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Messages - Tormuse

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Bug Reports / Re: Typos and grammatical errors
« on: February 17, 2021, 23:33 »
I'm assuming that much of the game-specific stuff is in Lua, which means that all the in-game [flavour] text are likely to be there.

If you're saying that there's something in the local game files with that information, then I'm not seeing it...  though I'm no expert in these matters, so there could be something I'm missing.

Edit: But all these fixes may be a bit pre-mature if there are more changes to core mechanics/items at play.

Yeah, that's why I was hesitating about posting more.  :P

EDIT:  Well, I can at least post about stuff I found in the help menus, since those shouldn't change substantially.  :)


"If it's not present it means the weapon has 100% accuracy, otherwise there's a modifier to the 100%."  (should be a comma after "present" and "otherwise" and there should be a period instead of the comma after "accuracy")


"Further out it falls off..."  (comma after "out")


"The number of lines indicates how much does that cover affect the to-hit chance"  (reads better if you take out the word "does" and "affects" instead of "affect")


"The modifier fades away (but not fully if high), so often it's better to retreat..."  (This sentence is misleading, since it sounds like pain stays forever if it's high, and also I'd switch the words "it's" and "often";  I would reword it to "The modifier fades away over time, so it's often better to retreat...")


"...the value seems twice higher for a moment..."  (should be "twice as high" instead of "twice higher")

Bug Reports / Re: Typos and grammatical errors
« on: February 17, 2021, 17:54 »
Fixed the ones noted, will be included in 0.9.7 RC6 and 0.9.7.

Cool, maybe I'll go proofread the rest of them, then.  :) proof-read all the in-game text via reading whatever sources that contain them.

Ooh, are there some convenient text file type sources I could read from?  It would make my proofreading easier.

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:  " 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?

Discussion / Re: Quick questions thread!
« on: February 12, 2021, 10:17 »
Here's are my quick question: what's a good approach to complete Ao100/666 with a melee build?

All the melee builds except Blademaster block Eagle Eye, so you'll probably be relying pretty heavily on your shotgun for the early game until you can level yourself up enough and get enough equipment to switch over to using melee exclusively.  Armour gets shredded a lot in melee, so you'll probably want something indestructible.  Nanofiber red armour will do, which only takes a power mod and a bulk mod, so it's very doable, but something that protects against melee damage like the ballistic vest, duelist armour, or phaseshift suit are even better.  (I suppose gothic armour works too, but that slows you down, which can be deadly in a melee game, where you have to close distance quickly)

For Red Alert, I was definitely thinking a Master that would mesh with Hellrunner, like Blademaster, Gun Kata, Fireangel or so on.

A while back, I got Quartermaster Angelic badge with a Gunrunner build, combined with Shottyman.  Obviously, it took a long time to get going, but basically, I was able to move, fire, and reload at the same time, which was a real time-saver.  :)

For Pacifist, definitely going Masterless, Hellrunner/Dodgermaster, Tough as Nails and Ironman seeming to be solid choices for obvious reasons (plus probably still Intuition.

Another option you might want to consider (if you don't mind making do without Hellrunner) is a Survivalist build.  It helps you tank a lot more damage while also getting more benefit from large med packs.  I did it once in an ArchAngel of Pacifism game, but I would not recommend copying my technique there;  that was an exceptionally lucky game.  :P

Discussion / Re: How Dead is this Game?
« on: February 07, 2021, 21:57 »
Yeah, I appreciate the response.  The game's development is absolutely dead, I was more wondering about the community.  I hope people like Tormuse prevail in their endless quest for 100%, It would be a damn shame otherwise.

Heh, I was never going to get 100%.  I'm just not good enough to avoid taking damage 100% of the time to get the badges that require it.  (I mean maybe, theoretically, I could, but it would take more time and patience than I have)  Besides...  not that I do this for the fame or anything, but the fact that there's less interest in the game than there used to does dampen my enthusiasm for it a bit.  There just doesn't seem to be any demand for me to keep pushing on to get 100%, so it's hard to keep that motivation to keep going, especially after all these years.  I'm pretty pleased with my Everyman Angelic game, (and especially pleased that I recorded it!)  :)  but even that didn't get a heck of a lot of attention by the time I accomplished it, so it's probably just as well that I leave off on that high note.  :)

Anyway, like Thelaptop said, people have just moved on to other things.  (Especially Jupiter Hell)  I actually haven't played DRL in a while, but I've played a fair bit of JH.  (And got a few of the Diamond badges!)  :D

Century Lounge / Re: [M|ArchAo666|29%|YAVP] Pop goes the Apostle!
« on: February 03, 2021, 07:28 »
Any slog through 666 levels deserves some congratulations, so...  congrats!  :D  I suggest you spoiler-tag the part about the conditions for wielding Dragonslayer.  I know this game doesn't get much attention any more, but Kornel did request that people do that after that information became public knowledge.

It kind of disappointed me at first because I thought it was protecting less than my Cerberus Gothic, but I don't think the math holds up on that and not needing to worry about armor durability anymore was awesome! I will say I initially misunderstood the formula and the Protection worked the exact opposite way I thought it would.

Once you've got DS and have a permanent 60% boost to all resistances, I'd say it kind of doesn't matter what armour you're using any more.  :P  (Though I suppose having 95% to all resistances could be an interesting novelty)  :)

(weirdly when I did that to Level 616 the nuke went off immediately without a timer. O.o Thankfully I was already invincible when it did. I wonder if there was some deliberate thing happening there since that's the fake "number of the beast".)

Nukes go off instantly without a countdown if you drop them in acid or lava.  That must've been what happened.

I also think I ran into two Hellwave Packs (used the first off the ground, then came across another that I picked up) but I'm pretty sure I misunderstood something unless I ran into an odd bug there.

This is really interesting to me.  Uniques aren't supposed to appear again once you've picked them up, (which is why it's a good idea to always pick up Uniques, even if they're ones that are useless, since it increases the chances that the next Unique you find will be one you want) but what you're saying suggests that if you use the Hellwave Pack directly from the ground, that gets around that.  Huh...

When I got to Level 666 there was some kind of flash or explosion or something that killed the enemy I saw and blue-texted but I looked anyway and found the Apostle! ...And got an error message (preserved in my Mortem).

Yeah, it looks like the Devteam never actually tested the Apostle to make sure it works properly.  :P  It consistently gives an error message when you kill him.  That's probably not going to be fixed for a long time, if at all, since they're all working on Jupiter Hell now.

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

Discussion / Re: Quick questions thread!
« on: January 22, 2021, 13:10 »
Oh, hey!  Lots of old, unanswered questions here!  :o  I guess no one's been paying attention to these forums in a while.  :|

I've watched the videos of Tormuse and frozenca/papilio doing Hell Arena on UV/N! with a pistol or melee weapon, but in trying to replicate them, I've completely failed.  When I looked at the mortems, though, they and other people seem to be able to do Hell Arena in AoB/AoMr on UV/N!.  However, every time I try I end up running out of HP and dying.  What's the trick to it?

Who the heck did Hell's Arena in AoB Nightmare?  :o  I've only done that once in a previous version of DRL, and it was due to incredible luck.  If anyone figures out how to do that with some level of consistency, I hope they'll share their secret.  :P  (Same goes for UV, though to a lesser degree)

Hell's Arena in AoMr is a lot more manageable, though.  The basic strategy is to corner-shoot the Cacodemons, using the pillars as cover, then (if it's Nightmare) stack the Demon corpses on top of them.  (That goes double for the Barons;  you don't want to face them twice;  in fact, on a few occasions, I would stand on the Baron body to make sure it doesn't respawn until I could be sure I could get a Demon on it;  it might even be worth letting a Cacodemon shoot you while you're standing on it to destroy it, rather than face a respawned Baron)  Once the Cacodemon bodies are all eliminated, the Demons are comparably much easier to deal with.  You might want to consider getting a level of Hellrunner, so you can outwalk the Demons, which helps maneuver them into corpse-stacking positions.

One thing to keep in mind is that no matter how good your strategy is, you have to expect to die a lot.  Behind every one of my victorious mortems, there are a hundred or more dead Doomguys.  If you die, just take it as experience for next time.

In some of Tormuse's mortems for AAoRA, I've seen that that he's visited Hell's Armory at least.  I know how to do Deimos Lab in AAoRA, but I haven't figured out the trick to getting to the important parts of Hell's Armory in time.  What's the trick?

It's been a while since I watched my video of that, but I don't think I got to the "important" parts of Hell's Armory.  I just dipped in there for a bit of extra experience and kills.  Without a lucky phase or liberal rocket-jumping, I don't see how you could do it.

Anyone got any basic strategy stuff for:

• Angel of Pacifism
• Angel of Red Alert
• Angel of Confidence/Overconfidence


These ones aren't covered on the wiki, or I wouldn't bother you guys here.

AoPc is a pretty luck-based challenge, but generally, use lots of running and move in a zig-zag pattern to help dodge enemy fire.  (You're more likely to dodge if your path is perpendicular to enemy fire)  This pretty much applies to any DRL game, of course, but especially for AoPc, because your goal is to just get the heck out of there while taking as little damage as possible.

For AoRA, I recommend taking any traits that boost your speed, (getting HR first would be good) and find the exit as soon as possible.  Once you find the exit, remember where it is and try to gauge how many enemies it's safe to kill with your remaining time.  Remember, no kills or equipment are worth dying to the nuke, so exit when you have to.

AoC/AoOC...  really, tactics that work on any other level/challenge just apply extra here.  Be especially mindful of cover and corner-shooting.  One of the nice things about these challenges is that encountering the bigger enemies sooner means you level up faster, so at least you've got that going for you.  :)

Yeah, in addition to being my favourite Master trait overall, Vampyre is the clear trait of choice for AoLT, since it saves inventory space for both ammo and health.  :)  I am a little curious about why you started by getting two levels of Badass trait, though.  Seems like an odd choice that I can't imagine would have helped you much at the start of the game.

Holy moly...  Nano Super Shotgun combined with Shottyhead sounds incredible!  :o  Firing three Super Shotgun blasts per second, I'll bet nothing could stand in your way!  :D  Sounds like it must have been a fun game.  Congrats!  :)

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.  :)

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.

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

  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

  Skilled L1
  Furious L2
  Hellrunner L2
  Ironman L1
  Tough as Nails L2
  Rip and tear L2
  Army Surplus L1
  Whizkid L1

Trait order

  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

  rocket (x5)
  7.62 ammo (x88)
  stimpack (x2)
  small medkit (x1)

PS  Darn it, I got two too many kills.  :P

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

  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

  Skilled L1
  Furious L1
  Hellrunner L2
  Ironman L2
  Tough as Nails L2
  Reloader L2
  Army Surplus L1
  Whizkid L2
  Reload Dance

Trait order

  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

  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

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

  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

  Skilled L2
  Hellrunner L2
  Eagle Eye
  Executioner L2
  Energy leech L2
  Second Wind

Trait order

  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

  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.  :)

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