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31
Post Mortem / [0.9.5a|N!|AoSh|Ma|YAVP] Shotgun sniper (Shottyman Diamond Badge)
« on: November 27, 2020, 03:11 »
I successfully completed my masterless Angel of Shotgunnery game to get Shottyman Diamond! Yay! :D (I'm not sure why my trait order doesn't show in the mortem; I guess mortem generation is still buggy) That Army of the Dead trait was super tempting every time I leveled up, but I resisted, and stayed true to my goal right to the end. :)
This run was helped immensely by the AV3 shotgun I found in Valhalla Command. It had a natural 4/7 range and Vampyric 2. It also had poison effect, which more often than not, was an annoyance, because if they die from the poison, I don't get the life-stealing effect of Vampyric or the AoSh Frenzy bonus. In any case, the addition of a Cold mod pack improved it even more, because not only was I able to fire quickly, thanks to the Reloader and Reload Dance traits, but all my enemies got slowed down, often multiples of them at a time. :)
Another thing that helped was a helmet that I acquired in Tyre Outpost that had "Nightvision" ability, which is described as "improves vision range in dark areas," which I would have assumed refers to the Lights Out event, but actually seems to increase your sight radius everywhere at all times! :o At first, I lamented the fact that I found it in a shotgun game, where I'm restricted to short range weapons, (it would be awesome in a game that allows rifles) but with the help of a bunch of accuracy mods and a shotgun amp, I was able to get my shotgun up to 7/8 range... able to hit enemies for max damage before they even see me. :) After that, the game was pretty much a cakewalk. Almost nothing could touch me, (or if they did, the Vampyre ability brought myself back up) :) and I barely used any med kits for the rest of the game.
I hesitated about getting Whizkid for a long time, but I'm glad I finally got it, because there are a lot of neat upgrades you can get. (Side note: I really like the new mod pack system; it keeps things interesting) :) It got me the auto-loader feature on my main shotgun and a couple of boosts to my critical chances.
The Summoner was completely trivial to defeat. In fact, I'm pretty sure he isn't supposed to be that easy. Bloodhound trait let me see where he was, and I just shot him from outside his visual radius. He summoned one enemy during his first phase, and for the second and third phases... nothing at all. He didn't summon or move, so I just kept shooting him until he was dead. This suggests that if you can get to the last level with a regular shotgun, you can always count on an easy time against the Summoner.
This run was helped immensely by the AV3 shotgun I found in Valhalla Command. It had a natural 4/7 range and Vampyric 2. It also had poison effect, which more often than not, was an annoyance, because if they die from the poison, I don't get the life-stealing effect of Vampyric or the AoSh Frenzy bonus. In any case, the addition of a Cold mod pack improved it even more, because not only was I able to fire quickly, thanks to the Reloader and Reload Dance traits, but all my enemies got slowed down, often multiples of them at a time. :)
Another thing that helped was a helmet that I acquired in Tyre Outpost that had "Nightvision" ability, which is described as "improves vision range in dark areas," which I would have assumed refers to the Lights Out event, but actually seems to increase your sight radius everywhere at all times! :o At first, I lamented the fact that I found it in a shotgun game, where I'm restricted to short range weapons, (it would be awesome in a game that allows rifles) but with the help of a bunch of accuracy mods and a shotgun amp, I was able to get my shotgun up to 7/8 range... able to hit enemies for max damage before they even see me. :) After that, the game was pretty much a cakewalk. Almost nothing could touch me, (or if they did, the Vampyre ability brought myself back up) :) and I barely used any med kits for the rest of the game.
I hesitated about getting Whizkid for a long time, but I'm glad I finally got it, because there are a lot of neat upgrades you can get. (Side note: I really like the new mod pack system; it keeps things interesting) :) It got me the auto-loader feature on my main shotgun and a couple of boosts to my critical chances.
The Summoner was completely trivial to defeat. In fact, I'm pretty sure he isn't supposed to be that easy. Bloodhound trait let me see where he was, and I just shot him from outside his visual radius. He summoned one enemy during his first phase, and for the second and third phases... nothing at all. He didn't summon or move, so I just kept shooting him until he was dead. This suggests that if you can get to the last level with a regular shotgun, you can always count on an easy time against the Summoner.
Tormuse, level 18 Marine, defeated
The Summoner against all odds.
He survived for 11137 turns.
The run time was 4h 59m 45s.
He scored 8234 points.
He opposed the NIGHTMARE!
He was an Angel of Shotgunnery!
CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L1 - Infestation
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 - Lockdown
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L3 - Exalted Summons
Europa Dig Zone L3 -> Tyre Outpost
IO L2 -> Io Black Site L1
Io Black Site L1 - Secure Vault
Io Black Site L2 -> Black Site Vaults
IO L5 - The Hunt
BEYOND L2 -> Limbo
BEYOND L3 - Exalted Summons
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Shottyman Platinum Badge
* Complete AoSh on Nightmare!
Shottyman Diamond Badge
* Complete AoSh on N! master-less
He killed 842 out of 983 enemies.
62 archreavers
32 fiends
81 exalted ravagers
8 plasma ravagers
60 exalted fiends
14 rocket turrets
31 turrets
1 Summoner
4 military sentrys
1 former CRI grunt
23 CalSec bots
112 exalted reavers
3 former CRI soldiers
36 exalted kerbeross
4 corrupted sergeants
2 hellish sergeants
56 ravagers
2 combat drones
16 former soldiers
5 former guards
6 former heavys
19 fire fiends
9 siege ravagers
4 former sergeants
76 exalted soldiers
7 cryobeross
1 corrupted heavy
10 CRI marines
4 guardian bots
8 hellish soldiers
3 military drones
8 corrupted soldiers
6 hellish commandos
4 former grunts
5 toxic reavers
24 ice fiends
2 former CRI sergeants
12 armored ravagers
9 CRI bots
11 reavers
8 corrupted commandos
10 cybeross
4 security drones
15 cryoreavers
4 kerbeross
16 former commandos
6 CalSec sentrys
3 toxibeross
5 security bots
Traits
Skilled L1
Furious L1
Hellrunner L2
Ironman L2
Tough as Nails L2
Reloader L2
Army Surplus L1
Bloodhound
Whizkid L2
Running
Reload Dance
Incoming!
Trait order
Equipment
Slot #1 : AV3 12ga shotgun BAC
* Autoloader
* Critical 25
* Freezing 2
* Vampiric 2
* Poisoned 3
* Calibrated 2
Slot #2 : AV3 12ga auto-shotgun
* Retaliate
* Disruptive 3
* Barbed 3
Slot #3 : CRI plasma shotgun
Body : AV2 basic armor B2A
* Loading feed
* Durable
* Target tracking
* Powered
* Swift
Head : AV3 combat helmet PA2
* Long-range tracking
* Target tracking
* Critical 25
* Durable
* Nightvision
* Aim assist
Utility : AV2 shotgun AMP
* Shotgun focus mode
* Shotgun spread control
Inventory
12ga shell (x50)
12ga shell (x50)
12ga shell (x50)
12ga shell (x50)
12ga shell (x33)
krak grenade (x1)
smoke grenade (x1)
CRI phase kit (x3)
stimpack (x3)
small medkit (x3)
large medkit
large medkit
32
Post Mortem / [0.9.5a|N!|AoB|Sc|YAVP] Never know what hit 'em (Berserker Diamond Badge)
« on: November 25, 2020, 11:13 »
I've been trying to get Berserker Diamond for a while, off and on, alternating between different character classes to see what works best. A while ago, I concluded that Scout is the weakest melee class. Marine can dish it out, but not take it, thanks to Rip and Tear trait, and the Technician can take it, but not dish it out, thanks to Blademaster and Juggernaught traits, but the Scout just had to rely on being sneaky, which means you're screwed if you get caught without energy... that is until the Executioner trait was added in this version, which turns things around and puts the Scout on top, since now he can dish it out and avoid taking it. :)
I went with a Ghost build, which meant that I had to waste a level getting Eagle Eye, but it was totally worth it, especially when combined with the utility amp I found that gave me extra energy from crates, and when combined with Energy Leech 2, I always had tons of energy for going stealthy-stealth everywhere and critting every enemy I came across. Very few enemies didn't get gibbed, which is why my kill ratio was so high. :) (The only enemies left alive were from early levels)
I only went up to Ghost 2 for the reduced energy usage; getting Ghost 3 seemed pointless, since Ghost already (apparently) has the undocumented feature of acting like Bloodhound trait. Once you detect an enemy by going within 7 squares of it, you continue detecting it forever, no matter how far away you are. If it dies, you can even detect the Nightmare difficulty purple square that shows where it's going to respawn, and you can detect the respawned exalted version. This isn't how I expected Ghost trait to behave from the description; I thought that you only detect enemies within 7 squares, and if they go beyond that, you can't detect them any more. So I'm not sure if this behaviour is a bug or feature.
I spent a good chunk of the run with a machete with Vampyric 2 on it, which I found in Valhalla Command. (Valhalla Command was kind of harrowing; I dealt with the Guardian Bots with an EMP grenade and some well placed stealth strikes) Later, I replaced that with a katana with Vampyric 3, and finally the Demonic Sword, which has Vampyric 5. (What can I say? I've always been fond of the Vampyre trait) :D By the end, I was so strong that I was throwing away med kits, something I almost never do in this game, especially a melee game, where you expect to take more damage.
All that said, as much fun as this was, I have a feeling the Scout is a little OP in melee now. It was underpowered before, but it looks like the devteam went too far in the other direction. :)
P.S. I considered putting "Silent, but deadly" as the post title, but decided I preferred the Starcraft Ghost reference. :)
I went with a Ghost build, which meant that I had to waste a level getting Eagle Eye, but it was totally worth it, especially when combined with the utility amp I found that gave me extra energy from crates, and when combined with Energy Leech 2, I always had tons of energy for going stealthy-stealth everywhere and critting every enemy I came across. Very few enemies didn't get gibbed, which is why my kill ratio was so high. :) (The only enemies left alive were from early levels)
I only went up to Ghost 2 for the reduced energy usage; getting Ghost 3 seemed pointless, since Ghost already (apparently) has the undocumented feature of acting like Bloodhound trait. Once you detect an enemy by going within 7 squares of it, you continue detecting it forever, no matter how far away you are. If it dies, you can even detect the Nightmare difficulty purple square that shows where it's going to respawn, and you can detect the respawned exalted version. This isn't how I expected Ghost trait to behave from the description; I thought that you only detect enemies within 7 squares, and if they go beyond that, you can't detect them any more. So I'm not sure if this behaviour is a bug or feature.
I spent a good chunk of the run with a machete with Vampyric 2 on it, which I found in Valhalla Command. (Valhalla Command was kind of harrowing; I dealt with the Guardian Bots with an EMP grenade and some well placed stealth strikes) Later, I replaced that with a katana with Vampyric 3, and finally the Demonic Sword, which has Vampyric 5. (What can I say? I've always been fond of the Vampyre trait) :D By the end, I was so strong that I was throwing away med kits, something I almost never do in this game, especially a melee game, where you expect to take more damage.
All that said, as much fun as this was, I have a feeling the Scout is a little OP in melee now. It was underpowered before, but it looks like the devteam went too far in the other direction. :)
Tormuse, level 16 Scout, defeated
The Summoner against all odds.
He survived for 12166 turns.
The run time was 5h 38m 10s.
He scored 8872 points.
He opposed the NIGHTMARE!
He was an Angel of Berserk!
CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L2 - Lockdown
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 - Volatile Storage
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L1 - Infestation
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L3 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
The Shattered Abyss - cleared
BEYOND L2 - Exalted Curse
BEYOND L2 -> Limbo
Limbo - cleared
Awards
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
Berserker Bronze Badge
* Reach Io on Angel of Berserk
Berserker Silver Badge
* Complete Angel of Berserk (AoB)
Berserker Gold Badge
* Complete AoB on Hard
Berserker Platinum Badge
* Complete AoB on Nightmare!
Berserker Diamond Badge
* Complete AoB on N! with 80%+ kills
He killed 611 out of 632 enemies.
51 archreavers
49 fiends
26 exalted ravagers
16 plasma ravagers
21 exalted fiends
23 rocket turrets
37 turrets
1 Summoner
2 military sentrys
8 security sentrys
4 former CRI grunts
30 CalSec bots
25 exalted reavers
3 former CRI soldiers
16 exalted kerbeross
4 corrupted sergeants
41 ravagers
6 combat drones
12 former soldiers
5 former guards
3 former heavys
21 fire fiends
8 siege ravagers
7 former sergeants
27 exalted soldiers
8 cryobeross
1 corrupted heavy
13 CRI marines
4 guardian bots
2 hellish soldiers
5 military drones
2 former CRI commandos
4 former grunts
8 toxic reavers
18 ice fiends
1 Swordmaster
1 former CRI sergeant
20 armored ravagers
14 CRI bots
71 reavers
4 corrupted commandos
7 cybeross
12 security drones
21 cryoreavers
6 kerbeross
4 former commandos
13 CalSec sentrys
1 toxiberos
Traits
Skilled L2
Hellrunner L2
Juggler
Dash
Eagle Eye
Executioner L2
Energy leech L2
Dodgemaster
Second Wind
GHOST L2
Trait order
Exe->Exe->Skl->EnL->Skl->EE->MGH->EnL->
MGH->Das->Hr->Hr->Dm->Jug->SWd
Equipment
Slot #1 : demonic sword
* Frenzy 10
* Vampiric 5
Slot #2 : chainsaw
Body : ENV armor PA
* Swift
* Powered
* Sealed
* Fireproof
* Heated
Head : marine helmet PB
* Durable
* Critical 25
Utility : AV2 utility AMP
* Energetic
* Aim assist
Inventory
plasma grenade (x1)
gas grenade (x2)
EMP grenade (x3)
krak grenade (x3)
krak grenade (x3)
CRI phase kit (x1)
multitool (x4)
stimpack (x3)
stimpack (x1)
small medkit (x1)
large medkit
large medkit
P.S. I considered putting "Silent, but deadly" as the post title, but decided I preferred the Starcraft Ghost reference. :)
33
Post Mortem / [0.9.4|N!|AoMr|SC|YASD] Anomaly Diamond Badge! :D
« on: November 04, 2020, 13:02 »
I got this one a week ago, but wasn't sure if I should post it here, since it was in the beta-testing version, but ultimately decided it's worth sharing for posterity at least. :) I don't even really remember the details of the run, except that I had a pretty good supply of med kits going into Callisto Anomaly, and none going out. :P These days, I usually go into Calsec Central or Valhalla Command, because I like the free experience of shutting down Calsec, so this was my first time in a while going into Callisto Anomaly. I feel like the rewards aren't really worth it.
Tormuse, level 7 Scout, killed on
EUROPA L2 by a corrupted sergeant.
He survived for 3525 turns.
The run time was 1h 23m 15s.
He scored 2050 points.
He opposed the NIGHTMARE!
He was an Angel of Marksmanship!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Infestation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - cleared
EUROPA L2 - Lockdown
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Anomaly Platinum Badge
* Clear Callisto Anomaly on NIGHTMARE
Anomaly Diamond Badge
* Clear N! Anomaly using only pistols
He killed 200 out of 251 enemies.
2 combat drones
5 CalSec sentrys
1 ravager
4 cryoreavers
27 fiends
2 rocket turrets
7 archreavers
2 former guards
4 former grunts
1 former sergeant
8 security drones
10 CalSec bots
2 turrets
13 exalted soldiers
51 exalted fiends
2 former heavys
30 fire fiends
1 corrupted sergeant
8 military drones
2 corrupted commandos
1 corrupted heavy
1 exalted reaver
8 former soldiers
8 former commandos
Traits
Hellrunner L1
Pinpoint L1
Son of a Gun L2
Dash
Deadly precision
Trait order
SoG->SoG->Hr->PP->Das->DPr
Equipment
Slot #1 : .44 revolver PA
Slot #2 : 9mm pistol P
Body : basic armor
Head : basic helmet
Utility : AV2 pistol AMP
* Pistol speed-loader
* Aim assist
Inventory
.44 ammo (x20)
9mm ammo (x100)
9mm ammo (x100)
9mm ammo (x32)
bulk mod pack
power mod pack
power mod pack
EMP grenade (x1)
red keycard (x1)
34
Post Mortem / [0.9.4|N!|AoD|Sc|YAVP] My first Nightmare win! :D (Doomed Diamond)
« on: October 09, 2020, 18:19 »
Hey, it's my first time winning in Nightmare! Yay! :D After trying a bunch of different challenge modes, I finally had a winning game in Angel of Doom. :)
Scout with Gunrunner build seemed like the obvious choice, since it maximizes the dodge-convert-to-damage benefit of the challenge. :) I wore basic basic armour for the whole game, because I didn't want anything that would hurt my dodge chance (and therefore my damage bonus) too much. I was pretty pleased with the combination of weapons I found; my primary weapon was a 7.62 sidearm with enhanced damage and range, with occasional use of the rocket launcher if I wanted to kill things faster. :P And when I really wanted to clean up shop, the Jackhammer absolutely wrecked everything, when I had the ammo for it. The auto-reload feature of Gunrunner took away that weapon's biggest drawback, and the AoD damage bonus let it shred even the largest enemies. (Including the Summoner!) :D I also found that when I combined the damage bonus from using stealth with the AoD damage bonus, a rocket was able to gib Exalted Ravagers! :o
I seem to have uncovered a couple of bugs in the mortem, though. It says I cleared CalSec Central and Asterius Breach multiple times, presumably because after I cleared them, some enemies revived and I cleared them again. (It even displayed the "Breach Vault Unlocked" message each time) Also, it isn't showing the trait order, except the last skill I got, I'm guessing because it's trying to take up two lines, but only shows the second line?
Scout with Gunrunner build seemed like the obvious choice, since it maximizes the dodge-convert-to-damage benefit of the challenge. :) I wore basic basic armour for the whole game, because I didn't want anything that would hurt my dodge chance (and therefore my damage bonus) too much. I was pretty pleased with the combination of weapons I found; my primary weapon was a 7.62 sidearm with enhanced damage and range, with occasional use of the rocket launcher if I wanted to kill things faster. :P And when I really wanted to clean up shop, the Jackhammer absolutely wrecked everything, when I had the ammo for it. The auto-reload feature of Gunrunner took away that weapon's biggest drawback, and the AoD damage bonus let it shred even the largest enemies. (Including the Summoner!) :D I also found that when I combined the damage bonus from using stealth with the AoD damage bonus, a rocket was able to gib Exalted Ravagers! :o
I seem to have uncovered a couple of bugs in the mortem, though. It says I cleared CalSec Central and Asterius Breach multiple times, presumably because after I cleared them, some enemies revived and I cleared them again. (It even displayed the "Breach Vault Unlocked" message each time) Also, it isn't showing the trait order, except the last skill I got, I'm guessing because it's trying to take up two lines, but only shows the second line?
Tormuse, level 18 Scout, defeated
The Summoner against all odds.
He survived for 10626 turns.
The run time was 4h 11m 40s.
He scored 9226 points.
He opposed the NIGHTMARE!
He was an Angel of Doom!
CALLISTO L3 -> Mimir Habitat L1
Mimir Habitat L2 -> CalSec Central
CalSec Central - cleared
CalSec Central - cleared
EUROPA L2 -> Asterius Habitat L1
Asterius Habitat L2 -> Asterius Breach
Asterius Breach - cleared
Asterius Breach - cleared
Asterius Breach - cleared
IO L2 -> Io Black Site L1
Io Black Site L1 - Secure Vault
Io Black Site L2 -> Black Site Vaults
BEYOND L2 - The Hunt
BEYOND L2 -> Limbo
Awards
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
JoviSec Platinum Badge
* Win any game on NIGHTMARE!
Doomed Platinum Badge
* Complete AoD on UV
Doomed Diamond Badge
* Complete AoD on Nightmare!
He killed 788 out of 885 enemies.
32 archreavers
25 fiends
72 exalted ravagers
15 plasma ravagers
2 military bots
53 exalted fiends
11 rocket turrets
40 turrets
1 Summoner
4 military sentrys
22 security sentrys
1 former CRI grunt
12 CalSec bots
69 exalted reavers
1 former CRI soldier
44 exalted kerbeross
3 corrupted sergeants
49 ravagers
6 combat drones
18 former soldiers
5 former guards
2 former heavys
19 fire fiends
16 siege ravagers
3 former sergeants
63 exalted soldiers
12 cryobeross
5 corrupted heavys
9 CRI marines
3 guardian bots
6 hellish soldiers
2 military drones
4 corrupted soldiers
4 former grunts
7 toxic reavers
26 ice fiends
1 former CRI sergeant
14 armored ravagers
11 CRI bots
10 reavers
4 corrupted commandos
5 cybeross
10 security drones
19 cryoreavers
9 kerbeross
14 former commandos
24 CalSec sentrys
7 toxibeross
5 security bots
Traits
Skilled L1
Hellrunner L2
Juggler
Packrat L2
Son of a Gun L2
Gun hoarder
Dash
Eagle Eye
Dodgemaster
Second Wind
Scavenger
GUNRUNNER L3
Trait order
->
Skl
Equipment
Slot #1 : AV2 7.62 sidearm P
Slot #2 : rocket launcher PA
Slot #3 : 12ga jackhammer PA
Body : basic armor PB
Head : AV2 marine helmet
Utility : AV2 pistol AMP
Inventory
rocket (x10)
rocket (x1)
12ga shell (x44)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x78)
plasma grenade (x2)
gas grenade (x3)
EMP grenade (x1)
krak grenade (x3)
smoke grenade (x3)
CRI phase kit (x3)
multitool (x2)
large medkit
35
Post Mortem / [0.9.4|N!|Ma|YASD] Bleh... my best Nightmare game so far
« on: October 02, 2020, 15:47 »
I was trying for CRI Diamond, and this was the first time I got as far as Io. (A bit disappointed there's no badge for getting to Io in Nightmare; Oh well...) :P Aside from being a little worryingly low on ammo, I was doing well, with some pretty nice equipment, up until I opened a door to be greeted by a quartet of naturally occurring exalted reavers with fire ability, and I guess all four of them must've hit me at once, because they did a lot more damage than I was expecting. I should've healed or sought cover or something, but they were so perfectly positioned for my cold-enhanced shotgun that I couldn't resist just shooting them. Whoops...
And while I'm here, why are there so many Diamond badges that require you to play masterless? They might as well say you're required to not have fun. :P I sort of wonder... what if the requirement instead said you have to kill everything at least once? (Or a minimum number of first-time kills?) Then you still get the interesting benefits of the master traits, while making for some interesting strategic planning as you figure out what route you take through the level.
And while I'm here, why are there so many Diamond badges that require you to play masterless? They might as well say you're required to not have fun. :P I sort of wonder... what if the requirement instead said you have to kill everything at least once? (Or a minimum number of first-time kills?) Then you still get the interesting benefits of the master traits, while making for some interesting strategic planning as you figure out what route you take through the level.
Tormuse, level 14 Marine, killed on
IO L5 by a exalted reaver.
He survived for 12487 turns.
The run time was 5h 54m 21s.
He scored 5504 points.
He opposed the NIGHTMARE!
CALLISTO L3 -> Mimir Habitat L1
Mimir Habitat L2 -> CalSec Central
CalSec Central - cleared
CalSec Central - cleared
CalSec Central - cleared
EUROPA L2 - Volatile Storage
EUROPA L2 -> Asterius Habitat L1
Asterius Habitat L2 - Infestation
Asterius Habitat L2 -> Asterius Breach
Asterius Breach - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
IO L5 - Lockdown
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Conqueror Ribbon (+100)
* Completed all encountered special levels
He killed 627 out of 723 enemies.
1 former CRI soldier
26 former soldiers
17 reavers
24 ice fiends
2 corrupted soldiers
32 turrets
78 exalted soldiers
31 exalted fiends
10 armored ravagers
6 plasma ravagers
5 siege ravagers
8 security drones
10 CRI bots
3 CRI marines
36 exalted ravagers
17 fiends
16 fire fiends
68 exalted reavers
7 toxic reavers
2 CRI guards
4 former grunts
30 ravagers
5 former guards
19 archreavers
4 former CRI grunts
1 former heavy
6 corrupted commandos
22 CalSec sentrys
5 corrupted sergeants
6 security bots
7 corrupted heavys
14 former commandos
4 kerbeross
11 former sergeants
15 security sentrys
1 military drone
14 CalSec bots
25 exalted kerbeross
1 former CRI sergeant
14 cryobeross
1 toxiberos
14 rocket turrets
6 combat drones
11 cryoreavers
Traits
Skilled L2
Furious L1
Hellrunner L2
Ironman L2
Sustained fire L1
Bloodhound
Field Medic
Angry Motherfucker
Running
Incoming!
Trait order
Iro->Iro->FMc->Ski->Hr->SF->AMf->Hr->
Inc->Ski->Blo->Fur->Run
Equipment
Slot #1 : AV2 7.62 assault rifle P
Slot #2 : AV2 rocket launcher P
Slot #3 : AV2 12ga auto-shotgun P
Body : AV2 combat armor PB
Head : - NONE -
Utility : AV1 auto AMP
Inventory
energy cell (x51)
rocket (x10)
rocket (x8)
12ga shell (x14)
7.62 ammo (x92)
.44 ammo (x24)
EMP grenade (x2)
krak grenade (x3)
smoke grenade (x3)
military stimpack
military stimpack
large medkit
36
Post Mortem / [0.9.1|U|AoB|Sc|YASD] My best scout berserker so far...
« on: June 16, 2020, 23:17 »
I've been trying to win Angel of Berserk for the last little while, alternating between all three character classes. Of the three, I think Marine has the easiest time, thanks to the damage boost from Rip and Tear, which makes it a little confusing to me that the Scout got his abilities nerfed. (Reduced energy from Energy Leech) Still, I really wanted to see if I could play sneaky, sneaky style with a Ghost build. This means wasting a level on Eagle Eye, but I think it would have been fun. (I was so close to getting it!)
Unfortunately, I found the difficulty ramped up faster than my abilities. When I was facing Cryoreavers and Ravagers in Europa, they were able to survive two critical hits each, and I didn't have energy to spare, so all my sneaky tactics weren't enough to prevent me from taking lots of damage and I depleted my resources pretty quickly.
Still, this run was notable for the fact that I was able to conquer Calsec Central, so that was pretty cool. :) And when I played the next level, and faced all the shut down bots, I was still able to leech energy off them, so that was also pretty cool. :)
I did encounter what seemed to be a bug, though. The Av3 Machete I got from Calsec Central had Disrupt 3, so naturally, I used it against mechanical enemies, (even though it took four hits against everything, because of the slash damage) and I discovered that if a Calsec Sentry starts chainfiring, it continues firing, even if it's disrupted. At first, I thought maybe they just mindlessly fire in the same direction, like they're stuck with their finger on the trigger, but when I moved, the supposedly disrupted bot was still able to track me with its weapon as it continued firing.
Unfortunately, I found the difficulty ramped up faster than my abilities. When I was facing Cryoreavers and Ravagers in Europa, they were able to survive two critical hits each, and I didn't have energy to spare, so all my sneaky tactics weren't enough to prevent me from taking lots of damage and I depleted my resources pretty quickly.
Still, this run was notable for the fact that I was able to conquer Calsec Central, so that was pretty cool. :) And when I played the next level, and faced all the shut down bots, I was still able to leech energy off them, so that was also pretty cool. :)
I did encounter what seemed to be a bug, though. The Av3 Machete I got from Calsec Central had Disrupt 3, so naturally, I used it against mechanical enemies, (even though it took four hits against everything, because of the slash damage) and I discovered that if a Calsec Sentry starts chainfiring, it continues firing, even if it's disrupted. At first, I thought maybe they just mindlessly fire in the same direction, like they're stuck with their finger on the trigger, but when I moved, the supposedly disrupted bot was still able to track me with its weapon as it continued firing.
Tormuse, level 6 Scout, killed on
Refueling Base by a archreaver.
He survived for 4547 turns.
The run time was 1h 35m 8s.
He scored 1722 points.
He was ULTRAVIOLENT!
He was an Angel of Berserk!
CALLISTO L2 -> Mimir Habitat L1
Mimir Habitat L3 -> CalSec Central
CalSec Central - cleared
EUROPA L4 -> Refueling Base
He killed 148 out of 228 enemies.
2 ravagers
10 exalted soldiers
14 fire fiends
22 CalSec sentrys
2 security bots
3 turrets
18 former soldiers
4 former heavys
3 military drones
4 cryoreavers
4 former grunts
15 fiends
4 security sentrys
17 former commandos
16 CalSec bots
5 former guards
4 former sergeants
10 corrupted soldiers
2 combat drones
1 cryoberos
10 security drones
2 corrupted heavys
Traits
Skilled L2
Eagle Eye
Energy leech L2
Trait order
Skl->EnL->Skl->EnL->EE
Equipment
Slot #1 : AV3 machete
Slot #2 : combat knife PBA
Body : blue armor
Utility : - NONE -
Inventory
multitool (x1)
37
Post Mortem / [0.9.0c|U|AoMr|Te|YAAM] Boom! Boom! Headshot! Headshot! :D (Marksman Gold)
« on: May 31, 2020, 02:32 »
So I finally got Marksman Gold Badge. Yay! :D I've been trying for this one on and off since it became a thing, and I think the addition of Sharpshooter trait helped me finally succeed. :) (as well as all the enemy nerfs in recent versions) :P
There was still a somewhat shaky section in the middle of the game, where I was using med kits faster than I would have liked, but once I had Sharpshooter 3, I was able to one-shot ravagers, and even armoured ravagers, as long as they were at the limit of my range, so the game was in the bag by that point. :)
I think what's given me the most trouble with AoMr up 'til now is the fact that pistols are best at short to medium range, while it's most common to encounter enemies at long range. Sharpshooter helped mitigate that... as well as an AV2 9mm pistol I found early on with 6/6 range, enhanced damage, and Vampyre 1. That pistol carried me for the whole game, and I hardly touched my energy pistol and 7.62 pistol I found later on, though I did give the Summoner a very satisfying double-headshot with the 7.62 (which fires two bullets at a time) right at the end at max range that took off more than half his health. :)
I'm a little disappointed that I didn't get Conqueror. I passed up the opportunity to go to Limbo, because I thought there was going to be an Arena entrance on the next level, but it just went to the end. If I'd known that wasn't an option, I would've just gone to Limbo; I'm sure I could have handled the Archreavers. Oh well...
There was still a somewhat shaky section in the middle of the game, where I was using med kits faster than I would have liked, but once I had Sharpshooter 3, I was able to one-shot ravagers, and even armoured ravagers, as long as they were at the limit of my range, so the game was in the bag by that point. :)
I think what's given me the most trouble with AoMr up 'til now is the fact that pistols are best at short to medium range, while it's most common to encounter enemies at long range. Sharpshooter helped mitigate that... as well as an AV2 9mm pistol I found early on with 6/6 range, enhanced damage, and Vampyre 1. That pistol carried me for the whole game, and I hardly touched my energy pistol and 7.62 pistol I found later on, though I did give the Summoner a very satisfying double-headshot with the 7.62 (which fires two bullets at a time) right at the end at max range that took off more than half his health. :)
I'm a little disappointed that I didn't get Conqueror. I passed up the opportunity to go to Limbo, because I thought there was going to be an Arena entrance on the next level, but it just went to the end. If I'd known that wasn't an option, I would've just gone to Limbo; I'm sure I could have handled the Archreavers. Oh well...
Tormuse, level 14 Technician, defeated
The Summoner against all odds.
He survived for 20198 turns.
The run time was 5h 58m 26s.
He scored 6207 points.
He was ULTRAVIOLENT!
He was an Angel of Marksmanship!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Marksman Bronze Badge
* Reach Io on Angel of Marksmanship
Marksman Silver Badge
* Complete Angel of Marksmanship (AoMr)
Marksman Gold Badge
* Complete AoMr on Hard
He killed 513 out of 513 enemies.
5 former CRI soldiers
14 former soldiers
2 military bots
51 reavers
10 corrupted soldiers
29 turrets
3 exalted soldiers
12 exalted fiends
16 armored ravagers
12 siege ravagers
21 plasma ravagers
8 security drones
16 CRI marines
14 CRI bots
9 exalted ravagers
1 Summoner
38 fiends
4 exalted reavers
49 fire fiends
10 security bots
9 toxic reavers
4 former grunts
42 archreavers
17 former guards
36 ravagers
2 former CRI commandos
2 hellish commandos
1 former CRI grunt
11 corrupted sergeants
8 corrupted commandos
2 former heavys
9 former commandos
4 corrupted heavys
3 kerbeross
1 hellish heavy
1 former CRI heavy
4 former sergeants
2 military drones
3 former CRI sergeants
3 exalted kerbeross
11 cryobeross
4 toxibeross
6 combat drones
23 rocket turrets
22 cryoreavers
4 cybeross
Traits
Skilled L1
Juggler
Packrat L1
Son of a Gun L2
Whizkid L1
Hunker down
Scavenger
Headshot
Incoming!
SHARPSHOOTER L3
Trait order
SoG->HDw->Whk->Skl->SoG->MSS->Hsh->Pak->
Inc->MSS->Scv->MSS->Jug
Equipment
Slot #1 : AV2 9mm pistol P2
Slot #2 : CRI plasma pistol A2
Slot #3 : AV3 7.62 sidearm P
Body : ENV armor PBA
Utility : CRI pistol power control
Inventory
energy cell (x100)
energy cell (x100)
7.62 ammo (x100)
7.62 ammo (x52)
9mm ammo (x100)
9mm ammo (x49)
gas grenade (x3)
krak grenade (x2)
smoke grenade (x3)
CRI phase kit (x1)
military stimpack
small medkit (x1)
large medkit
large medkit
38
Post Mortem / [0.9.0c|U|AoI|Ma|YAAM] The great communicator... (Eagerness Gold badge)
« on: May 02, 2020, 06:49 »
I decided to make another try at AoI, now that we have Master traits. :) I wanted to try a hybrid build, part melee, part ranged weapons. I figured I'd get Vampyre, so I would have an extra source of healing, since I can't carry med kits, besides my starting one.
It used much of the same strategy as my recent AoV game at the beginning, up until I started getting levels in Vampyre and got a really nice Av3 Chainsaw with boosted damage, (100) boosted accuracy, (40%) and Hunter 20. I was reeeally looking forward to using it on the Summoner, but then I discovered...
Considering that Vampyre trait only heals you from organic kills, you might think it's a bad idea to enter CRI Armory, which is full of mechanical enemies, and you'd be largely right... and you would also be smally right, and mediumly right too... what was I thinking? That was a dumb place to go. :P I just happened to have a modded plasma rifle at the time and a ton of energy cells, so I figured I'd be okay, and I was, but it was a lot of painstaking sniping of CRI bots (and one MkII CRI bot!) from a distance, not to mention the CRI Marines, which I discovered don't have a melee attack and kept hitting me with a painful energy weapon attack when I tried to heal myself on them with my chainsaw. I didn't get to really put the Vampyre trait to use until the last few levels of the game.
Oh well, in the end, I emerged victorious, the Summoner falling from three hits of my Demonic Sword! :D (Though I found I really missed the chainsaw's accuracy boost at the end, since I kept taking painful hits that reduced my tohit chance to 50%) :| And now, I have the Eagerness Gold Badge, which is the last of the Steam achievements available, which as of this writing, has a 0.3% achievement rate. Go me! :D
It used much of the same strategy as my recent AoV game at the beginning, up until I started getting levels in Vampyre and got a really nice Av3 Chainsaw with boosted damage, (100) boosted accuracy, (40%) and Hunter 20. I was reeeally looking forward to using it on the Summoner, but then I discovered...
Spoiler: a secret level (click to show/hide)
Considering that Vampyre trait only heals you from organic kills, you might think it's a bad idea to enter CRI Armory, which is full of mechanical enemies, and you'd be largely right... and you would also be smally right, and mediumly right too... what was I thinking? That was a dumb place to go. :P I just happened to have a modded plasma rifle at the time and a ton of energy cells, so I figured I'd be okay, and I was, but it was a lot of painstaking sniping of CRI bots (and one MkII CRI bot!) from a distance, not to mention the CRI Marines, which I discovered don't have a melee attack and kept hitting me with a painful energy weapon attack when I tried to heal myself on them with my chainsaw. I didn't get to really put the Vampyre trait to use until the last few levels of the game.
Oh well, in the end, I emerged victorious, the Summoner falling from three hits of my Demonic Sword! :D (Though I found I really missed the chainsaw's accuracy boost at the end, since I kept taking painful hits that reduced my tohit chance to 50%) :| And now, I have the Eagerness Gold Badge, which is the last of the Steam achievements available, which as of this writing, has a 0.3% achievement rate. Go me! :D
Tormuse, level 13 Marine, defeated
The Summoner against all odds.
He survived for 19632 turns.
The run time was 6h 53m 30s.
He scored 6636 points.
He was ULTRAVIOLENT!
He was an Angel of Impatience!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L2 -> Callisto Anomaly
Callisto Anomaly - 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
The Shattered Abyss - 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
Eagerness Silver Badge
* Complete Angel of Impatience
Eagerness Gold Badge
* Complete Angel of Impatience on Hard
He killed 549 out of 549 enemies.
43 archreavers
42 fiends
5 plasma ravagers
17 exalted fiends
9 rocket turrets
20 turrets
15 security bots
4 former CRI grunts
2 former CRI guards
6 exalted reavers
4 CRI soldiers
5 former CRI soldiers
1 Summoner
7 corrupted sergeants
1 CRI bot MkII
1 hellish sergeant
39 ravagers
11 CRI turrets
10 combat drones
20 former soldiers
14 former guards
1 former heavy
52 fire fiends
4 siege ravagers
4 former sergeants
11 cryobeross
3 corrupted heavys
8 CRI commandos
42 CRI marines
12 hellish soldiers
4 military drones
3 hellish heavys
2 corrupted soldiers
8 hellish commandos
4 former grunts
7 toxic reavers
1 Swordmaster
1 former CRI sergeant
12 armored ravagers
46 CRI bots
21 reavers
4 corrupted commandos
8 cybeross
12 security drones
16 cryoreavers
3 kerbeross
4 former commandos
1 toxiberos
Traits
Skilled L1
Hellrunner L2
Ironman L2
Rip and tear L2
Bloodhound
Field Medic
VAMPYRE L3
Trait order
Hr->Ski->Blo->Iro->RaT->RaT->MVM->Hr->
MVM->Iro->FMc->MVM
Equipment
Slot #1 : CRI plasma rifle PBA
Slot #2 : rocket launcher A
Slot #3 : demonic sword
Body : blue armor
Utility : ADV accuracy amp
Inventory
energy cell (x100)
energy cell (x76)
rocket (x10)
7.62 ammo (x100)
7.62 ammo (x91)
gas grenade (x1)
EMP grenade (x3)
krak grenade (x2)
frag grenade (x2)
39
Post Mortem / [0.9.0b|U|AoV|Ma|YAAM] Perfect score :P (Blood Gold Badge)
« on: May 01, 2020, 00:43 »
So I was looking over the new Master traits in this version and decided that Survivor trait would be a big help to my Angel of Vampirism game. :) I've gotten to the Summoner in AoV at UV difficulty before, but this was the first time I succeeded. Blood Gold Badge! Yay! :D (As of this posting, only 0.3% of people have this achievement, according to Steam) :)
The update to Bloodhound trait is a big help for sniping enemies from a distance; no more counting pixels on the mini-map. :P The advanced sniper rifle I got out of the Mark 3 CRI Manufacture Station in Tyre Outpost was a big help that put an end to any ammo worries for the rest of the game. It had Longshot 5 and Hunter 5, and I put a "cold" mod pack on it, which potentially gave it up to 38 damage per bullet! (Now that's efficiency!) :D
I was really tempted to put the cold pack on the rocket launcher, so I could freeze groups of enemies at a time; it was a tough decision, and I still feel like I could have gone either way. (Something for next game, maybe) :) As it was, I was freezing enemies at the edges or outside of my visual range, so they couldn't approach me very quickly, while I took advantage of HR 2 to run away, to keep them at the edges of my visual range and/or to heal up via Survivor trait. (I never felt a need to get Survivor level 2 or 3)
That's not to say it was super easy, though; there were several occasions that I got caught by surprise around blind corners or behind doors suddenly being opened, and I had to use every resource at my disposal, including almost every grenade I found in the game, (except two frag grenades that I left behind) and all three phase devices. Victory was uncertain, even right up 'til the end, when a group of Archreavers were ganging up on me, and I dealt with them with a well-placed gas grenade that obscured me from their view, and allowed me to focus on the Summoner as it was bearing down on me. He was two tiles away and I was down to 17 hp when I finished him off. Whew!
EDIT: Oh yeah, I almost forgot to mention... with the changes to Angry Motherfucker trait, it's considerably more well-suited to AoV! Doing more damage when my hp were low instead of when my pain was high meant I was getting damage bonuses constantly, instead of once in a long while. It made a huge difference.
The update to Bloodhound trait is a big help for sniping enemies from a distance; no more counting pixels on the mini-map. :P The advanced sniper rifle I got out of the Mark 3 CRI Manufacture Station in Tyre Outpost was a big help that put an end to any ammo worries for the rest of the game. It had Longshot 5 and Hunter 5, and I put a "cold" mod pack on it, which potentially gave it up to 38 damage per bullet! (Now that's efficiency!) :D
I was really tempted to put the cold pack on the rocket launcher, so I could freeze groups of enemies at a time; it was a tough decision, and I still feel like I could have gone either way. (Something for next game, maybe) :) As it was, I was freezing enemies at the edges or outside of my visual range, so they couldn't approach me very quickly, while I took advantage of HR 2 to run away, to keep them at the edges of my visual range and/or to heal up via Survivor trait. (I never felt a need to get Survivor level 2 or 3)
That's not to say it was super easy, though; there were several occasions that I got caught by surprise around blind corners or behind doors suddenly being opened, and I had to use every resource at my disposal, including almost every grenade I found in the game, (except two frag grenades that I left behind) and all three phase devices. Victory was uncertain, even right up 'til the end, when a group of Archreavers were ganging up on me, and I dealt with them with a well-placed gas grenade that obscured me from their view, and allowed me to focus on the Summoner as it was bearing down on me. He was two tiles away and I was down to 17 hp when I finished him off. Whew!
EDIT: Oh yeah, I almost forgot to mention... with the changes to Angry Motherfucker trait, it's considerably more well-suited to AoV! Doing more damage when my hp were low instead of when my pain was high meant I was getting damage bonuses constantly, instead of once in a long while. It made a huge difference.
Tormuse, level 14 Marine, defeated
The Summoner against all odds.
He survived for 15559 turns.
The run time was 5h 35m 11s.
He scored 6666 points.
He was ULTRAVIOLENT!
He was an Angel of Vampirism!
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - 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
Blood Silver Badge
* Complete Angel of Vampirism
Blood Gold Badge
* Complete Angel of Vampirism on Hard
He killed 519 out of 519 enemies.
44 archreavers
37 fiends
3 exalted ravagers
11 plasma ravagers
13 exalted fiends
19 rocket turrets
29 turrets
25 security bots
1 former CRI grunt
2 former CRI guards
15 exalted reavers
2 CRI guards
3 former CRI soldiers
1 Summoner
12 exalted kerbeross
1 corrupted sergeant
1 hellish sergeant
36 ravagers
2 combat drones
12 former soldiers
23 former guards
1 former heavy
46 fire fiends
13 siege ravagers
8 former sergeants
3 exalted soldiers
7 cryobeross
4 corrupted heavys
18 CRI marines
3 military bots
7 hellish soldiers
2 military drones
2 hellish heavys
8 corrupted soldiers
7 hellish commandos
4 former grunts
10 toxic reavers
3 former CRI sergeants
23 armored ravagers
8 CRI bots
20 reavers
6 corrupted commandos
8 cybeross
8 security drones
12 cryoreavers
4 kerbeross
14 former commandos
2 toxibeross
Traits
Skilled L1
Hellrunner L2
Tough as Nails L2
Reloader L2
Sustained fire L1
Bloodhound
Die Hard
Angry Motherfucker
Incoming!
SURVIVOR L1
Trait order
Hr->Ski->Blo->Hr->TaN->TaN->DHa->MSV->
Inc->SF->AMf->Rel->Rel
Equipment
Slot #1 : AV3 7.62 sniper rifle C
Slot #2 : rocket launcher PBA
Slot #3 : 12ga auto-shotgun PBA
Body : red armor PBA
Utility : ADV accuracy amp
Inventory
rocket (x10)
rocket (x10)
rocket (x4)
12ga shell (x50)
12ga shell (x48)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x62)
krak grenade (x1)
multitool (x4)
40
Post Mortem / [0.8.8b|U|AoSh|Ma|13|YAAM] If it bleeds, we can kill it (Shottyman Gold)
« on: February 23, 2020, 20:09 »
Shottyman Gold Badge! Woo! :D If the Steam achievement stats are to be believed, this is among the rarest achievements! :) (Tied with Blood Gold and Eagerness Gold at 0.3%)
In previous attempts, I played as Scout or Technician, so I could play with Juggler to get multiple shots at a time in quick succession... but I guess it turned out that having one main weapon and sticking to it was more effective. :P The weapon that carried me for a vast majority of this game was an advanced shotgun that had enhanced damage, reloading speed, and barbed effect. Toward the end, I was getting worryingly low on shells, so the barbed effect turned out to be quite helpful, because I could make them bleed and run away to let their hp tick down for a while, then repeat. When I reached the Precipice of Defeat, I was out of cells for my plasma shotgun, and down to 80 shells. I had lots of med kits, though! :)
I probably would have done better at keeping my ammo up if I had found a single shotgun amp in the game. I must have found about a dozen amps over the course of the game, and they were all pistol amps, rifle amps, or accuracy amps. I kept an accuracy amp around on the off chance that it helps my grenades. (I don't actually know if it helps with that)
Also, now that I know that they exist, I tried to see if I could get all the special levels I hadn't seen before. I found the Military Barracks by skipping Callisto Mines and Valhalla Spaceport, Refueling base by skipping Conamara Chaos Biolabs and Europa Digzone, and Io Warehouse by skipping CRI labs and Black Site. I had hoped there would be another extra level if I skipped Arena and Limbo, but apparently not... and I think I missed out on Conqueror by skipping those two. (Oops!)
In the end, I brought the Summoner down with my advanced auto-shotgun with cold effect and autoloader. It did half as much damage per shot as the barbed shotgun, but it allowed me to stay ahead of the Summoner by slowing it down while I could reload on the move... and by angling my shots to hit the Reavers at the same time, I was soon getting Frenzy bonuses, which helped kill the Summoner faster. :)
In previous attempts, I played as Scout or Technician, so I could play with Juggler to get multiple shots at a time in quick succession... but I guess it turned out that having one main weapon and sticking to it was more effective. :P The weapon that carried me for a vast majority of this game was an advanced shotgun that had enhanced damage, reloading speed, and barbed effect. Toward the end, I was getting worryingly low on shells, so the barbed effect turned out to be quite helpful, because I could make them bleed and run away to let their hp tick down for a while, then repeat. When I reached the Precipice of Defeat, I was out of cells for my plasma shotgun, and down to 80 shells. I had lots of med kits, though! :)
I probably would have done better at keeping my ammo up if I had found a single shotgun amp in the game. I must have found about a dozen amps over the course of the game, and they were all pistol amps, rifle amps, or accuracy amps. I kept an accuracy amp around on the off chance that it helps my grenades. (I don't actually know if it helps with that)
Also, now that I know that they exist, I tried to see if I could get all the special levels I hadn't seen before. I found the Military Barracks by skipping Callisto Mines and Valhalla Spaceport, Refueling base by skipping Conamara Chaos Biolabs and Europa Digzone, and Io Warehouse by skipping CRI labs and Black Site. I had hoped there would be another extra level if I skipped Arena and Limbo, but apparently not... and I think I missed out on Conqueror by skipping those two. (Oops!)
In the end, I brought the Summoner down with my advanced auto-shotgun with cold effect and autoloader. It did half as much damage per shot as the barbed shotgun, but it allowed me to stay ahead of the Summoner by slowing it down while I could reload on the move... and by angling my shots to hit the Reavers at the same time, I was soon getting Frenzy bonuses, which helped kill the Summoner faster. :)
Tormuse, level 13 Marine, defeated
The Summoner against all odds.
He survived for 19903 turns.
The run time was 6h 15m 58s.
He scored 6232 points.
He was ULTRAVIOLENT!
He was an Angel of Shotgunnery!
CALLISTO L4 -> Military Barracks
Military Barracks - cleared
EUROPA L4 -> Refueling Base
Refueling Base - cleared
IO L4 -> Io Warehouse
Io Warehouse - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Shottyman Silver Badge
* Complete Angel of Shotgunnery (AoSh)
Shottyman Gold Badge
* Complete AoSh on Hard
He killed 530 out of 530 enemies.
5 former CRI soldiers
1 military bot
22 former soldiers
23 reavers
6 hellish soldiers
14 corrupted soldiers
32 turrets
6 exalted soldiers
12 exalted fiends
16 armored ravagers
13 plasma ravagers
3 siege ravagers
12 security drones
18 CRI bots
13 CRI marines
6 exalted ravagers
1 summoner
27 fiends
42 fire fiends
15 exalted reavers
6 toxic reavers
17 security bots
2 CRI guards
4 former grunts
52 ravagers
17 former guards
45 archreavers
1 former CRI grunt
11 hellish commandos
3 former heavys
10 corrupted commandos
9 corrupted sergeants
1 hellish sergeant
4 corrupted heavys
8 former commandos
1 hellish heavy
1 kerberos
8 former sergeants
3 military drones
5 former CRI sergeants
6 cryobeross
16 rocket turrets
2 combat drones
15 cryoreavers
11 cybeross
Traits
Skilled L2
Hellrunner L2
Ironman L2
Reloader L2
Bloodhound
Field Medic
Reload Dance
Shredder
Equipment
Slot #1 : ADV 12ga shotgun PA
Slot #2 : ADV 12ga auto-shotgun A
Slot #3 : CRI plasma shotgun BA
Body : ADV blue armor
Utility : ADV accuracy amp
Inventory
12ga shell (x50)
accuracy mod pack
CRI phase kit (x2)
military stimpack
stimpack (x3)
stimpack (x1)
small medkit (x3)
large medkit
large medkit
41
Post Mortem / [0.8.8|U|AoSh|Te|10|YASD] Shottyman Bronze
« on: February 08, 2020, 21:51 »
Had an AoSh game that was going very well, that ended in a stupid, avoidable way, because I was being too stingy and didn't want to use my last (large) med kit. I was at 28% health, standing in a spot with no cover, with a CRI Soldier at a distance where I would do 50% damage to it. I gambled that between the shotgun damage amp, and my advanced shotgun's damage increase, and the Frenzy effect of having just killed a guy, there would be a good chance of killing him in one shot, and even if I didn't, I'd be able to survive his return fire... and I lost that gamble. :(
The game was very nearly lost a couple times, first, because on level 2, I started surrounded by two turrets, two sergeants, a trio of Exalted Soldiers... and then a couple of fiends joined in during the fight with them. (I survived, barely, with 5hp, by using smoke screen, going around a corner and firing blindly into the smoke.
The second time I nearly lost was during Callisto Anomaly, where I used up all my medkits and was reduced to 1 hp... actually, it was 5 hp, and I agonizingly watched it tick down to 1, due to acid damage. :P I thought for sure I was a goner there.
I had really high hopes for this one, especially since I had a good collection of supplies for dealing with CRI bots, including six EMP grenades, and a hefty pile of multitools for remote hacking. It's pretty disappointing. :( I did get a Shottyman Bronze out of it, though. :)
The game was very nearly lost a couple times, first, because on level 2, I started surrounded by two turrets, two sergeants, a trio of Exalted Soldiers... and then a couple of fiends joined in during the fight with them. (I survived, barely, with 5hp, by using smoke screen, going around a corner and firing blindly into the smoke.
The second time I nearly lost was during Callisto Anomaly, where I used up all my medkits and was reduced to 1 hp... actually, it was 5 hp, and I agonizingly watched it tick down to 1, due to acid damage. :P I thought for sure I was a goner there.
I had really high hopes for this one, especially since I had a good collection of supplies for dealing with CRI bots, including six EMP grenades, and a hefty pile of multitools for remote hacking. It's pretty disappointing. :( I did get a Shottyman Bronze out of it, though. :)
Tormuse, level 10 Technician, killed on
IO L1 by a former CRI soldier.
He survived for 9184 turns.
The run time was 2h 24m 11s.
He scored 2596 points.
He was ULTRAVIOLENT!
He was an Angel of Shotgunnery!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L2 -> Callisto Anomaly
Callisto Anomaly - cleared
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - cleared
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Shottyman Bronze Badge
* Reach Io on Angel of Shotgunnery
He killed 306 out of 308 enemies.
1 former CRI grunt
6 corrupted sergeants
4 former grunts
5 corrupted heavys
36 fire fiends
4 turrets
10 archreavers
15 ravagers
7 hellish soldiers
20 former guards
1 former CRI sergeant
4 former CRI soldiers
34 fiends
2 former CRI commandos
12 corrupted soldiers
3 military drones
6 exalted reavers
5 hellish commandos
1 rocket turret
15 security bots
1 CRI bot
2 CRI marines
11 cryobeross
9 exalted soldiers
12 former sergeants
8 corrupted commandos
6 reavers
18 former soldiers
3 armored ravagers
4 combat drones
9 exalted fiends
14 former commandos
2 former heavys
14 cryoreavers
4 security drones
Traits
Skilled L1
Tough as Nails L1
Juggler
Packrat L2
Hacker L2
Shottyman
Remote Hack
Equipment
Slot #1 : ADV 12ga shotgun AV
Slot #2 : ADV 12ga shotgun PB
Slot #3 : 12ga auto-shotgun BA
Body : ADV blue armor P
Utility : ADV shotgun damage amp
Inventory
12ga shell (x50)
12ga shell (x50)
12ga shell (x50)
12ga shell (x50)
12ga shell (x50)
12ga shell (x36)
gas grenade (x1)
EMP grenade (x3)
EMP grenade (x3)
multitool (x5)
multitool (x3)
military stimpack
large medkit
42
Post Mortem / [0.8.7|U|AoV|Ma|13|YASD] Whimper...
« on: February 02, 2020, 17:38 »
I was so close this time! I'm probably never going to get such ideal circumstances in an AoV game again. This was really disappointing. :( It would have been a really impressive win if I'd pulled it off; note that I conquered all special levels and had a 100% kill rating. (Everyone except the Summoner)
Anyway, don't tell Kornel, but I took advantage of the exploit that he doesn't like and expanded on it. :P Specifically, I used Bloodhound trait to track enemies, so I could target them from outside of their visual ranges. (I was planning to title this thread "Angel of squinting at the mini-map" or maybe "Angel of counting squares") :P I also discovered that getting "Focused Fire" trait helps with this strategy, because once I successfully target an enemy I can't see, I can tell exactly where they are, because if I'm pointing at the correct square, I get an accuracy bonus. I'm pretty sure this is unintended and these abilities are gonna be nerfed in the next version, and I'm screwing myself over by reporting them. Oh well... :P
I had a really nice advanced rocket launcher that carried me to the endgame; enhanced damage, faster reloading, and haze effect, so anything I shot couldn't shoot me back. I also had 3 stimpacks going into the last level for a little speed boost, even though they don't heal.
A big contributor to my failure here was that I wasted a phase device a few levels earlier. On the Gateway level, there was one enemy left, a Siege Ravager, and I was trying to save rockets, so I figured I'd use my assault rifle plus a couple of smoke grenades that were extra that I was going to leave behind. This was totally unnecessary, since I had plenty of rockets; I was just being stingy and maybe I thought I was being a little clever. Anyway, I was having a harder time than usual hitting him, emptying a couple clips without killing him, and I suddenly found him at point-blank range with my rifle empty and I was below 25 hp. Doing anything but phasing out would have resulted in my death. It was a really stupid, avoidable waste of a phase device that would probably have otherwise saved my life in the final confrontation.
As it was, going up against the Summoner, I anticipated that the rocket launcher would not be best, since I wouldn't be able to see what I'm shooting, and he closes to melee range fast. I probably should have stuck to shooting him at range with my rifle, but I ended up switching to the auto shotgun when he was barreling down at me and he did more damage faster than I was prepared for.
Anyway, don't tell Kornel, but I took advantage of the exploit that he doesn't like and expanded on it. :P Specifically, I used Bloodhound trait to track enemies, so I could target them from outside of their visual ranges. (I was planning to title this thread "Angel of squinting at the mini-map" or maybe "Angel of counting squares") :P I also discovered that getting "Focused Fire" trait helps with this strategy, because once I successfully target an enemy I can't see, I can tell exactly where they are, because if I'm pointing at the correct square, I get an accuracy bonus. I'm pretty sure this is unintended and these abilities are gonna be nerfed in the next version, and I'm screwing myself over by reporting them. Oh well... :P
I had a really nice advanced rocket launcher that carried me to the endgame; enhanced damage, faster reloading, and haze effect, so anything I shot couldn't shoot me back. I also had 3 stimpacks going into the last level for a little speed boost, even though they don't heal.
A big contributor to my failure here was that I wasted a phase device a few levels earlier. On the Gateway level, there was one enemy left, a Siege Ravager, and I was trying to save rockets, so I figured I'd use my assault rifle plus a couple of smoke grenades that were extra that I was going to leave behind. This was totally unnecessary, since I had plenty of rockets; I was just being stingy and maybe I thought I was being a little clever. Anyway, I was having a harder time than usual hitting him, emptying a couple clips without killing him, and I suddenly found him at point-blank range with my rifle empty and I was below 25 hp. Doing anything but phasing out would have resulted in my death. It was a really stupid, avoidable waste of a phase device that would probably have otherwise saved my life in the final confrontation.
As it was, going up against the Summoner, I anticipated that the rocket launcher would not be best, since I wouldn't be able to see what I'm shooting, and he closes to melee range fast. I probably should have stuck to shooting him at range with my rifle, but I ended up switching to the auto shotgun when he was barreling down at me and he did more damage faster than I was prepared for.
Tormuse, level 13 Marine, killed on
Precipice of Defeat by a summoner.
He survived for 13271 turns.
The run time was 5h 26m 17s.
He scored 4737 points.
He was ULTRAVIOLENT!
He was an Angel of Vampirism!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L1 -> The Arena
The Arena - cleared
Awards
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 483 out of 484 enemies.
24 former soldiers
6 former CRI guards
43 fire fiends
3 corrupted sergeants
3 former CRI soldiers
38 turrets
22 rocket turrets
8 corrupted heavys
6 toxic reavers
7 former commandos
4 former grunts
16 cryoreavers
11 former guards
17 siege ravagers
4 military drones
4 CRI marines
16 reavers
4 plasma ravagers
1 former CRI grunt
12 security bots
1 former heavy
2 corrupted commandos
54 fiends
8 security drones
8 cryobeross
9 exalted soldiers
43 archreavers
6 exalted ravagers
1 hellish heavy
6 exalted fiends
36 ravagers
5 CRI bots
9 exalted reavers
3 former CRI sergeants
3 cybeross
38 armored ravagers
4 corrupted soldiers
2 kerbeross
3 former sergeants
Traits
Skilled L2
Hellrunner L2
Ironman L2
Reloader L1
Sustained fire L2
Focused fire
Bloodhound
Incoming!
Equipment
Slot #1 : ADV rocket launcher P
Slot #2 : ADV 7.62 assault rifle A
Slot #3 : 12ga auto-shotgun PBA
Body : ADV blue armor PA
Utility : ADV accuracy amp
Inventory
rocket (x10)
rocket (x10)
rocket (x10)
12ga shell (x34)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x25)
gas grenade (x2)
stimpack (x2)
43
Post Mortem / [0.8.7|U|AoI|Ma|13|YASD] Mental note, Archreavers are fast
« on: January 30, 2020, 16:47 »
My best run so far of Angel of Impatience. I was in good shape for 95% of the game, especially since I realized that even though you can't pick up med kits without using them in this challenge, you can still extract them from medical terminals, so I had a couple of med kits in reserve for emergencies. Then towards the end, I was cornered by a trio of Exalted Kerberoses that were fast, deadly, and regenerating, so I couldn't get away from them and they were doing a lot of damage. I was able to kill them with my freezing shotgun, but they exhausted my emergency med kits and brought me down to four hp. (Well, actually, they brought me down to 16, but the bleeding effect brought me down to 4 afterward) :o
So I skipped Arena, since I figured going in there with 4hp was a bad idea, and got presented with Limbo instead... and I've never been to Limbo in this game, so I decided I couldn't pass that up, even though I figured it would probably result in my death. (And it did) :P It turns out that Limbo is full of twisty single-file platforms that are open on all sides, so you're a sitting duck while you're crossing them, and the place is swarming with Archreavers, which, as the thread title says, are fast. :P I couldn't get away from them fast enough, even with HR 2, and I couldn't use my usual strategy, that I had been using up 'til that point, of exploding rockets against terrain next to enemies when they're out of visual range, so they can't hit me in return, so I lost what little health I'd gained back after the disastrous Exalted Kerberos encounter. I still very nearly did it, though; I was down to the last Archreaver and he hit me while I was going around a corner; one more square and I would've been safe.
One other note: I found that I really like the Bloodhound ability in this game. Very helpful in knowing what squares to target when I'm trying to shoot enemies outside of their visual range, even though it means I spend a lot of time squinting at my mini-map, counting squares. :)
So I skipped Arena, since I figured going in there with 4hp was a bad idea, and got presented with Limbo instead... and I've never been to Limbo in this game, so I decided I couldn't pass that up, even though I figured it would probably result in my death. (And it did) :P It turns out that Limbo is full of twisty single-file platforms that are open on all sides, so you're a sitting duck while you're crossing them, and the place is swarming with Archreavers, which, as the thread title says, are fast. :P I couldn't get away from them fast enough, even with HR 2, and I couldn't use my usual strategy, that I had been using up 'til that point, of exploding rockets against terrain next to enemies when they're out of visual range, so they can't hit me in return, so I lost what little health I'd gained back after the disastrous Exalted Kerberos encounter. I still very nearly did it, though; I was down to the last Archreaver and he hit me while I was going around a corner; one more square and I would've been safe.
One other note: I found that I really like the Bloodhound ability in this game. Very helpful in knowing what squares to target when I'm trying to shoot enemies outside of their visual range, even though it means I spend a lot of time squinting at my mini-map, counting squares. :)
Tormuse, level 13 Marine, killed on
Limbo by a archreaver.
He survived for 17121 turns.
The run time was 5h 45m 51s.
He scored 4165 points.
He was ULTRAVIOLENT!
He was an Angel of Impatience!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L2 -> Limbo
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Eagerness Bronze Badge
* Reach Io on Angel of Impatience
He killed 502 out of 503 enemies.
22 former soldiers
50 fire fiends
3 corrupted sergeants
5 former CRI soldiers
37 turrets
16 rocket turrets
6 corrupted heavys
6 toxic reavers
11 former commandos
6 exalted kerbeross
4 former grunts
7 siege ravagers
16 cryoreavers
8 former guards
6 military drones
13 CRI marines
7 reavers
11 plasma ravagers
1 former CRI grunt
11 security bots
3 former heavys
4 combat drones
4 corrupted commandos
54 fiends
1 toxiberos
8 security drones
6 exalted soldiers
5 cryobeross
48 archreavers
6 exalted ravagers
9 exalted fiends
28 ravagers
15 CRI bots
2 former CRI sergeants
33 armored ravagers
14 corrupted soldiers
7 kerbeross
11 former sergeants
Traits
Skilled L2
Hellrunner L2
Ironman L2
Tough as Nails L1
Sustained fire L1
Bloodhound
Field Medic
Angry Motherfucker
Incoming!
Equipment
Slot #1 : rocket launcher PBA
Slot #2 : ADV 7.62 assault rifle A
Slot #3 : ADV 12ga shotgun PA
Body : blue armor PBA
Utility : CRI rifle power control
Inventory
rocket (x9)
12ga shell (x50)
12ga shell (x50)
12ga shell (x15)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x22)
gas grenade (x1)
frag grenade (x2)
44
Post Mortem / [0.8.7|U|AoCo|Te|11|YAAM] I'm in. (Confident Gold Badge)
« on: January 26, 2020, 16:39 »
I finally beat Angel of Confidence! :D It took maybe a couple hundred tries with 90% of them dying in the first thirty seconds. :P (I'm exaggerating, but not by much; this challenge has a really rough start) Playing as a Technician, I missed the Hellrunner ability that the other classes have, but I think the ability to hack turrets at will made up for that. :)
Anyway, I decided to lean into the Technician's new advantages and headed right to Remote Hack right at the beginning. Pretty much every turret in the game got either hacked, or destroyed by another turret that I hacked. :P I guess that's why I only reached character level 11, when I was able to reach 14 in other games. You get double experience for hacking, but you miss out on any experience you would have gained from enemies killed by your hacked friends. (And at one point, I had the glorious opportunity to remote hack a CRI Bot with full hp, and it went on a rampage, that wiped out half the map, before it succumbed to another CRI Bot) :D (EDIT: Oh, right, derp, Angel of Confidence accounts for having less experience by the end)
And with this game, I advanced to Captain rank! :D I no longer get a listing of what badges I need for the next rank; does that mean this is the highest rank?
Anyway, I decided to lean into the Technician's new advantages and headed right to Remote Hack right at the beginning. Pretty much every turret in the game got either hacked, or destroyed by another turret that I hacked. :P I guess that's why I only reached character level 11, when I was able to reach 14 in other games. You get double experience for hacking, but you miss out on any experience you would have gained from enemies killed by your hacked friends. (And at one point, I had the glorious opportunity to remote hack a CRI Bot with full hp, and it went on a rampage, that wiped out half the map, before it succumbed to another CRI Bot) :D (EDIT: Oh, right, derp, Angel of Confidence accounts for having less experience by the end)
And with this game, I advanced to Captain rank! :D I no longer get a listing of what badges I need for the next rank; does that mean this is the highest rank?
Tormuse, level 11 Technician, defeated
The Summoner against all odds.
He survived for 15068 turns.
The run time was 3h 31m 30s.
He scored 5874 points.
He was ULTRAVIOLENT!
He was an Angel of Confidence!
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L1 -> The Arena
The Arena - cleared
Awards
Medal of Prejudice (+200)
* Won with 100% kills
Confident Silver Badge
* Complete Angel of Confidence (AoCo)
Confident Gold Badge
* Complete AoCo on Hard
He killed 316 out of 316 enemies.
1 toxiberos
1 former CRI grunt
1 corrupted sergeant
2 corrupted heavys
26 fire fiends
17 turrets
33 archreavers
15 siege ravagers
24 ravagers
3 former CRI soldiers
1 former CRI sergeant
1 summoner
1 kerberos
41 fiends
2 hellish heavys
6 former CRI commandos
8 corrupted soldiers
1 military drone
11 plasma ravagers
10 hellish commandos
10 rocket turrets
1 security bot
10 CRI marines
7 CRI bots
9 cryobeross
3 exalted soldiers
8 corrupted commandos
16 reavers
24 armored ravagers
4 combat drones
18 exalted fiends
8 toxic reavers
14 cryoreavers
Traits
Tough as Nails L1
Juggler
Packrat L2
Sustained fire L1
Gun hoarder
Hacker L2
Hunker down
Remote Hack
Equipment
Slot #1 : rocket launcher PBA
Slot #2 : ADV 7.62 assault rifle A
Slot #3 : ADV 12ga auto-shotgun P
Slot #4 : ADV energy rifle P
Body : ADV blue armor PBA
Utility : CRI rifle critical amp
Inventory
energy cell (x56)
rocket (x10)
rocket (x10)
rocket (x8)
12ga shell (x31)
7.62 ammo (x100)
7.62 ammo (x58)
gas grenade (x2)
krak grenade (x2)
multitool (x2)
military stimpack
large medkit
45
Post Mortem / [0.8.7|U|AoD|Sc|14|YAAM] Angel of running around (Doomed Gold Badge)
« on: January 18, 2020, 23:58 »
I now have one UV victory as each character class. Yay! :D
Angel of Doom makes for a very different strategy than normal. Instead of seeking cover, it encourages you to run around a lot, partly to try to keep one enemy in view at a time, and partly to maximize the damage bonus you get from having a high dodge rating. The Scout was the natural choice, since he gets access to Hellrunner, Dodgemaster, and Running traits. Toward the end of the game, I was getting so many damage bonuses, I was even able to take out Armored Ravagers with a single rocket each! :)
That advanced shotgun you see was a fantastic find. It had increased damage, autoloader, and cold damage, and I increased the damage further with a power mod and firing speed with an accuracy mod. I kept it around specifically to deal with the Summoner at the end. I could fire at him to slow him down with the cold effect, then take a step away to simultaneously reload and reinforce my dodge bonus. (And therefore damage bonus)
I feel a bit silly that I kept all those grenades around "just in case," but didn't end up using them, except for a single Krak grenade at the beginning of the Summoner fight to strip away his armour. Oh well... :)
EDIT: Oh yeah, one other thing I noticed... AoD seems to block you from hitting enemies outside of your visual range. I couldn't use my usual strategy of shooting turrets that couldn't see me. (I was emptying clip after clip after clip into them while doing zero damage) The only exception was the rocket launcher's splash damage, so that became a very important weapon in late game.
Angel of Doom makes for a very different strategy than normal. Instead of seeking cover, it encourages you to run around a lot, partly to try to keep one enemy in view at a time, and partly to maximize the damage bonus you get from having a high dodge rating. The Scout was the natural choice, since he gets access to Hellrunner, Dodgemaster, and Running traits. Toward the end of the game, I was getting so many damage bonuses, I was even able to take out Armored Ravagers with a single rocket each! :)
That advanced shotgun you see was a fantastic find. It had increased damage, autoloader, and cold damage, and I increased the damage further with a power mod and firing speed with an accuracy mod. I kept it around specifically to deal with the Summoner at the end. I could fire at him to slow him down with the cold effect, then take a step away to simultaneously reload and reinforce my dodge bonus. (And therefore damage bonus)
I feel a bit silly that I kept all those grenades around "just in case," but didn't end up using them, except for a single Krak grenade at the beginning of the Summoner fight to strip away his armour. Oh well... :)
EDIT: Oh yeah, one other thing I noticed... AoD seems to block you from hitting enemies outside of your visual range. I couldn't use my usual strategy of shooting turrets that couldn't see me. (I was emptying clip after clip after clip into them while doing zero damage) The only exception was the rocket launcher's splash damage, so that became a very important weapon in late game.
Tormuse, level 14 Scout, defeated
The Summoner against all odds.
He survived for 13741 turns.
The run time was 4h 51m 28s.
He scored 6547 points.
He was ULTRAVIOLENT!
He was an Angel of Doom!
CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - 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
Doomed Silver Badge
* Complete Angel of Doom (AoD)
Doomed Gold Badge
* Complete AoD on Hard
He killed 490 out of 490 enemies.
5 former CRI soldiers
2 military bots
26 former soldiers
13 reavers
2 corrupted soldiers
47 turrets
15 exalted soldiers
3 exalted fiends
29 armored ravagers
10 plasma ravagers
15 siege ravagers
8 security drones
11 CRI bots
9 CRI marines
3 exalted ravagers
1 summoner
40 fiends
33 fire fiends
15 exalted reavers
12 toxic reavers
39 security bots
4 former grunts
28 ravagers
17 former guards
28 archreavers
2 former CRI commandos
1 former CRI grunt
2 hellish commandos
3 former heavys
2 corrupted commandos
4 corrupted heavys
6 former commandos
3 hellish heavys
3 kerbeross
8 former sergeants
1 military drone
6 exalted kerbeross
2 former CRI sergeants
9 cryobeross
4 toxibeross
12 rocket turrets
2 combat drones
14 cryoreavers
1 cyberos
Traits
Skilled L1
Hellrunner L2
Juggler
Packrat L2
Pinpoint L2
Gun hoarder
Dodgemaster
Second Wind
Scavenger
Running
Equipment
Slot #1 : rocket launcher PBA
Slot #2 : 7.62 assault rifle PBA
Slot #3 : ADV 12ga shotgun PA
Body : ADV green armor PA
Utility : CRI accuracy amp
Inventory
rocket (x10)
rocket (x3)
12ga shell (x46)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x43)
gas grenade (x3)
krak grenade (x1)
frag grenade (x2)
smoke grenade (x2)
CRI phase kit (x1)
stimpack (x3)
large medkit
large medkit