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Messages - Tormuse

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1
Hi Sylph, glad to see your brand of tactical discussion joining the JH forums!  :D  I'll do my best to respond to your points in order.  :)

I agree that the current inability to hit enemies outside of LOS is confusing, and I wanted to add that this is worsened by a number of factors, including...

a)  The ranges of the rifles list themselves as higher than your sight radius.
b)  You can still hit non-enemy targets outside of your visual range, like doors, boxes, and barrels.
c)  Enemies can still hit you from outside your visual range, such as the Calsec Sentries when they fire their three consecutive barrages.
d)  The fact that you used to be able to hit enemies outside of LOS with the same accuracy penalty that Doomguy would have gotten.  (That was seriously a big adjustment to my strategy when I figured out I couldn't do it any more;  also, I wasted a hundred bullets trying to shoot a turret before I figured it out)  :P
e)  The fact that you *can* hit enemies that you can't see if they're in a smokescreen effect that is within your visual radius.

Making monsters retaliate when they get hit could be really interesting, and make for some interesting strategizing...  especially after the first time you hit an armoured ravager and you see a rocket flying at you out of the shadows.  :P  I don't know if that's a direction the devteam wants to go in, but I can see emergent gameplay tactics involving seeking cover before doing your blind-firing.

The security camera idea is pretty neat!  Should be easy to implement too.

Hacked drones giving their LOS could only work if there's a way to look around the map without going there, (Maybe there's already a way to do that I don't know about;  I do know that holding down ctrl and rolling the mouse wheel zooms in and out) but could be an interesting addition.

Scopes could be cool too, and make up for the drawback of the extra time to fire the weapon.

Flares giving advantage to beings that are far and disadvantage to beings that are close could make for interesting tactical combat, but would be really tricky to communicate to the player, and I can also imagine it being really easy to make it unbalanced, so a lot of care would have to be put into implementation.

The talk of height reminds me of Starcraft.  Even though that game is 2D, some terrain is considered to be a different height than others, and any ground unit on the lower terrain can't see units in the upper terrain unless they're at the edge of it, and they also get an accuracy penalty shooting at units on the higher terrain.  And any time a unit on the upper level fires at a unit on the lower level, they get revealed briefly.  (Not sure how much of that can be applied to JH, but I just thought I'd toss out ideas about how "height" was implemented in another sort of similar game)

Of course, I expect that any means of introducing height to JH would present a huge challenge in conveying it to the player, both visually and in explaining it verbally.  All kinds of new art would be needed for the higher platforms (and/or pits?) and for Jupeguy climbing, if they'd want to include that too.  The more I think about it, the less likely it seems like it would be something Kornel would want to introduce.  (Sorry, Sylph)  It would take a lot of work and substantially change the nature of the game.  I expect the Devteam would want to be really sure that's a direction they want to go in before they sink all the time into developing that.

Regarding audio, I think the enemies kind of already have their own distinctive sounds?  I'm not quite clear on what you think should be different with respect to your comparison to DRL sounds.

Regarding doors, I've never played Space Crusade, but I agree that it would be hard to implement opening/closing specific doors at will in JH.  I do kind of like the idea of having a feature in the terminals that says "open all doors" or "close all doors."  Either of those potentially has many subtle tactical applications, considering the number of times I've been running away from an enemy and they got an extra shot at me, because I had to take an extra second to open a door, or times I got something's attention prematurely, becase a door was open I didn't want.  Also, perhaps another feature of the terminal could be to override the automatic doors on levels that have them, so they're either always open or always closed?

Sorry, but I don't agree about the map-hacking for either of your suggestions.  It feels like it would take away the perk of free maps as a reward for getting the hacking skill.  (And even that benefit is kind of tenuous, since it hinges on you happening to find a terminal before you map out the level naturally)  Even if no one ever uses the multi-tool for the map, I think it's nice to have the option there, if only to tempt the player with what they might get if they get hacking trait.

Exploration mode...  hmm...  it could be interesting to be able to have a game where you could visit (for example) both Callisto Anomaly and Valhalla Command in the same game, and get both their respective rewards, but I'm not sure how to make it balanced...  though it brings to mind another idea...  what if there's an Angel challenge that forces you to play through *all* branches in a single game?  Not quite Angel of 100, but pretty close?   (Might make the rewards for Valhalla Command and Calsec Central a little weird;  hmm...  maybe you would need to disable both terminals for it to work?)

Also, I agree about bringing back run-waiting.  :)

2
Note that I've been playing the bleeding-edge Beta version, so it's possible that some details are different from the "public" version.  It's easy to lose track of what comes from what version.

3
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

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

4
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.

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

5
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.  :)

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.  :)

6
Wait, nightmare is actually possible to beat? I cant even reliably beat im too young to die! Hundreds of tries and Ive beaten the game twice I think?

I can confirm that it's very possible.  :)  Browse through the Nightmare forum sometime, and you'll see quite a lot of Nightmare wins from over the years.  (I've got quite a few, myself)  :)  What do you find is your most common cause of death in the game?  Maybe we can help you win more frequently.

7
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)

8
With the skill you've demonstrated, I expect you should be able to do this one without too much trouble.  It is a very different playstyle, though.  Since cover is irrelevant, the key becomes to face one enemy at a time, as much as possible, which means you need speed to control your encounters with them, and weapons that are good at range, so you can take them out quickly as soon as they come into view.  I built my arsenal and my traits around that idea.  :)

9
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?

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

10
Post Mortem / Re: [0.9.3b|N!|AoMr|Te|YAVP] Anomaly Diamond
« on: October 02, 2020, 21:42 »
Congrats on the Diamond badge!  :D  I have yet to get one of those.  Clearly, I need to play this game more.  :)

11
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.

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

12
Bug Reports / Re: No Accessible Exit Spawned In Level
« on: July 03, 2020, 05:01 »
I frequently break down vault doors.  It's often preferable to have control over when the monsters inside come out.

13
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.

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)

14
Post Mortem / Re: [0.9.1|E|Sc|YAAM] Gunslingin' Tourist
« on: June 11, 2020, 18:17 »
Not sure why I ended up with a whopping 359 out of 349 kills...

Thelaptop, you cheater!  Are you taking lessons from 2Dev?  :P  Seriously, though, I'm not sure why it would do that; as far as I know, extra kills from the Summoner or from the Gateway don't count toward your kill count.  (At least they didn't in my own runs)

I got an early AV3 9m pistol that had EMP/frenzy powers, and an AV2 9mm pistol that had vampiric/bleed powers.

So you had one pistol for the squishy targets and another for the...  er...  clanky targets.  :D  Sounds like a fun game.  Congrats on your victory!  :)

15
Hey, you used my build!  :)  Very cool, congrats on your victory!  :D  This is an interesting challenge, since it requires a very different playstyle than usual, but it can be a lot of fun once you get that Gunrunner/Shottyman combo going.  :)

And yeah, I had a similar experience that I was well below 80% kills for most of the run, but the equipment and extra levels of late-game were needed to put me over the top.

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