Chaosforge Forum
Jupiter Hell => Post Mortem => Topic started by: Vigilante on December 21, 2025, 03:52
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(GOG version, so 1.8h rather than 1.8j)
As you might know if you've attempted yourself, Gun Kata tends to run out of ammo in Dante L3/L4, even if not going to Dante Inferno. As of recent returning to Jupiter Hell after a long bring, I am doing runs on UV with all various kind of masteries, targeting full clear including Dante Inferno, and this posed the most challenge of masteries tried so far (whereas with Entrenchment Technician, for example, I won two games in a row). The format I am going through this is Fated, then if I fail, I do non-Fated runs with the same mastery selected manually until I succeed. Gun Kata gave me so much trouble I put it off for a while and run other masteries, after I had a non-100% win that did get through Dante Inferno. That run also would have been 100% were it not for the bug, but was then carried by medusa relic making everything in sight bleed, which enabled me to go melee, so I didn't consider that a "proper" victory for this mastery, but rather for the Scout being easiest to go melee in late game when that was not originally in the plans.
So this is a "proper" though non-Fated run with Gun Kata in my opinion, not totally absent good items of course (AV3 amp rolled with 40% crit-chance to pistols, even if the other bonus took 4 multitools to reroll to a useful +% crit damage), but one that feels to have more due to execution than mere luck.
- There was no Rift this branch, and I decided not to try Mines (despite that route allows to obtain JS armor), but rather go to Valhalla Terminal for early-game experience from shutting down the CalSec. I considered that to be important in this run because of putting a lot of points into Hoarder and Scavenger, and that this is the first my attempt to incorporate those skills in GunKata run.
- Valhalla Terminal L3 got a manufacturing station, which I used to manufacture plain 7.62 sidearms. I never manufacture AV sidearms as I consider that more likely to result in waste of precious multitools.
- I had no Durable mod on any of my armor pieces till Dante, and the Durable on my body armor I put on Dante Station L4, with the additional slot 'freed' for the future bulk mod at the end of Dante Inferno.
- I kept swapping headgear until I got AV1 combat helmet with filtered, generally my combat helmet ever had at most just one mod, usually some accuracy pack I would find after I already modded weapons
- Through IO until defeating Ancient, I used relic with Acid dreams effect (really helped with Robo guys), which I probably gotten from Europa's cryoboss level, I don't quite remember. The +50% damage or something against demons is my favorite Ancient drop, though
- I didn't take Love pistol in The Pit, nor did take medusa's fang on Noxious Hollow. The latter especially would NOT be the good choice for this build, as pistols are fired usually at different enemies and don't kill them
- AV2 marine armor spawned with Swift, Fire-resistant, making it a non-brainer choice to put Critical 10 and Carrier early. I didn't notice my crit chance at max visible distance was less than 100%, seemed to be less important than solving ammo problems, which they did.
- Generally Whizkid didn't see a good usage this run, as I was running out of multitools due to rerolling the minor bonus on AV3 amp from +1 optimal range in late Europa, forgot about Extended Mag being a priority for plasma pistol, etc.
- Only ever used dual shotgun against one adaptive pack, otherwise it was all pistols since GunKata L1. After getting Scavenger L2 I had to switch to plasma pistol to grab energy cell, of course, unless having too many, in which case I let sidearm corrected. Mephitic Mines L2 was close to depleting ammo, good thing they have that ammo manufacturing station there
- In Dante Inferno on last island, had to go Stealth against the last archwarlock enemy, so as to make to a distance from him, reload and finish him off without pain's penalty to accuracy. But generally, archwarlocks die in 2 shooting turns, so provided you don't close distance with them you are fine even without pain-reducing bonuses. Likewise, with Dante Station L2's Hunt event, was lucky to have kept CRI phase kit in my inventory, as being swarmed from 2 sides with one team having a (arch?)warlock is something non-Extended Mag plasma pistol doesn't fair well.
- You may be surprised that third point in Hellrunner was really low priority for this build, but you can really see that I still had a lot of health supplies left when I downed the final boss.
So, GunKata can work for 100% clear with emphasis on ammo and some attention to get crit nearer to 100%. Fortunately, the mastery itself does provided bonus to crit chance, depending on distance with it only becoming 0% at distance=6, which given the limited optimal range of pistols pre-calibration, the GunSlinger L1 optimal distance penalty, usually tends to still help enough with pushing crit to 100% apparently, and especially where you most need it (enemies approaching close).
Vigilant, level 17 Scout,
defeated the Harbinger against all odds.
He survived for 16224 turns.
The run time was 2h 17m 40s.
World seed was 65308.
He scored 7833 points.
He was ULTRAVIOLENT!
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L3 - The Hunt
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
EUROPA L2 - Windchill
EUROPA L5 - Secure Vault
EUROPA L5 -> The Pit
The Pit - Cleared!
The Pit - found Love
IO L3 -> Mephitic Mines L1
Mephitic Mines L2 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Station L2 - The Hunt
Dante Inferno - Cleared!
Dante Inferno - found Shadowhunter
Dante Inferno - found BFT 10K
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (silver cluster) (+100)
* 50+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 822 out of 822 enemies.
31 former grunts 23 CalSec sentries
15 corrupted grunts 14 security sentries
1 former CRI grunt 18 CalSec bots
18 former grenadiers 1 security bot
3 corrupted grenadiers 2 guardian bots
10 former soldiers 15 reavers
27 corrupted soldiers 22 cryoreavers
1 former CRI soldier 41 toxic reavers
6 CRI soldiers 52 archreavers
3 former sergeants 10 kerberi
3 corrupted sergeants 12 cyberi
2 former CRI sergeants 12 cryoberi
29 former guards 14 toxiberi
2 CRI guards 18 medusae
8 former commandoes 7 archmedusae
18 corrupted commandoes 23 ravagers
4 former CRI commandoes 22 armored ravagers
2 CRI commandoes 7 siege ravagers
4 former heavies 18 plasma ravagers
6 corrupted heavies 26 CRI marines
4 fanatics 13 CRI bots
6 security drones 15 guardians
2 combat drones 4 frost guardians
2 military drones 7 warlocks
54 fiends 10 archwarlocks
7 fire fiends 1 watcher
20 ice fiends 7 cryowatchers
21 toxic fiends 4 pyrowatchers
Traits
Hellrunner L3
Son of a Gun L2
Hacker L1
Hoarder L2
Gunslinger L2
Scavenger L2
Whizkid L1
GUN KATA L3
Trait order
Hr->SoG->SoG->Gsl->MGK->Hor->Hr->Hak->
MGK->Scv->Whk->Scv->Hor->MGK->Gsl->Hr->
Equipment
Slot #1 : VS 7.62 sidearm +BAC
* Speed-loader
* Freezing 2
* Calibrated 1
* Auto-calibrated
* ValSec
Slot #2 : plasma pistol +AV
* Vampiric 3
* Calibrated 1
* Auto-calibrated
Slot #3 : AV2 12ga dual shotgun
* Critical 50
* Calibrated 2
* Slowdown
Slot #4 : AV3 katana
* Rush 20
* Demonbane
Body : AV2 marine armor PBA
* Durable
* Critical 10
* Carrier
* Fire-resistant
* Swift
Head : AV1 combat helmet PB
* Durable
* Plated
* Filtered
Utility : AV3 pistol AMP
* Pistol capacitor
* Pistol hit tracker
Relic : ancient armband
* Ancient Power
Permanents
Mephitic Attunement
CRI backpack
Inventory
energy cell (x100)
energy cell (x79)
12ga shell (x50)
7.62 ammo (x100)
7.62 ammo (x94)
plasma grenade (x1)
gas grenade (x3)
krak grenade (x3)
multitool (x3)
military stimpack
military stimpack
stimpack (x3)
small medkit (x3)
large medkit
large medkit