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Author Topic: (0.9.9.7) [N!|ArchAoLT|77%|YAVP] - No pockets needed with infinite respawn ammo  (Read 569 times)

Omega Tyrant

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While having 7 Angelics already, I still had one more relative "easy" Angelic remaining with Lightfoot Angelic and so decided to get that one now. According to the 0.9.9.7 Badge Hunters thread, Lightfoot Angelic was one of the more common Angelics, being tied with Elite Angelic for the most won Angelic (before I won Elite Angelic that is) with seven different players winning it. Compared to normal Angel Of Light Travel, Archangel Of Light Travel takes away three more of your inventory slots to leave you with just two, which does noticeably make things a lot tougher as you can't really afford to carry any medkits or any other items, so it is like playing on Angel Of Impatience too, while you also can't carry backup armors, additional weapons, and very little ammo. Which should really suck when the Angelic badge stipulates you beat Nightmare! in AAoLT with no melee kills, but you do get an even greater speed boost with 130%, and respawns on Nightmare still infinitely drop ammo to counteract the ammo limitations, so things aren't as bad as they seem at first glance.

For the build, I was thinking of going with Sereg's pseudo-melee stairdive build, but again since N! respawns give you infinite ammo, I decided to go with Shottyhead again like I did for my Lightfoot Diamond run; if any Shotgunners spawn around, I can go and clear the floor no problem, and if there are no Shotgunners, I can just leave to ensure I don't run out of ammo. Compared to that run's build, I do gun for Int2 immediately, since I'm not going to be able to store medkits and to save ammo or avoid enemies whenever ammo is running low or when I need to get to health ASAP. I gun for Shottyman after that, as it'll let me reload from my inventory shells rather than taking from my equipped Shell Box, which I don't want to deplete from unless I really need the faster reload or have entirely depleted my inventory shells. I deviate from Shottyhead's prereqs after that by going for Berserker for defensive insurance, as it'll help me survive bad encounters against VMR that I may not have good armor for and when I can't carry around health, but I ended up getting a level of HR before Berserker to minimize the damage taken in Phobos Anomaly. After that it's getting Shottyhead and anything after is nice but irrelevant.

For the run itself, Phobos Base Entry is super easy, and since you can't bring the medkits with you anyway, you don't need to worry about getting them, just one will be nice to heal up any damage you take. Phobos 2 is also easy as you should be assured lots of Shotgunners, and then I go into Hell's Arena; clearing it isn't realistic without exceptional luck since you don't start with a shell box unlike in normal AoLT and only 100 shells is probably not going to be enough to beat N! Hell's Arena, while I do want to keep the Chained Court easy for later, so I just clear the first wave and then some enemies in the second wave for the EXP, while trying to leave a couple dozen shells at least in case the next floor is a cave or a floor with Shotgunners not immediately accessible. The Chained Court is a mandatory stop, mainly because I really want a Power Mod ASAP for my Shotgun to build an Elephant Gun, as with the inventory limitations, I won't really be able to build a Focused Double Shotgun and I'm gonna want a shotgun that can hit a lot harder than the Tactical Shotgun, to give me more leeway on any bad shell stretch and to help ensure my shells aren't left cripplingly low after killing the Cyberdemon, when I could get unlucky with the first couple Hell floors having no Shotgunners. Unfortunately I don't get one and instead get a T mod I can't do much with, as well as an A mod without having any boots yet. Not wanting to resort to putting the A mod on a beaten up Green Armor I was wearing, I make the risky decision to carry only one stack of shells and carry the A mod with me until I find boots. This nearly costs me, as a bad warehouse level in Phobos 6 would have me enter Phobos 7 with no shells at all while a Pain Elemental is immediately in view. Luckily however, there was also some shells immediately available and some Shotgunners soon after, so I am able to recover the run, then Military Base has basically infinite shotgun shells which makes bringing the A mod into it a nonissue. And within Military Base I finally get Steel Boots from the crates as well as a second A mod, allowing me to build Tactical Boots, but unfortunately the other mod was another T mod and so I'm still stuck with a vanilla Shotgun heading into Phobos Anomaly and Deimos. With the level of HR I got before entering Anomaly and the Tac Boots, I get past the Anomaly ambush even with the Red Armor on without issue, but despite using up the Radsuit before entering, I do still take decent damage from the Bruisers that leaves my Red Armor beaten up (once I got behind the pillars I was able to corner shoot the Bruisers to death as payback however).

I'm able to replace the damaged Red Armor with a new one in Deimos 1 shortly after, and then go into Hell's Armory, which is easy enough, just need to use some Chainguns and Plasma Rifles to preserve shells. In yet more shitty luck, for the third straight time, two guaranteed mods in a special level are a T + A mod. With that and the weapon cache having no special shotguns, I opt to not release the Shambler, as I would be stuck fighting him with a shitty normal shotgun and having no healing available could screw me if the next floor has a rough start (the weapon cache did have a Blaster, shame this wasn't during a Pistol run). Speaking of rough starts, Deimos 2 would be an alarm event and start me right near a Baron in an awkward spot with another enemy not far away, but luckily a Homing Phase was in an immediate range and the stairs were relatively safe, so I could clear it after, and found a Bulk mod I could do nothing with as my Red Armor was already modded. Deimos 3 however gave me a much rougher start near a Baron, multiple Revenants, an Archvile, and an Arachnotron pincering me, while it was a warehouse level with shoddy cover that got quickly blown away. I thought I was going to die when I have to run to a Small Health Globe near the Arachnotron with less than 20% health and my Red Armor destroyed, but I luckily make it and don't eat too much damage healing up, and then kill the Arachnotron soon after, while most of the floor's nastiness was contained in that starting room, going into the halfway point naked with subpar health and a still vanilla Shotgun doesn't fill me with confidence however. Deimos 4 would be a much needed rebound, not only being a relatively easy small rooms level with a Blue Armor that's much better than nothing (ensures Formers don't shred me and that Arachnotrons + Commandos won't wipe out half my health) and an Invuln for the next floor, but it also finally has a Power mod (another funny moment is this Hell Knight trapped by lava around the stairs, he would get shot off soon after to his doom). I skip Abyssal Plains, and Deimos 5 would give me another easy small rooms level as well as a second Power mod to finally assemble the much needed Elephant Gun. After an uneventful Deimos 6 and skipping Halls Of Carnage, I would get a pretty nasty Cacodemon cave with a big horizontal acid river for Deimos 7, but it would have a Berserk at the start and two Invulns deeper into it, so with the Berserk + getting Shottyhead I'm able to fight them off and then cross the river to safely reach the Invulns. I was banking on Berserker + Shottyhead + Elephant Gun to kill the Cyberdemon without taking that much damage, but with the Invulns, he is rendered completely harmless.

Hell 1 would have a somewhat perilous start but enough of the invuln carries over to make it mostly a nonfactor, and all the Shotgunners provides a needed shell restock (though this is the sort of shit that solidifies for me how broken respawns infinitely dropping ammo was, if I wasn't in AAoLT this would have been way more than enough ammo to last the entirety of Hell, while you can just do this on any floor with formers). After an uneventful Hell 2, I did get this awful Hell 3 floor, where I would be forced to run across several tiles of fluid to reach most of the map. I could have just left, but I used up most of the shells on the Cacodemon vault to get to a potential Unique inside when something like Malek's Armor or Lava Armor would be huge (however the Unique wasn't inside the vault and it was just a GCB I had no use for), while there were a couple Shotgunners that dropped shells on the other side. After weeding out most of the enemies there from the other side, I do take the risk to run over the acid on the north side and make it, while also finding a wall destroying lever that will be handy in case I need to go back. A shining example of why I got Berserker happens though as when moving Napalm Barrels around, I accidentally moved one into acid and have two blow up on me, I very likely do not survive this without Berserker. I also find a Bulk mod to Fireproof my Blue Armor, making up for my lack of Red Armor and ensuring VMR or any other Napalm Barrels mishaps are of little danger the rest of the game, while that handy Invuln and Supercharge solidifies that going across the river was the right move here. Hell 4 gave me a potentially nasty maze, but thanks to the aforementioned Invuln, I can just safely run through it to the stairs. Hell 5 is another floor where basically all the enemies spawned on the opposite side of the floor and I have a clean path to the stairs, but it has an Invuln that I try getting, which I successfully retrieve. The game is a wrap, with Hell 6 being an easily ran through Pain Elemental Cave (just need to make sure I don't accidentally bump into and punch out a Lost Soul, I do got some Brute after all), and Hell 7 having quick stairs. The invuln runs out against the Mastermind, but with there being Berserks on Hell 7 I picked up along the way, I don't need to play safe to effortlessly beat her.

And there it is, my eighth Angelic badge, surpassing papilio for lone 2nd place among most verified Angelics in 0.9.9.7 and now only trailing Tormuse by one for most Angelics. This was my second attempt, the first run died when I got back-to-back mazes in Phobos 4-5 and way overextended in the latter floor instead of just taking the early accessible Chained Court stairs (was running low on shells looking for Shotgunners, which ended up being on the other size of the maze with several Hell Knights around), and overall this is of noticeably more difficulty than Lightfoot Diamond despite the even greater speed boost (losing those three inventory slots does reduce your margin for error and limits options), but it's definitely not an Angelic-tier feat. I seen people say the speed boost ArchAoLT gives you is too high, but I think Lightfoot Angelic's difficulty gets largely compromised by respawns dropping ammo meaning you basically have infinite ammo whenever there is a Former or other easily killed enemy around, so you need to get a really bad stretch of floors where there are no such ammo-dropping enemies and have difficult-to-access stairs for ammo to be a real issue. People often criticize Shottyhead for having ammo issues and its lack of SoB in normal play, yet I got through Lightfoot Angelic with it without any real ammo trouble (aside from that early instance in Phobos of running out, which was only due to me sacrificing one of my inventory slots to carry an A mod for boots), you can take that as Shottyhead's ammo issues being overblown (and as the #1 Shottyhead advocate I would agree), but it can also demonstrate how one of the main intended challenges of this mode with limited ammo just does not apply due to respawns dropping ammo. With N! respawns no longer dropping ammo as of 0.10, this is a badge that should be more interesting in newer versions and may merit the Angelic designation (the berserk resistances nerf will also make the pseudo-melee stairdive strat more challenging too, as those couple extra points of damage you take from most hits when berserked are going to add up). When nu DRL gets more settled and I begin my 100% journey in it, we'll see then if Lightfoot Angelic got an appropriate difficulty bump (maybe pistols becoming even more ammo efficient with the SoG damage buff and better in general will counteract no more respawn ammo).

Now here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 nopockets:(2, level 14 Cyberdemon Chaos Mjr General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 1040728 turns and scored 582340 points.
 He played for 2 hours, 55 minutes and 39 seconds.
 He opposed the Nightmare!

 He killed 999 out of 1283 hellspawn. (77%)
 He was an Archangel of Travel!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 6
  Levels completed : 1

-- Awards ----------------------------------------------------

  Cyberdemon's Head
  UAC Star (silver cluster)
  Lightfoot Angelic Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ##################................................#########
  #################...............####...............########
  ################.......####.....####.....####.......#######
  ###############........####.....####.....####........######
  ##############.........####.....####.....####.........#####
  #############..........####..............####..........####
  ############............................................###
  ############....####............................####....###
  ############....####............................####....###
  ############....####............................####&...###
  ############....####............................####....###
  ############............................................###
  #############..........####..............####..........####
  ##############.........####.....####.....####.........#####
  ###############........####.....####.....####........######
  ################.......####...X.####.....####.......#######
  #################...............####...............########
  ##################............%...................#########
  ###########################################################

-- Statistics ------------------------------------------------

  Health 66/50   Experience 88200/14
  ToHit Ranged +0  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +6

-- Traits ----------------------------------------------------

  Class : Scout

    Finesse          (Level 1)
    Hellrunner       (Level 3)
    Reloader         (Level 2)
    Brute            (Level 2)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 2)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Int->Int->Rel->Rel->SM->Bru->Bru->HR->Ber->Fin->Jug->MSh->HR->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   fireproof blue armor [2/2] (75%)
    [b] [ Weapon     ]   elephant gun (12d3) [0/1]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x78)

-- Inventory -------------------------------------------------

    [a] shotgun shell (x22)
    [b] shotgun shell (x50)

-- Resistances -----------------------------------------------

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 30%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 90%   feet 60% 
    Plasma     - internal 60%   torso 80%   feet 60% 

-- Kills -----------------------------------------------------

    151 former humans
    188 former sergeants
    83 former captains
    164 imps
    77 demons
    99 lost souls
    74 cacodemons
    14 hell knights
    32 barons of hell
    12 arachnotrons
    21 former commandos
    6 pain elementals
    22 revenants
    18 mancubi
    15 arch-viles
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    2 bruiser brothers
    1 Cyberdemon
    1 Spider Mastermind

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena before it got too hot.
  On level 5 he stormed the Chained Court.
  On level 7 he marched into the Military Base.
  On level 7 he assembled a tactical boots!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  He left the Armory without drawing too much attention.
  He sounded the alarm on level 10!
  On level 11 he arrived at the Containment Area.
  Not knowing what to do, he left.
  On level 13 he assembled a elephant gun!
  He nuked level 14!
  On level 16 he found the Tower of Babel!
  He nuked level 17!
  On level 19 he found the Grammaton Cleric Beretta!
  On level 19 he assembled a fireproof armor!
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  He left level 20 as soon as possible.
  On level 21 he found the Acid Spitter!
  He left level 23 as soon as possible.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

-- Messages --------------------------------------------------

 to taste blood!
 The Spider Mastermind flinched! You need to taste blood!
 You need to taste blood!
 The Spider Mastermind flinched! You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You are hit! You are hit! You are hit! You are hit! You are hit! You are hit!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You dodge! You dodge! You dodge! You dodge! You dodge! You dodge! You need to
 taste blood!
 You need to taste blood!
 You need to taste blood!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...

-- General ---------------------------------------------------

 275 brave souls have ventured into Phobos:
 88 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 7 couldn't handle the stress and committed a stupid suicide.

 83 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 43 killed the bitch and survived.
 34 showed that it can outsmart Hell itself.

--------------------------------------------------------------
« Last Edit: Yesterday at 17:26 by Omega Tyrant »
Logged
0.9.9.8 Badges - [26|26|26|18|6|2] (26/26/26/26/18/8 in 0.9.9.7)
0.9.9.8 Medals - 44/50 (38/43 in 0.9.9.7)
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