PART 1 of 2
Hey guys, I'm back with an update. This time I have quite a lot to say so hopefully I won't go over a post character limit or something like that (20,000 characters, I did go over...).
After my previous success with a Level 14 Assault Rifle character, I decided to try psionics and/or traps based on all of the feedback, and that's the character I started to create. However, after spending a significant amount of time re-reading your feedback posts, looking at your suggested builds, and sitting at the character creation screeen, I realized I still wanted to try one more AR run. My reasoning was as follows: I don't have any deep knowledge regarding psionics or trap use but I know a lot about AR and if Level 14 AR isn't actually too tough (which it isn't) then I might end up wasting time heavily optimizing for something that AR can still beat. So I wanted to find the limit of AR thinking that that would give me much faster feedback as to where I should start targeting optimization for other archetypes. An additional reason: I really like ARs, Dakka Dakka / Lead Storm for life
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Having decided to try another AR run, and given that I knew the "minimum" AR Level which had to be well under 14 (since 14 wasn't too bad), I came to what I think is an obvious conclusion/initial guess: target Level 10.
Level 10 seems like a good balance because in comparison to (a fully optimized) Level 14 removes a healthy fraction of crucial gun skill, excludes any sort of extreme top-level crafting possibilities, drops a non-negligible number of maximum Health points, and blocks skill-check-based workarounds for virtually all end-game content/dangers (except stealthing).
At the same time, Level 10 still gives access to Concentrated Fire and that Feat is absolutely core to all Assault Rifle builds and provides crucial damage potential. Level 9 would be a massive drop in power due to the strict loss of this Feat coupled with even lower Gun skill at a point where every single Gun skill point matters (and weaker everything else as well).
I have now completed Dominating at Level 10 using:
Str: 7
Dex: 3
Agi: 7
Con: 3
Per: 9
Will: 3
Int: 10
Feats:
Echoing Soliloquy (No reason not to get this right?)
Gun Nut
Opportunist
Recklessness
Suppressive Fire
Interloper
Full-Auto
Concentrated Fire
Skills:
Guns 60 (85)
Stealth 60 (149 with just gear and skills, with almost all gear/buffs effective 215...I had been using Adrenaline already but now really begin to appreciate it and ALSO Jumping Bean is really a big deal here, more discussion below..always using Rathound Regalia because 10% movement speed +25 stealth with Interloper seems to me to be worth more like +100 true stealth)
Traps 60 (I used 6 EMP traps during Arke Fight and a couple crawler poison traps for Tchort Fight, but never got too fancy here, used plain old bear traps virtually everywhere else)
Mechanics 60 (90)
Electronics 60 (90)
Chemistry 60 (90)
Biology 60 (90)
Tailoring 60 (90)
I crafted (with House):
- 9mm Smart Muzzled Hornet 17-56, +46% special attacks (and had a second one with +41% for swapping out if durability got low during a single fight...but turns out never needed the backup gun)
- Efficient High Frequency Shield Emitter 1132 Capacity, Conversion Rate 10.7, 7/23/96/141/180
- +61 stealth cloaking device, 97 energy, turn on costs 27, consume 9.32 every 5 seconds
- +31% Special Attacks Smart Night Vision goggles (low 42 energy capacity, turning on costs 9, consumes 3 energy every 5 seconds)
Noncrafted:
- Rathound Regalia (I never ended up crafting Super Steel String but maybe I could have crafted infused SuperSteel XYZ that is better? probably not possible to craft better at Character levels below 10 though, I'm guessing)
- Chemical Assault Unit Armor (I just kill the CAU members outside of the Free Drones base when it's "Go Time" and I don't care about burning Protectorate bridge)
- Standard +17 stealth balaclava (didn't even bother crafting a better one because I didn't want to waste rare high quality cloth on +1 or +2 stealth), ChemicalAssaultUnit Armor for Tchort and MushroomForest, RathoundRegalia for early Tchort fight and almost everywhere else except early (before Core City main quests)
- +23% movement speed/32 stealth Ninja Tabis (I *know* I could have crafted better here because I had some almost perfect-skilled cloth but I killed Carnifex and he was wearing these and I wanted to see if I could cheap out on the cloth in case I needed it for later and never bothered to upgrade later since stealthing was a minimal concern).
I wore these Ninja Tabis for the entire Tchort fight again because I'm not actually sure what a better choice would be...maybe infused constitution boots but didn't end up needing to go that deep into crafting
- Bullet Belt (of course)
- W2C bullets for all the "major" fights in Deep Caverns obviously (Faceless +300 is mostly enough, I also brought 300 W2C rounds with me from buying nonstop through the run, I finished Deep Caverns with 250 rounds left)
Final experience bar (before boarding Train to North Underrail): 203427 / 10000
Notes of interest:
Overall
- I needed to save and load a lot more, but not as much as one might think. I would say that the maximum saveloading was for Carnifex (totally optional) and Tchort Fight. Versus Carnifex with Agility Steak active I was able to get initiative/first turn once every ~20 loads. The second time I flashbanged him and that's that (see below). I personally spent dozens of saveloads on the Tchort Fight but excluding experimentation/learning the "winning strategy" only took ~4 save snapshots and ~30 loads (totaled from ladder to end combat with tchort dead). The fight description/summary this time was very convoluted (see below).
- I took significantly more time in Deep Caverns and on Tchort compared to my Level 14 and Level 16 runs. The gatekeepers (Mushroom Forest, Arke Fight, Tchort Fight) all took ~3 times as long at least this time around. To be fair about this comparison though, my Level 16 run was practically a speedrun.
- I don't believe at any point in this run I needed to saveload more than approximately *20 times* to force "super RNG" (Carnifex initiative was definitely the single most-abused saveload, moreso than any Tchort Fight point). I did end up needing to saveload substantially more, but I would say it is more a question of requiring a few extra saves and load all over the place rather than any single place requiring an absurd number of saves/loads (which is a good thing for reproducibility/consistency).
- The Tchort Fight is absolutely the gatekeeper of the run and it is getting very dangerous/hard even at Level 10. I don't think I do my next run "blind", which is what I have been doing up until now and including this current run. By not playing "blind" I mean I will probably want to use Cheat Engine and/or character editing and/or at least Export/Import to pre-fabricate a character to test the Tchort Fight before spending ~50 hours to get to that point and possibly fail).
- Based on this run, and in particular the Tchort Fight experience, I no longer believe/accept that a Level 4 run is possible, though of course I will always remain open to video or detailed writeup evidence. More discussion below.
- Stealth is insane, but stealth with stealth +movement tabis, rathound regalia, plentiful Adrenaline, and also plentiful Jumping Bean is so good that even at Lvl 10 I'm stunned at effectiveness (easier stealthing than my Level 16 run).
- I really put Molatovs, Flashbangs (extremely good for getting burst hits to land...as well as stunning enemies so you don't die), and Toxic Gas Grenades to work
- In addition to toxic gas grenades, this run also really utilized a ton of medical crafting and some fishing so I felt like I was almost playing an expansion pack already (so much new stuff that I never used before).
- I didn't even craft 100% optimal gear (didn't have gear that was crafted using the exact skill requirement that I reached at House with Workbench buffs) and I think that in retrospect at least one point of Intelligence would have been better placed into Perception.
The relative gain of one more intelligence point is actually not that much in terms of crafting item/weapon quality, and for weapons I think ~5 skill requirement can be on the order of +1 damage on a 17-56 damage weapon which is basically nothing compared to the bonus of +5 Guns at such low gun skill levels.
- If I did this same run again and anticipated that I would 100% need to make SuperSteel I would probably reallocate SOME points from Chemistry+Biology+Traps to Mercantile because scrounging for money is a pain.
- If I did this same run again and knew that I would 100% not be making SuperSteel, I would spend way more freely and not waste a ton of time walking sometimes instead of taking train (though I didn't do that TOO much, it was more that I was constantly loading after findout out a shop was a bust).
Tchort Fight Consumables
- Focus Stims - This run I learned how to craft them and came prepared with a stack of 6. Didn't need to do the old killing Coretech employees routine.
- Regenerative Mixture - I still don't know how to get regenerative mixture except by killing Caerus Residential Vents guy "Gunter Vasilica" so I still did that. IMPORTANT NOTE: I almost forgot to bring +1 Perception Goggles for the 10 Perception check in the vent, I got lucky and found some on one of the shelves somewhere in Deep Caverns and avoided a very embarassing load to hours earlier.
- Aegis - This run I learned how to craft them and came prepared with a stack of 6. Fun fact, I had never fished anything ever before in my ~250 hours of play until this run for medicine crafting.
- Iron Gut - This run I learned how to craft them and came prepared with a stack of 6.
- Jumping Bean - I crafted 9 of these but didn't need all of them. These things are amazing!
- Super Health Hypos - Since I'm friendly with Faceless I have 100% reliable Super Health Hypos to pair with Morphine (although I guess you only could ever really use 1?)
- I saveloaded for +2 Constitution -2 Dex (or something useless) Junkyard Surprise (this is definitely worth doing instead of just accepting a +1 constitution burger).
- Adrenaline Shot - I didn't end up using these vs. Tchort because the downside is too dangerous/slow (every second counts because of the monotonically increasing Tchort shock damage) and by the time I knew I could win the fight, I was more afraid of the adds killing me without being able to burst than of not having the damage for the Eye.
- Bull Head - I didn't use these or need them, but I crafted a couple anyway just in case.
Tchort Fight Strategy Summary
- Descend ladder in full stealth except for Gas Mask swapout when needed.
- Place two TNT charges on *the left/West side* Mutagen Tanks and blow them.
- Place two TNT charges on the *right/East side* Mutagen Tanks and blow them.
- At this point, *wait for parade* then dodge back to the left side. I say "wait for parade" because there were 12 (TWELVE !!! I screenshotted and counted) Tchortling/Spitters/Devourers that all grouped up on the right side platform in a nice square ball to investigate the TNT and stayed densely packed on the order of seconds. I saved/snapshotted upon seeing this, I hope it's consistent that they don't split apart and spread out most of the time as this save is core to my "successful fight" line.
- While walking back the left side, near the center-right choke, I placed two crawler poison traps (not a perfect lockout) for use later (and so tentacles not respawning while trap-laying).
- Mutagen Puzzle was Completed, so now Three tentacles to fight: I got cryo, mind control, and acid. (My Exitus 1 "seed" was: MU L8 DX R1 ET MH AL PZ UP WW KG XT E6 B4). I've been stealthed 100% of the time until now so Tentacles don't actually have any involvement and the way I kill them I don't think type matters at all.
- The left-side (West side) shack is crucial (maybe central shack can work but not sure) because you can go back there, exit combat and get a save snapshot, switch to full combat and then PICK OFF TENTACLES WHILE DODGING BEHIND SHACK DOOR after each burst. The Tentacles appear in a perfect formation such that none of them can hit you inside shack but all can easily be hit from right outside shack door. The Tchort-adds on the other side of the map DO NOT aggro or come over (I think they are too far away for sound).
- I killed two tentacles this way (exited combat) then walked back toward center and third tentacle popped up and since I was able to point-blank it I killed it in one go (plenty of focus stims for all these separate shots). Again exit combat and get a save/snapshot in.
NOTE: I did lose *some* time up until now but I am clicking/hotkeying fairly efficiently and yet Tchort is hitting me (without Aegis or Morphine) at this point (all three tentacles just killed) for 40-75 electricity damage (he has quite a damage range) NON-critically!! That's A LOT of damage considering I have 150 HP total *with* my CON buff food.
I believe I dipped into the middle shack on my way from right to left after the final TNT and SUPERStimmed to stay alive and opted to bandage-wait-out the stim cool down at that shack before starting combat at the left shack so I probably advanced the counter 2-3 extra shocks since I don't think the waiting was necessary...but to be clear here the damage gets very high much faster than I think one would expect.
- Key moment: a spitter (and some other Tchortling enemies) are random-walking around toward middle right (where they were all investigating that final TNT) as I am coming back from killing the tentacles on the left. I initiate combat and run to the northern choke and am able to get the spitter to lock off that choke with Tentacle spawns (especially likely if spitter got caught in trap).
- With tentacle spawns on the ground blocking access to all other Tchort-adds and even keeping them at an out-of-range distance, I have free reign to chug irongut/aegis/focus stim/remaining regen mixture, go to melee range on Eye and unload bursts nonstop. Although melee range+nightvision is now required, Tchort is still dead in 3 turns (thanks concentrated fire!) and nothing is hitting me the whole time except a couple spitter tentacles.
- There are a LOT of mini-Tchort adds but I chuck a molatov and a toxic gas grenade on the bridge choke and hide at max distance next to the Eye corpse and basically they still mostly take care of themselves with the madness debuff.
Tchort Fight Notes
- I did Mutagen Puzzle because tentacles are very hard to kill now and my HP is just too low (and my current fight approach requires tentacles completely out of the fight for a while). I can no longer reliably one-burst tentacles though it is still possible to do. However, not sure if it's possible for ALL tentacles. Some tentacles I believe it is not possible or virtually not possible unless point blank AND very lucky. The Cryo Tentacle can only take 1/3 life damage from one of my bursts depending on my luck.
- The Cryo Tentacle basically one-shots me 80% of the time, same with the Mind Control tentacle, so I *had* to use a strategy that involves never taking on more than 1 at a time (in fact, in this case, none of the tentacles ever get a shot on me). Before (Level 14+ with evasion) I was able to potentially take a shot from one tentacle while killing the other but that's off the table now.
- I can't even 100% kill the adds in a single burst because of misses, but if they are approaching me on a choke/bridge they'll still never get a hit off as I certainly two-burst them superconsistently at any medium/short range.
- I am chugging my consumables before every mini-fight segment and refreshed everything after the Eye died just in case the Tchort-adds got ugly, I'm glad I made a lot.
Arke IRIS Fight
- I placed 6 EMP mines outside surrounding the bottom left (south west) corner console room and thats where I made my stand. When the south entrance bots initially spawn they will be in a group and you get a good hit/free bursts there.
- I also places ~5 bear traps around the console room for good measure.
- W2C bullets mandatory for the Industrial Bots.
- This was the closest my gun came to breaking (actually just barely got into yellow as I killed last loose bots) and I can imagine that if I were slightly less lucky or lower level that a backup gun would be necessary
- The four center turrets are easy to clean up at the end but I was also able to exit combat and get a save in before killing them
- I did NOT end up needing/using any consumables such as Focus Stim or Aegis.
Arke Basement
- I still very reliably one-burst Greater Coil Spiders.
- Now that I was mentally prepared for this to be a pain, it wasn't so bad. I refined my silly strategy where instead of killing everything with traps, I planted one TNT and lured almost ALL spiders out of big electricity room and into hallway. I let them have a civil war fighting scorpions FIRST (just waiting, without TNT) then used TNT further down the hall. I was able to actually sneak by without fighting (again except for earlier, the first small room with two spiders for door key to open the big electricity room).
- Similar to Caerus Residential, there are two key strategies for Electro Spider killing:
Need to kill one spider and you are near door? Burst spider then close door.
Need to kill two spiders (Wasi Abdul keycard, Arke basement key)? Burst one spider, adrenaline, flashbang, burst second spider.
Need to kill three spiders? You're doing something wrong, there is never a time this is needed. However, perfect adrenal/flashbang probably works for up to 3.
- You can always easily just go right to the ladder in the last room of Arke Basement, saveload if the scorpions bump you. You can obviously trap if you really need to but it's not even necessary.
Mushroom Forest
- Is this actually doable without CAU Armor? I'm even more convinced it's not. These guys do *serious* damage to me even when wearing CAU armor unless I ALSO have Iron Gut active. Even then they can hurt me.
- At lower levels I may need to actually grab the Biohazard Boots and come back here (I have not been wearing those) because the damage is insane (when factoring in that they reduce your HP pool by 10-20%).
- Jumping bean + adrenaline actually makes running past the second half of room before the heart room quite easy (doable in one try).
- Taking the "northern" path to the heart and hiding behind the rock or whatever allows me to alternate between killing the sentry and shooting the heart from relative safety HOWEVER
- I now needed to first aggro and "pull" the northern chompers/spitters and kite back left while killing them from some amount of cover as they are too dangerous to fight in place. I can't reliably one-burst them.
- I am glad I crafted a bunch of Iron Gut as I am not sure Mushroom Forest is doable at Level 10 (or below) without it. I also needed to exit combat/heal up before going in for the sentry/heart alternating kill.