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Discussion / Re: Scavenger Topic
« on: May 08, 2012, 02:43 »
I finally figured out what I was doing wrong with assemblies [see The Wall Strategy for my dumbery there -- I thought mods had to be installed in order, which made things like PPTA impossible; that's what I get for using spoilers]. Now I'm into mod packs. So here's my first moderately successful Ao100 Scavenger run for your amusement.
This is something like my 15th attempted Scav Ao100 HMP run, the others died due to insufficient ammo and firepower. This one was lucky enough to find an early Lava Armor and a Nuclear Plasma Rifle just after the Deimos levels, and that made the difference.
I've been cobbling together all the assemblies I could to produce the common mods I need [several Elephant and Gatling Guns]. I'm currently using Cerberus Phase Boots (A) [note that their +15% move speed does NOT carry over onto the assembly!], Cybernetic Armor (PN, hoping for an O+P just for fun) [Cybernetic Armor is the best thing a Technician could find, right? Right...?]. Weapons are Burst Cannon Nuclear Plasma Rifle (no mod yet), Hyperblaster (F1), and a very very lucky find: Demolition Minigun (F1).
Belt-fed grenade launcher. Yes. With Eagle Eye (5) and Son of a Bitch (5), it will gib a Baron in one burst, and kill most anything that was next to him. It's a real treat.
Apparently a Burst Nuclear Plasma Rifle (S1) on this trait build will also toast Barons and Viles at mid-range in one burst, but the damage varies wildly. The satisfying overpowered feeling is somehow also gone, even though I'm often shooting through walls and killing things a screen's distance away.
Strolled across a lava river on level 85 with my new antigrav boots on and died. It was only four spaces... Kinda glad it's over anyway, the difficulty wasn't scaling up with my arsenal enough to hold my attention. Final opinion: Scavenger is crazy hard to get rolling, but ridiculous if the RNG gives it a chance to start snowballing up.
This is something like my 15th attempted Scav Ao100 HMP run, the others died due to insufficient ammo and firepower. This one was lucky enough to find an early Lava Armor and a Nuclear Plasma Rifle just after the Deimos levels, and that made the difference.
I've been cobbling together all the assemblies I could to produce the common mods I need [several Elephant and Gatling Guns]. I'm currently using Cerberus Phase Boots (A) [note that their +15% move speed does NOT carry over onto the assembly!], Cybernetic Armor (PN, hoping for an O+P just for fun) [Cybernetic Armor is the best thing a Technician could find, right? Right...?]. Weapons are Burst Cannon Nuclear Plasma Rifle (no mod yet), Hyperblaster (F1), and a very very lucky find: Demolition Minigun (F1).
Belt-fed grenade launcher. Yes. With Eagle Eye (5) and Son of a Bitch (5), it will gib a Baron in one burst, and kill most anything that was next to him. It's a real treat.
Apparently a Burst Nuclear Plasma Rifle (S1) on this trait build will also toast Barons and Viles at mid-range in one burst, but the damage varies wildly. The satisfying overpowered feeling is somehow also gone, even though I'm often shooting through walls and killing things a screen's distance away.
Strolled across a lava river on level 85 with my new antigrav boots on and died. It was only four spaces... Kinda glad it's over anyway, the difficulty wasn't scaling up with my arsenal enough to hold my attention. Final opinion: Scavenger is crazy hard to get rolling, but ridiculous if the RNG gives it a chance to start snowballing up.
2
Discussion / Re: The Wall Strategy
« on: May 03, 2012, 15:18 »
Tested on HNTR just now, worked on the first try [not counting the previous game, which gave me zero items, and I died in the Arena]. Only went through one armor and a small health pack -- I was slightly lucky, but keeping them in knockback was a breeze, even though there were two Barons and two Knights right on the other side when I punched through the wall. I only fell back on the chaingun when I knew the next rocket would put one into mortally wounded or almost dead. I would have brought a shotgun to help lure them, but I'm one level away from Ammochain and have a lot of goodies [which just got a lot easier to carry]. I second the zigzag/carefully sculpted passage idea, if you have the rockets for it -- and my "start from the bottom with barely enough room" passage is a bit too low unless you have enough rockets to shape the walls a little more comfortably.
I'm not gonna up and say this works on higher difficulties, but I'm satisfied. Thanks folks.
About modules: I'd mod boots, but I never find them this early. And there was a problem with my last WK(2) mAC that got me deeply irritated with Whizkid -- I couldn't make any decent items, even when I got the mods for them, the item would reject the mods. I don't know what's going on there.
I'm not gonna up and say this works on higher difficulties, but I'm satisfied. Thanks folks.
About modules: I'd mod boots, but I never find them this early. And there was a problem with my last WK(2) mAC that got me deeply irritated with Whizkid -- I couldn't make any decent items, even when I got the mods for them, the item would reject the mods. I don't know what's going on there.
3
Discussion / Re: The Wall Strategy
« on: May 02, 2012, 22:36 »
All my cornershots seem to push the wrong way, and even strafing with Shottyman, I take more damage than I do using rockets and chainguns [possibly because HNTR is too rough for me]. Can we get a rapid-fire newbie strategy on here? I'll start, but I make no promises about it being remotely good.
I'm fond of using rockets there, but I never have enough. Throwing an accuracy mod into the rocket launcher isn't a waste just for The Wall [especially if you have Eagle Eye for a Scavenger build, and if you're an Ammochain Marine, you won't be doing crap with mods anyway], but that alone doesn't do enough to protect the Backpack and Launcher, so I've been carving the wall like this:
Edit, since my BBCode image didn't work: http://imgur.com/hc0IT
This was a little too high but worked out okay [on ITYTD!] -- you want to breach the middle at a diagonal so you have some wall left to absorb those deadly mid-zone rockets. Start almost one-third of the way up the wall [with just enough room for a safe shot] and fire diagonally.
Synopsis for Arena and Court: Get the Blue Armor and every last rocket out of the Arena. If possible, equip the armor only when you mod it in The Chained Court. Spend a rocket on the Arena Master if you want [but don't bother reloading it while he's alive, especially if you're a Marine and can easily berserk-Chainsaw him]. Keep the Chainsaw, and personally I'll take the Staff over a shotgun -- it's weak, but is an instant-use one-slot weapon that can finish off near-death enemies. Put one of the agility mods into the Rocket Launcher and the other into the Blue Armor [you need to be fast to line up good shots or drag them to the "safe" side of the wall]. Take off the Blue Armor, save it for The Wall. If you don't have a plasma rifle, don't hesitate to drop the Energy Cells if you need space for a third armor, another health pack, or anything else -- you'll get plenty of BFG chow later, and in backpacked stacks.
For The Wall: Blast the wall open at a diagonal so you have more sharp corners to hide behind while reloading and swapping guns. This should make it easier to get off diagonal or obstructed shots that won't endanger your goodies. If you get two or more acidic satyrs on you at once, try blasting one of them closer to you so you can chainsaw it. Chaingunning wounded ones should be easy, but make sure to wait a few turns, as stray shots could bring more in. Don't forget phasing and the staff.
Let me know if this is bad.
I'm fond of using rockets there, but I never have enough. Throwing an accuracy mod into the rocket launcher isn't a waste just for The Wall [especially if you have Eagle Eye for a Scavenger build, and if you're an Ammochain Marine, you won't be doing crap with mods anyway], but that alone doesn't do enough to protect the Backpack and Launcher, so I've been carving the wall like this:
Edit, since my BBCode image didn't work: http://imgur.com/hc0IT
This was a little too high but worked out okay [on ITYTD!] -- you want to breach the middle at a diagonal so you have some wall left to absorb those deadly mid-zone rockets. Start almost one-third of the way up the wall [with just enough room for a safe shot] and fire diagonally.
Synopsis for Arena and Court: Get the Blue Armor and every last rocket out of the Arena. If possible, equip the armor only when you mod it in The Chained Court. Spend a rocket on the Arena Master if you want [but don't bother reloading it while he's alive, especially if you're a Marine and can easily berserk-Chainsaw him]. Keep the Chainsaw, and personally I'll take the Staff over a shotgun -- it's weak, but is an instant-use one-slot weapon that can finish off near-death enemies. Put one of the agility mods into the Rocket Launcher and the other into the Blue Armor [you need to be fast to line up good shots or drag them to the "safe" side of the wall]. Take off the Blue Armor, save it for The Wall. If you don't have a plasma rifle, don't hesitate to drop the Energy Cells if you need space for a third armor, another health pack, or anything else -- you'll get plenty of BFG chow later, and in backpacked stacks.
For The Wall: Blast the wall open at a diagonal so you have more sharp corners to hide behind while reloading and swapping guns. This should make it easier to get off diagonal or obstructed shots that won't endanger your goodies. If you get two or more acidic satyrs on you at once, try blasting one of them closer to you so you can chainsaw it. Chaingunning wounded ones should be easy, but make sure to wait a few turns, as stray shots could bring more in. Don't forget phasing and the staff.
Let me know if this is bad.
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