and a rail rifle from the first wave of CRI. I used almost all my multitools/charges on combat armor+helmet.
On the one hand I was expecting this to be harder (I didn't expect to get it first try). But on the other hand my weapon drops were ridiculously lucky. I get the feeling that when I'm ready for a diamond badge, this would be a good one for me to try first. Though the same build won't work on UV (I don't think Skilled 1 would get you two stealths per wave).
Spoiler (click to show/hide)
10
Post Mortem / Re: [1.2.0|E|Ma|YAAM] Scrapgun Confusion
« on: January 22, 2022, 18:28 »
Assuming scrapgun follows the same rules as the normal rotary chainguns, that's intentional. They only reload 15 bullets (half their normal clip) per reload action. It's a little annoying but it's consistent.
11
Discussion / Re: Doomrl Guide
« on: April 03, 2019, 21:28 »
Is that info on corner shooting actually correct? My experience is different. For instance, in "tactics example 1" in picture 7, where the cacodemon is a knight's move away, I don't think it can attack this turn (even if you did something with no knockback). And I believe if your positions were reversed it COULD attack, even though the line isn't any more straight.
Tactics example 2 also looks surprising. I would not expect to be safe in the positions you call safe, but I haven't actually tried.
Oh also, your guide cuts off at the start of tactics example 6. Was that an accident or were you planning to post it in chunks?
Tactics example 2 also looks surprising. I would not expect to be safe in the positions you call safe, but I haven't actually tried.
Oh also, your guide cuts off at the start of tactics example 6. Was that an accident or were you planning to post it in chunks?
12
Century Lounge / Re: [M|ArchAo666|45%|608|YASD] No undead Vampyres
« on: March 22, 2019, 15:50 »
You purposefully let a run end after 600 levels and 13 hours because you wanted to test a bug (that you knew might kill you)? You're clearly a crazy person. (Sad to hear that there was no payoff, that would have been amazing if you somehow revived)
13
Post Mortem / Re: [U|100%|YAFW] Scavenger Diamond
« on: March 17, 2019, 18:37 »
By the way, here's a screenshot people might find fun (I certainly do):
14
Post Mortem / Re: [H|AoMs|100%|YAAM] Masochist Platinum, barely-survive edition
« on: March 17, 2019, 18:22 »
4% health while standing next to a revenant. I only survived because I managed to kill him in one volley.
Your video is pretty insane though.
Your video is pretty insane though.
15
Post Mortem / [H|AoMs|100%|YAAM] Masochist Platinum, barely-survive edition
« on: March 17, 2019, 10:52 »
This was a fun one. Having recently played almost exclusively on UV and N! recently the jump back to Hurt Me Plenty was weird. For the first 8 levels I could basically play in my sleep, but things changed pretty drastically once the hell knights and barons showed up. There were a couple close calls, but for the worst, well, the following picture speaks a thousand words:
(In hindsight since that was a homing phase device I should have just gone downstairs instead, especially since I'd teleported next to him holding my RPG).
In all, I definitely made the last third of the game way more dangerous than it needed to be by going for 100% kills (I should have just stairdived whenever I got my 200% HP or found a berserk/invincibility pack). But by the time things got tough I had already come so far, you know?
One other highlight of the run was the Cyberdemon fight--the game spawned me berserk but in the very corner tile of the map with Cybie in sight, so there was no possibility of dodging anything. So I just ran up to his face (before he even fired thanks to berserk speed), switched to the Shielded Armor, and leisurely shot him to death while he chipped away at me for 1 damage each turn. I was planning to use a similar strategy on the final boss but I realized when I got there that corner shooting with intuition was safer.
(In hindsight since that was a homing phase device I should have just gone downstairs instead, especially since I'd teleported next to him holding my RPG).
In all, I definitely made the last third of the game way more dangerous than it needed to be by going for 100% kills (I should have just stairdived whenever I got my 200% HP or found a berserk/invincibility pack). But by the time things got tough I had already come so far, you know?
One other highlight of the run was the Cyberdemon fight--the game spawned me berserk but in the very corner tile of the map with Cybie in sight, so there was no possibility of dodging anything. So I just ran up to his face (before he even fired thanks to berserk speed), switched to the Shielded Armor, and leisurely shot him to death while he chipped away at me for 1 damage each turn. I was planning to use a similar strategy on the final boss but I realized when I got there that corner shooting with intuition was safer.
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DoomRL (0.9.9.7) roguelike post-mortem character dump
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Dave, level 11 Arch-Vile Mjr General Scout,
defeated the Mastermind at the City of Dis.
He survived 105052 turns and scored 163513 points.
He played for 4 hours, 24 minutes and 25 seconds.
He wasn't afraid to be hurt plenty.
He killed 663 out of 663 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Masochism!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 3
Levels completed : 3
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (gold cluster)
Untouchable Medal
Hell Armorer Badge
Hell Champion Medal
Masochist Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
#>#####################................................####
######################...............####...............###
#####################.......####.....####.....####.......##
####################........####.....####.....####........#
###################.........####.....####.....####.........
##################.%........####..............####.........
#################..........................................
#################....####X...........................####..
#################....####............................####..
#################....####............................####&.
#################....####............................####..
#################..........................................
##################..........####..............####.........
###################.........####.....####.....####.........
####################........####.....####.....####........#
#####################.......####.....####.....####.......##
######################...............####...............###
#>#####################................................####
###########################################################
-- Statistics ------------------------------------------------
Health 58/70 Experience 59232/11
ToHit Ranged +2 ToHit Melee +2 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 2)
Hellrunner (Level 2)
Son of a bitch (Level 2)
Eagle Eye (Level 1)
Intuition (Level 2)
Triggerhappy (Level 1)
Cateye (Level 1)
Int->Int->HR->SoB->SoB->TH->MCe->HR->EE->Iro->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [6/6] (90%) (P)
[b] [ Weapon ] plasma rifle (1d7)x6 [26/40] (T1)
[c] [ Boots ] plasteel boots [2/2] (100%) (A)
[d] [ Prepared ] power battery (x96)
-- Inventory -------------------------------------------------
[a] double shotgun (9d3)x2 [2/2]
[b] tactical shotgun (8d3) [5/5]
[c] gatling gun (1d7)x6 [60/60]
[d] plasmatic assault shotgun (7d3) [6/6]
[e] missile launcher (6d6) [4/4] (T1)
[f] fireproof red armor [4/4] (100%)
[g] Shielded Armor [2]
[h] shotgun shell (x62)
[i] rocket (x14)
[j] rocket (x14)
[k] power cell (x33)
[l] power cell (x70)
[m] homing phase device
[n] envirosuit pack
[o] envirosuit pack
[p] Enviroboots [0]
[q] 10mm ammo chain (x210)
[r] 10mm ammo chain (x250)
[s] shell box (x100)
[t] power battery (x120)
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 50%
Fire - internal 0% torso 25% feet 25%
-- Kills -----------------------------------------------------
60 former humans
59 former sergeants
36 former captains
149 imps
32 demons
171 lost souls
29 cacodemons
16 hell knights
37 barons of hell
16 arachnotrons
9 former commandos
11 pain elementals
10 revenants
16 mancubi
7 arch-viles
2 bruiser brothers
1 shambler
1 Cyberdemon
1 Spider Mastermind
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a tactical shotgun!
On level 9 he assembled a plasmatic shrapnel!
He destroyed the evil within and reaped the rewards!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 14 he found the Shielded Armor!
On level 14 he assembled a gatling gun!
He sounded the alarm on level 15!
On level 16 he found the Tower of Babel!
On level 18 he found the Enviroboots!
On level 21 he assembled a fireproof armor!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
Spider Mastermind. The missile hits the Spider Mastermind. The Spider
Mastermind flinched!
Fire -- Choose target...
You see : out of vision
Fire -- Choose target...
You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
Targeting canceled.
You reload the plasma rifle.
You wear/wield : a power battery (x96)
Fire -- Choose target...
You see : out of vision
Fire -- Choose target...
You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
124 brave souls have ventured into Phobos:
80 of those were killed.
2 didn't read the thermonuclear bomb manual.
And 3 couldn't handle the stress and committed a stupid suicide.
39 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
30 killed the bitch and survived.
8 showed that it can outsmart Hell itself.
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