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31
Post Mortem / [0.9.8a|N!|AoC|Te|YAVP] We have ways of blowing things up (Rocket Diamond)
« on: April 16, 2021, 02:50 »
So just for a change of pace, I thought I'd give Angel of Carnage another try. :) (Last time I tried this challenge, Nightmare difficulty didn't exist yet) :P
Basically, the early game was spent maximizing my efficiency with rockets, while maximizing my inventory size, so I could carry forward as many rockets as possible for the mid to late game, where, as I correctly predicted, I was using rockets faster than I was getting them back. By Beyond 1, I was down to 14 rockets, so it was fortunate that there was an ammo station there that I could pump multitools into to get like 50 more rockets to carry me to the endgame.
The AV3 rocket launcher you see in slot 1 is the one I got in Calsec Central, and carried me through the whole game. The haze effect was good for making sure enemies didn't get the chance to fire back, and the vampiric effect reduced my need for healing sources, hence the big pile of first aid kits and stimpacks at the end. :P Giving it the "focused" buff was a risky move, since it reduced the area of the fog effect, which meant my enemies spent less time lost in the fog, but in late game, I was thankful for it, because of the frequency of fast-moving melee enemies that I needed to be able to shoot at closer range.
I got my first plasma launcher (the one in slot 3) from the Mk3 crafting station in Tyre Outpost, which was a nice complement to my arsenal, and helped me make more efficient use of cells. (I got the second one in Limbo) Since 10 cells count as a rocket for that weapon, and it converts ammo to your chosen weapon at a 15 to 1 ratio, any stacks of less than 10 cells were more efficient to turn into a rocket for the rocket launcher, whereas any stacks greater than 10 were more efficient to leave as cells. (Stacks of exactly 10 could be used either way, since they're the equivalent of one shot of either weapon)
I didn't figure out how to open the right-most door in Infernal Lock. I have a feeling maybe the switches need to be turned on/off in a particular sequence? With six switches, that makes 64 possible combinations. I would've gladly spent the time trying to figure it out if I had known that the way back was going to seal shut behind me when I moved on to fight the robots. As it was, I didn't get the chance to experiment with it. :(
Curiously, I didn't get the Conqueror medal; it seems that it didn't count one of the special levels to be finished? There's no "cleared" message for Tyre Outpost; is that because an enemy revived or something? Do they all have to be dead when you leave for it to be considered "cleared?" But no, that can't be it, because there were definitely plenty of revived reavers when I left Limbo. Hmm...
Basically, the early game was spent maximizing my efficiency with rockets, while maximizing my inventory size, so I could carry forward as many rockets as possible for the mid to late game, where, as I correctly predicted, I was using rockets faster than I was getting them back. By Beyond 1, I was down to 14 rockets, so it was fortunate that there was an ammo station there that I could pump multitools into to get like 50 more rockets to carry me to the endgame.
The AV3 rocket launcher you see in slot 1 is the one I got in Calsec Central, and carried me through the whole game. The haze effect was good for making sure enemies didn't get the chance to fire back, and the vampiric effect reduced my need for healing sources, hence the big pile of first aid kits and stimpacks at the end. :P Giving it the "focused" buff was a risky move, since it reduced the area of the fog effect, which meant my enemies spent less time lost in the fog, but in late game, I was thankful for it, because of the frequency of fast-moving melee enemies that I needed to be able to shoot at closer range.
I got my first plasma launcher (the one in slot 3) from the Mk3 crafting station in Tyre Outpost, which was a nice complement to my arsenal, and helped me make more efficient use of cells. (I got the second one in Limbo) Since 10 cells count as a rocket for that weapon, and it converts ammo to your chosen weapon at a 15 to 1 ratio, any stacks of less than 10 cells were more efficient to turn into a rocket for the rocket launcher, whereas any stacks greater than 10 were more efficient to leave as cells. (Stacks of exactly 10 could be used either way, since they're the equivalent of one shot of either weapon)
I didn't figure out how to open the right-most door in Infernal Lock. I have a feeling maybe the switches need to be turned on/off in a particular sequence? With six switches, that makes 64 possible combinations. I would've gladly spent the time trying to figure it out if I had known that the way back was going to seal shut behind me when I moved on to fight the robots. As it was, I didn't get the chance to experiment with it. :(
Curiously, I didn't get the Conqueror medal; it seems that it didn't count one of the special levels to be finished? There's no "cleared" message for Tyre Outpost; is that because an enemy revived or something? Do they all have to be dead when you leave for it to be considered "cleared?" But no, that can't be it, because there were definitely plenty of revived reavers when I left Limbo. Hmm...
Tormuse, level 18 Technician, defeated
The Summoner against all odds.
He survived for 12744 turns.
The run time was 5h 45m 26s.
He scored 9182 points.
He opposed the NIGHTMARE!
He was an Angel of Carnage!
CALLISTO L3 - Secure Vault
Callisto Hub -> Mimir Habitat L1
Mimir Habitat L2 - Low Power
Mimir Habitat L2 -> CalSec Central
CalSec Central - cleared
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L2 - Low Power
Europa Dig Zone L3 -> Tyre Outpost
Io Nexus - Exalted Summons
IO L5 -> Infernal Lock
Infernal Lock - cleared
BEYOND L2 - The Hunt
BEYOND L2 -> Limbo
Limbo - cleared
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
Rocket Platinum Badge
* Complete AoC on Nightmare!
Rocket Diamond Badge
* Complete AoC on N! master-less
He killed 766 out of 861 enemies.
3 corrupted commandos
20 reavers
1 Summoner
24 ice fiends
2 hellish sergeants
30 fiends
27 cryoreavers
5 security drones
4 military sentrys
16 exalted ravagers
7 toxibeross
12 armored ravagers
9 hellish soldiers
3 corrupted grunts
45 former grunts
85 exalted reavers
3 corrupted heavys
4 combat drones
24 exalted kerbeross
2 kerbeross
7 hellish commandos
9 military bots
7 CRI bots
5 guardian bots
17 plasma ravagers
7 former CRI sergeants
19 former guards
7 former sergeants
2 corrupted guards
19 CRI marines
20 ravagers
2 corrupted sergeants
7 fire fiends
1 former CRI grunt
2 siege ravagers
23 turrets
3 former heavys
12 cryobeross
4 former commandos
7 CalSec bots
4 security bots
4 former CRI commandos
30 toxic reavers
55 archreavers
41 exalted soldiers
44 exalted fiends
8 security sentrys
26 rocket turrets
20 CalSec sentrys
6 corrupted soldiers
14 former soldiers
3 hellish heavys
9 former CRI soldiers
11 toxic fiends
Traits
Skilled L1
Whizkid L3
Cover Master L2
Juggler L2
Hacker L2
Hoarder L3
Remote Hack L1
Sysop L3
Trait order
Whk->Sys->Hor->Hor->Sys->Hor->Whk->Whk->
Sys->Hak->Hun->Jug->Hak->Skl->RHa->Hun->
Jug
Equipment
Slot #1 : AV3 rocket launcher PBA2
* Critical 25
* Focused
* Calibrated 1
* Autoloader
* Haze
* Vampiric 2
Slot #2 : AV3 plasma launcher BA2
* Calibrated 1
* Critical 25
* Autoloader
* Hunter 12
* Deadly 20
Slot #3 : CRI plasma launcher B2A2
* Second chamber
* Critical 25
* Swap Harness
* Calibrated 1
Slot #4 : AV2 rocket launcher PB3
* Frenzy 8
* Barbed 3
* Autoloader
* Second chamber
* Focused
* Swap Harness
Body : AV3 combat armor PA2
* Critical 10
* Carrier
* Metabolic boost
* Loading feed
* Powered
Head : AV3 combat helmet P2B
* Crit Enhancer 25
* Danger Monitor
* Tech Monitor
* Auto-repair
* Nightvision
Utility : AV3 utility AMP
* Carrier
* Smoke-gen
Inventory
energy cell (x100)
energy cell (x8)
rocket (x10)
rocket (x10)
rocket (x3)
CRI phase kit (x2)
multitool (x4)
military stimpack
stimpack (x3)
stimpack (x1)
small medkit (x3)
small medkit (x1)
large medkit
large medkit
large medkit
32
Post Mortem / [0.9.7c|UV|AoLT|Sc|YAVP] I'm an assassin. Shh! (Lightfoot Platinum)
« on: April 07, 2021, 19:39 »
I've been playing so many Nightmare games lately that I feel like I rarely get to see the late game, so I wanted to try something a little easier, while also seeing if I could get a Platinum badge, so Angel of Light Travel it was! :) (I gotta say... this game is sooo much easier when enemies don't come back as Exalted variants all the time) :P
The game sort of started as a range/melee hybrid build, but settled into melee more and more as the game went on, with an Assassinate build. Assassinate gets pretty strong once you hit late game, and have three levels of Executioner and three levels of Energy Leech. You still have to be careful about teleporting up to seemingly individual enemies that had a whole hoard of enemies next to them just off-screen. That got me into trouble a few times. :P
I primarily used my combat knife at the beginning, then switched to the advanced machete I found in Valhalla Command, then the advanced katana you see in my inventory there, which I got from the Mark 3 manufacturing terminal in Tyre Outpost. (I actually brought a stack of multitools with me, so I could make three katanas, and pick out the best one) That advanced amp you see is one I found right near the end, in Limbo. (I'm still disappointed that the "silent" ability doesn't stack with Skilled 2; no, I won't stop complaining about that) :P
The game sort of started as a range/melee hybrid build, but settled into melee more and more as the game went on, with an Assassinate build. Assassinate gets pretty strong once you hit late game, and have three levels of Executioner and three levels of Energy Leech. You still have to be careful about teleporting up to seemingly individual enemies that had a whole hoard of enemies next to them just off-screen. That got me into trouble a few times. :P
I primarily used my combat knife at the beginning, then switched to the advanced machete I found in Valhalla Command, then the advanced katana you see in my inventory there, which I got from the Mark 3 manufacturing terminal in Tyre Outpost. (I actually brought a stack of multitools with me, so I could make three katanas, and pick out the best one) That advanced amp you see is one I found right near the end, in Limbo. (I'm still disappointed that the "silent" ability doesn't stack with Skilled 2; no, I won't stop complaining about that) :P
Tormuse, level 17 Scout, defeated
The Summoner against all odds.
He survived for 14816 turns.
The run time was 6h 49m 8s.
He scored 7398 points.
He was ULTRAVIOLENT!
He was an Angel of Light Travel!
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L1 - Low Power
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 - Lockdown
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 - Exalted Summons
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - cleared
IO L2 -> Io Black Site L1
Io Black Site L1 - Low Power
Io Black Site L3 -> Black Site Vaults
Black Site Vaults - cleared
The Shattered Abyss - cleared
BEYOND L2 -> Limbo
Limbo - cleared
BEYOND L3 - The Hunt
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
Lightfoot Platinum Badge
* Complete AoLT on UV with 100% kills
He killed 657 out of 657 enemies.
1 corrupted commando
52 reavers
26 ice fiends
10 cybeross
5 hellish sergeants
2 former CRI guards
26 fiends
24 cryoreavers
8 security drones
4 military sentrys
9 exalted ravagers
9 toxibeross
15 armored ravagers
17 hellish soldiers
6 corrupted grunts
4 exalted reavers
42 former grunts
2 corrupted heavys
4 combat drones
9 exalted kerbeross
3 kerbeross
18 hellish commandos
5 CRI bots
2 guardian bots
12 plasma ravagers
5 former CRI sergeants
23 former guards
4 former sergeants
12 CRI marines
19 ravagers
3 corrupted sergeants
15 fire fiends
1 former CRI grunt
1 Summoner
10 siege ravagers
2 former CRI heavys
48 turrets
7 cryobeross
3 former commandos
19 CalSec bots
1 security bot
8 former CRI commandos
31 toxic reavers
61 archreavers
19 exalted soldiers
25 exalted fiends
3 security sentrys
14 rocket turrets
8 CalSec sentrys
1 Swordmaster
18 corrupted soldiers
9 former soldiers
3 hellish heavys
1 former CRI soldier
22 toxic fiends
Traits
Skilled L2
Dash L3
Hellrunner L2
Executioner L3
Energy leech L3
ASSASSINATE L3
Trait order
Exe->Exe->Exe->Skl->EnL->Das->MAS->EnL->
EnL->MAS->Skl->Das->MAS->Das->Hr->Hr->
Equipment
Slot #1 : demonic sword
* Frenzy 10
* Vampiric 5
Slot #2 : AV3 katana PBA
* Retaliate
* Vampiric 1
* Surrounded
* Critical 10
* Guarded 10
* Resilient
Slot #3 : AV1 7.62 assault rifle C
* Freezing 2
* Speed-loader
Body : AV2 combat armor PBA
* Durable
* Meshed
* Painkiller
* Swift
* Loading feed
Head : combat helmet PB
* Durable
* Danger Monitor
Utility : AV3 utility AMP
* Silent
* Carrier
* Auto-med 10
Inventory
krak grenade (x2)
CRI phase kit (x1)
small medkit (x1)
large medkit
33
Bug Reports / Typos and grammatical errors
« on: February 16, 2021, 12:49 »
I've been meaning to make a post about this for a while, since I've been making a note of typos for the last... ten versions or so. :P I have no idea if this is a good time to be making this, but I just don't want to put it off any longer. This is gonna be a weird mix of old and new stuff; some of it may have been fixed already, and now that all the descriptions have been re-done for the new Beta, I should really go over everything anew, but at least this will help the Devteam get started correcting it, so here goes. :)
...
Bloodhound description, "...once you seen an enemy it's position is always revealed..." (Should be "you've" instead of "you;" also, there should be a comma after "enemy;" also, also, no apostrophe in "its")
(vampiric mod description) "A sophisticate device..." (should be "sophisticated")
Healing orb description: "What could you ask for more!" (Would read better as "what more could you ask for?" with that word order and a question mark)
Basic helmet description: "...protects agains critical hits..." (typo, should be "against" instead of "agains")
At the beginning of the game, "Something went wrong" probably reads better as "something is wrong."
Marine helmet description: "...and a bit additional protection..." (missing word "of" as in "and a bit of additional protection")
"You hear the shreaking of reavers." (Should be "shrieking")
Furious trait description: "Additionally if you gib an enemy you have generate 1 additional point of Fury." (Commas after "Additionally" and "enemy" and take out the word "have")
Tough as Nails description: "...skin is so though..." (Should be "tough" instead of "though")
Long revolver description: "...slightly less stoping power..." (should be "stopping" two p's)
Loading holster description: "auto-reload the weapon when swaping to it." (should be "swapping" two p's; actually, I notice that "swapping" is misspelled in a lot of places; you're probably going to want to do a general search for each instance of that word)
Resilient description: "reduces pain effect on accuacy by half." (should be "accuracy")
Marine description: "...convert one a quarter..." (take out "a")
...
I hope this is helpful. Is it worth it for me to go over all the new descriptions right now? Or is this something that should wait 'til later?
...
Bloodhound description, "...once you seen an enemy it's position is always revealed..." (Should be "you've" instead of "you;" also, there should be a comma after "enemy;" also, also, no apostrophe in "its")
(vampiric mod description) "A sophisticate device..." (should be "sophisticated")
Healing orb description: "What could you ask for more!" (Would read better as "what more could you ask for?" with that word order and a question mark)
Basic helmet description: "...protects agains critical hits..." (typo, should be "against" instead of "agains")
At the beginning of the game, "Something went wrong" probably reads better as "something is wrong."
Marine helmet description: "...and a bit additional protection..." (missing word "of" as in "and a bit of additional protection")
"You hear the shreaking of reavers." (Should be "shrieking")
Furious trait description: "Additionally if you gib an enemy you have generate 1 additional point of Fury." (Commas after "Additionally" and "enemy" and take out the word "have")
Tough as Nails description: "...skin is so though..." (Should be "tough" instead of "though")
Long revolver description: "...slightly less stoping power..." (should be "stopping" two p's)
Loading holster description: "auto-reload the weapon when swaping to it." (should be "swapping" two p's; actually, I notice that "swapping" is misspelled in a lot of places; you're probably going to want to do a general search for each instance of that word)
Resilient description: "reduces pain effect on accuacy by half." (should be "accuracy")
Marine description: "...convert one a quarter..." (take out "a")
...
I hope this is helpful. Is it worth it for me to go over all the new descriptions right now? Or is this something that should wait 'til later?
34
Berserk! / I guess it crashed because I was doing too well. :P
« on: January 26, 2021, 18:58 »
So lately, I've been playing BerserkRL, bits at a time, for months, maybe a few levels a day, and I finally got to see what happens if you reach Ironman level 100! :D The game tolerates you going over 100, but if you try to load the game when you're above 100, it instantly crashes. Attached, is the log file from my last run, and a screenshot of my stats screen on the last playable level. :)
It was still having the issue of crashing consistently when late-game Demons appear, but every once in a while, a Demon was able to spawn without it crashing. I don't know what was different on those occasions, but I did take a screenshot of the last Demon that was able to spawn properly, which happened a few levels before the end. :)
EDIT: Also, I just confirmed that it now crashes consistently when it gets to the trait selection screen. I can still upgrade my stats, though, and it gives me an extra point each time I reload, so I can boost my strength, dexterity, endurance, and willpower as much as I like! :D (I just can't do anything with them) :P
It was still having the issue of crashing consistently when late-game Demons appear, but every once in a while, a Demon was able to spawn without it crashing. I don't know what was different on those occasions, but I did take a screenshot of the last Demon that was able to spawn properly, which happened a few levels before the end. :)
EDIT: Also, I just confirmed that it now crashes consistently when it gets to the trait selection screen. I can still upgrade my stats, though, and it gives me an extra point each time I reload, so I can boost my strength, dexterity, endurance, and willpower as much as I like! :D (I just can't do anything with them) :P
35
Post Mortem / [0.9.6|N!|AoLT|Ma|YAVP] Lightfoot Diamond Badge! :D
« on: January 07, 2021, 15:19 »
I've been alternating between various challenges lately, trying for a number of Diamond badges, and finally got Lightfoot Diamond with my classic favourite Vampyre build! :D
I largely relied on ranged weapons for early to mid game, carried a lot by the lucky find of the 7.62 CRI SMG, and then somewhere around Io, I switched to melee almost exclusively after I got the AV3 Katana from the weapon terminal in Tyre Outpost. The "Exalted Bane" upgrade seemed fitting for a Nightmare game. :) (And I like the little nod to Nethack in the name) :D The Momentum upgrade on that weapon combined with the Kinetic upgrade on the armour meant that higher dodge bonuses meant higher damage and protection, which perfectly suited AoLT, where you get a natural speed boost, which I enhanced with Hellrunner, Swift, Danger Monitor, and Running. :)
In a previous run, I found out the hard way that bleeding protection is now extra important for melee builds, because of the extra stackable bleedings that late game enemies give you. :| (And I also learned in this run that you need a power mod for bleeding protection instead of a bulk mod, like in previous versions; that was a waste of a tech terminal) :|
Not much else to say except that I noticed a couple of bugs. The Tech Monitor ability says it "increases all repair received by 50%" but when I used the "repair armour" feature of a tech station, it increased it by the regular amount. (Using multi-tools got the bonus, though... and I was pleased to find that it affected both my helmet and body armour; wasn't sure if it would, from the description) :) Also, the mortem still isn't displaying the trait order properly; probably owing to me getting too many traits. (All those Nightmare re-kills) :P
PS Darn it, I got two too many kills. :P
I largely relied on ranged weapons for early to mid game, carried a lot by the lucky find of the 7.62 CRI SMG, and then somewhere around Io, I switched to melee almost exclusively after I got the AV3 Katana from the weapon terminal in Tyre Outpost. The "Exalted Bane" upgrade seemed fitting for a Nightmare game. :) (And I like the little nod to Nethack in the name) :D The Momentum upgrade on that weapon combined with the Kinetic upgrade on the armour meant that higher dodge bonuses meant higher damage and protection, which perfectly suited AoLT, where you get a natural speed boost, which I enhanced with Hellrunner, Swift, Danger Monitor, and Running. :)
In a previous run, I found out the hard way that bleeding protection is now extra important for melee builds, because of the extra stackable bleedings that late game enemies give you. :| (And I also learned in this run that you need a power mod for bleeding protection instead of a bulk mod, like in previous versions; that was a waste of a tech terminal) :|
Not much else to say except that I noticed a couple of bugs. The Tech Monitor ability says it "increases all repair received by 50%" but when I used the "repair armour" feature of a tech station, it increased it by the regular amount. (Using multi-tools got the bonus, though... and I was pleased to find that it affected both my helmet and body armour; wasn't sure if it would, from the description) :) Also, the mortem still isn't displaying the trait order properly; probably owing to me getting too many traits. (All those Nightmare re-kills) :P
Tormuse, level 17 Marine, defeated
The Summoner against all odds.
He survived for 13648 turns.
The run time was 6h 21m 4s.
He scored 8886 points.
He opposed the NIGHTMARE!
He was an Angel of Light Travel!
CALLISTO L3 - Volatile Storage
CALLISTO L3 -> Mimir Habitat L1
Mimir Habitat L2 - Lockdown
Mimir Habitat L2 -> CalSec Central
CalSec Central - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - cleared
IO L2 - Low Power
IO L3 -> Io Black Site L1
Io Black Site L1 - The Hunt
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
Explorer Ribbon (+50)
* Visited all encountered special levels
Conqueror Ribbon (+100)
* Completed all encountered special levels
Lightfoot Diamond Badge
* Complete AoLT on Nightmare!
He killed 668 out of 697 enemies.
59 archreavers
5 plasma ravagers
42 exalted ravagers
34 fiends
38 exalted fiends
34 turrets
10 rocket turrets
1 Summoner
1 former CRI grunt
6 security sentrys
51 exalted reavers
13 CalSec bots
1 former CRI soldier
3 corrupted sergeants
21 exalted kerbeross
46 ravagers
2 hellish sergeants
26 former soldiers
8 former guards
15 siege ravagers
21 fire fiends
8 former heavys
48 exalted soldiers
2 former sergeants
12 CRI marines
5 corrupted heavys
15 cryobeross
2 guardian bots
8 hellish soldiers
3 military drones
16 ice fiends
3 toxic reavers
4 former grunts
4 hellish commandos
1 former CRI heavy
1 Swordmaster
16 armored ravagers
1 former CRI sergeant
12 CRI bots
64 reavers
6 corrupted commandos
4 security drones
8 cybeross
18 cryoreavers
4 kerbeross
23 CalSec sentrys
10 former commandos
2 security bots
2 toxibeross
Traits
Skilled L1
Furious L2
Hellrunner L2
Ironman L1
Tough as Nails L2
Rip and tear L2
Army Surplus L1
Whizkid L1
Running
VAMPYRE L3
Trait order
Equipment
Slot #1 : CRI 7.62 SMG
* Hunter 1
Slot #2 : AV2 rocket launcher B
* Autoloader
* Poisoned 5
* Focused
Slot #3 : demonic sword
* Frenzy 10
* Vampiric 5
Slot #4 : AV3 katana BA2
* Exalted bane
* Resilient
* Guarded 10
* Critical 30
* Disruptive 3
* Momentum
Body : AV3 combat armor PBA
* Swift
* Durable
* Meshed
* Kinetic shield
* Fireproof
* Tenacity
Head : combat helmet PBA
* Target tracking
* Danger Monitor
* Tech Monitor
Utility : AV1 utility AMP
* Carrier
Inventory
rocket (x5)
7.62 ammo (x88)
stimpack (x2)
small medkit (x1)
PS Darn it, I got two too many kills. :P
36
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
37
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. :)
38
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)
39
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
40
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
41
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)
42
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
43
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)
44
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)
45
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