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Old 23-10-2019, 03:14 PM   #461
twillight
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Default Alien Shooter 2: Reloaded, Impossible Difficulty

Mission 10:

Rightclicking an equipment in your inventory will swap it for the current one.
Btw, this is another Walk To the Edge of the Earth mission

TIP: try to remember where extra ammo is, what kinda ammo is there, and try not to blast immediately every crate as they potentialy have +50 HP. Those do not overflow, but are your only source of realhelaing on this mission.

In one of the secrets you'll find a Combat Armor II. But while you should always be inarmor during this mission, you should still have plenty from the last Combat Armor, and the Power Armor too (this is our bestarmor currently, wear it last!).
Along the armor will be a free best-pistol-in-the-game too.

Mission 11:

best pistol: - (all pistols got unlocked, shop does NOT sell the tradable Mission 4 Prototype Pistol!)
best shotgun: Craft SP 200 (all shotguns unlocked. Shop does NOT sell Double Shotgun!)
best SMG: volcano
best explosive: -
best special weapon: -
best armor: -
supply: -
Invest into: mega medikit


Always wear armor and medikit. This is because until you filled the main objective, there is no healing. The mission isn't terrible though aside some half-hidden corridor, and the fact you see more of the screen horizontaly than verticaly, so use only the smallest medikits you found.


Current stats:
HP: 33 (base, +30 implant)
STR: 20 (base, +20 implant. This is way enough to carry around ammo, but in the nextmission the shop rolled a 50+, and that's definitely more thananyone would need)
Speed: 25
Special Perk, Economist: 66
ACC: 56, currently pumping it to 100


Mission 12:


best pistol: - (all pistols got unlocked, shop does NOT sell the tradable Mission 4 Prototype Pistol!)
best shotgun: - (all shotguns unlocked. Shop does NOT sell Double Shotgun!)
best SMG: -
best explosive: "Rain"
best special weapon: plasma minnigun (the shop DO sell the freezer, but I think do not sell PR-1500, which was available to be picked up in Mission 11)
best armor: -
supply: -
Invest into: mega medikit, plasma gatling




On implants in shop: determined when starting the mission. Restarting mission does not change them. Replaying previous mission might change them, but who'll take the effort for a reroll?
Either way, a 3 stat boost 80+ per stat implant is arund 80-100K $, if you care.


Reloading trick: changing weapon, then immediately changing back (using the mouse's roller is a miracle) reloads your weapon. Can be useful for slow reload weapons.


Notable items: you'll get a Flashlight III.


NOTE: whenever possible, let the drones get ahead of you, especialy when the lights are out (googles supposed to work, but my version definitely has them permanently disabled). On one corridor a BUNCH of mega-monsters reside, so you need cover. And while youwon't hit by your own blasts (so rocket launchers are 100% safe), I"m not sure about the bots, so energy weapons are pointed on.
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Last edited by twillight; 23-10-2019 at 06:32 PM.
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Old 23-10-2019, 06:59 PM   #462
twillight
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Default Alien Shooter 2: Reloaded, Impossible Difficulty

Mission 13:

best pistol: - (all pistols got unlocked, shop does NOT sell the tradable Mission 4 Prototype Pistol!)
best shotgun: Craft SP 200 (all shotguns unlocked. Shop does NOT sell Double Shotgun!)
best SMG: volcano GP5500 (I think no improvement, but only noticed therearetwo volcanos)
best explosive: -
best special weapon: G5000 ion cannon (all specials unlocked, PR-1500 isNOT sold in shop)
best armor: advanced power armor (all armor unlocked)
supply: - (all supplies unlocked a long time ago)
Invest into: mega medikit, possibly advanced power armor, possibly 3-stat implant

No healing, tons of enemy, only a CombatArmor II is found, so buy that power armor. The advanced might be way too expensive to what it can do, so you might settle for the enhanced power armor, but whatever. Ammo for pistol starts todeplet, and isn't regularon this level anyway.
There are NO telepods though, no matter how that fells like sometimes.

There comes a free BT-13 SMG too, which is a definite improvement over AKM.

Mission 14:

No shop. But you get a tank, which is practicaly the game letting you trying out the ion cannon. But it kicks down all mobs, and let's you run over the mega-monsters, so it's fine. Also, gazillions of exp here.

Mission 15:

best pistol: - (all pistols got unlocked, shop does NOT sell the tradeable Mission 4 Prototype Pistol!)
best shotgun: Craft SP 200 (all shotguns unlocked. Shop does NOT sell Double Shotgun!)
best SMG: atom (all unlocked)
best explosive: NTRO-40 S1 (all unlocked)
best special weapon: - (all specials unlocked, PR-1500 is NOT sold in shop)
best armor: - (all armor unlocked)
supply: - (all supplies unlocked)
Invest into: mega medikit, possibly advanced power armor, possibly 3-stat implant, the N(I)TRO rocket launcher, the plasma gatling (if youdid npot buy earlier).

NOTE: grenades and rockets ARE different type of ammo, just like fuel and batteries. You need a matching weapon to be able to see the ammo type (and sell the ones you do not use).


The monsters come from teleporters, so keep pushing when you suspect you reached one. Expect mega-monsters regularly (only rocket-ones with exception of a pair).


Mission 16:
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Last edited by twillight; 25-10-2019 at 09:29 PM.
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Old 26-10-2019, 11:31 AM   #463
twillight
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Default Alien Shooter 2: Reloaded, Boxer, Easy Difficulty

The AI is noticably dumber, and hits less. Any maybe your hitbox is wider too?

Done Mission 4 with Male 4 character. HP is key, especialy at the start, and abuse of healing posts.
Breather enemies are a problem, they eat your HP fast. I lost all my small medikits and my leather armor during misison 4. Thought getting out of the sewer control will be the most trouble, but getting in was more of a problem because of breathers.

EDIT: Done with the first car-level. Using the atuo-turrets is highly advisable with this build. The self-destruct stage was interresting, but you CAN punch down those rocket-monsters eventualy.
Stats for this build are mainly useless: INTis useless here anyway, ACC only helps weapons, STR is only to carry ammo (not even all items, but simply ammo, and those are not that expensive to make you invest in it!). Speed is moderatly useful, but you'll never have to sprint, there are many monsters, so there'll be things to punch. HP is mandatory, but it can be risen via implants, so go that path. Spend all your levelup-statpoints into your special skill for faster tearing down of the bigger things.

EDIT: didn't mention, but it is ok to keep the laser-rifle to safely and fastly blow up those greenmine-blobs.

Mission 10:

Forgot to buy the power armor, and I was down to my last armor, so it was though, and ate up a lot of medikit, but I think I did fine.

Btw, I forgot my ownadvice,and didn't finish the freezer-gun,shame on me. On my impossible diff playthrough I forgot to destroy all eggs during the final mission. I Don't rly care as long as I'm passing.

Tactic: againstlarge ranged corwdes, head-first is a good tactic,although try tostrafe a bit until you get to the edge of the mob. It'd be funny if I could win this.

Mission 11:

If you run out of armor, buy the latest model, and repair if necessary.
NOTE: when you'll have access to the highest tier armor, BUY those pieces, because in the very last mission (16, ok, technicaly it is the last-but-one) you won't be able to repair.

Also buy medium medikits. Otherwise it is funny to scramble through hordes of enemies w/o stopping because youhave to eliminate the ranged ones

In Secret Room#2 is a +100 HPwhich you'll likely need for #3 as it is filled with nasties.
Don't forget to use the healing post wen you're ready to leave.

Mission 12:

In the southern portion, between the 2nd and 3rd data-spot is a medi-post.

NOTE: Combat Armor is where your armor deplets faster than your life (that's a good thing).
NOTE: the AI's pathfinder routine is dumb, so bigger monsters can get stuck behind doors/corridors. Use this toyour advantage.
NOTE: when going toe-to-toe against mega-mons, try going around them. They seems to fire less frequently (and if you manage to get behind them, they don't shoot at all).

Mission 15:

This is where you fly from one telepod to the next. Problem is, each telepod has a rocket-monster ot two, or more. With htis epxerience I say buy not just big medicits whenever possible (they do NOTaccumlate), but along them also the medium medikits too.

NOTE: leveling up also gives a full heal, just so you know.


Mission 16:


So, with this done, the game could actualy be ended. But let's try the alien boss.
Although I think the creators mixed up the endings. Whatever.
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Last edited by twillight; 27-10-2019 at 01:21 PM.
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Old 30-10-2019, 05:38 PM   #464
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Default +5% codes for GoG

I'm not sure if I canjust pass them away, but we might try.


The +5% is above what they discount at the moment.


Games are (crap, I have to recall these from memory?):
- hollow knight
- blasphemous
- grim dawn
- and probably 2-3 more.


I don't care for these (ok, I'd care for Blasphemous, but I have no 64 bit system), so if youneed them, until nov. 4. I think this sale goes. Throw a PM or post here if u r interrested, and I'll check whatt he actual games are,and give you the code in PM.
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Old 01-12-2019, 07:54 PM   #465
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Default

Currently doing a poverty run in Baldur'sGate 1-2-ToB (details on GoG's forum, basicaly I play a sorcerer), then I have some stuff stored, namely:

- Alone in the Dark: A new nightmare (yes, I still run only a win 7, 32 bit system, and with GoG's black friday I said, wynaught)
- Noctropolis (looks hilariously bad)
- Grim Fandango (never played, sounded badly programmed, maybe the remater helped it)
- Obscuritas (I don't even know why I have this, maybe it was super-cheap, and made an emotional purchase)
- Dragonfire: The Well of Souls (hope it works)
- Crypt Killer (hope it works, and gives some fun)
- The House of the Dead (hope it works, the only roller-shooter I played was Die Hard Trilogy's 2nd act, and I'm curious why this game got so famous - btw, I liked the Uwe Boll movie, and its sequel too)

EDIT: I'm doing some progress with Baldur'sGate 1(+TotSC)-2-ToB poverty, sorcerer. You can read it here:
https://www.gog.com/forum/baldurs_ga...erty_run/page1
The important thing is the starting stats, where intelligence is dumpstat, and strength is more important then you'd think (some quest items are heavy, and yes, some story-relateditems toohave some weight),and as I do use limited wish, and wishseems to be a demand against Amelyssan, wisdom needs to be high too (though you get bonuses there).
Alignment is good to get a useful familiar (chaotic neutral is a nice thief/explorer),and that's kinda super-important with no gear on you, though mostly helps avoiding a great number of reloads.
As my game is merging all the "trilogy", exp-caps do not exist for me, so I might have some extra spells for the BG1 part.

Here is the spell list I found kinda demanded for such a play:

slvl 1:
1) find familiar (very convenient if it can stealth-explore)
2) identify (to use the Tome of stats, but you can pick whatever you want)
3) magic missile (essential)
4) prot. from evil (against summoned demons mostly)
5) prot. from petrification (it removes some important random rolls, especialy in BG1with all the basilisks,some being unavoidable)

slvl 2:
1) knock (locks are annoying, and I'm not entirely sure there are no story-related locked doors, especialy before Slayer Form what gives 25 STR whatis otherwise demanded in ToB fora story-related door)
2) melf's acidic arrow (justto have some more damage spell, if you feel like it you can pick something else)
3) mirror image (sometimes very very convenient, I strongly suggest this)
4) prot. from fear (very annoying if you don't have this)
5) ?

slvl3:
1) ghost armor (convenient early on, you might exchange it, but I hardly see a better alternative)
2) melf's minute meteors (essential)
3) skull trap (traps are overpowered at situations)
4) ?
5) ?

slvl 4:
1) improved invisibility (most mages won't even do anything if you have this,alsohelps against archers, avoiding fights etc.)
2) stone skin (essential)
3) spider spawn (cheap, effective summons, I love them)
4) ? (maybe minor sequencer for added casting number)
5) ? (maybe olulike's sphere, if it works on you, and doesn't prevent casting - unfortunately even yourself do a saving throw, most assuredly preventing the effect)

slvl 5:
1) sunfire (perfect offensive spell, though fire)
2) spell immunity (this can help imensly in certain situations. It can for starter win your fight against Sharevok in BG1, and later can protect from imprisonment/maze/charm from all kinds of sources)
3) ? (maybe cloudkill is a good idea)
4) ? (maybe protection from electricity - very convenient to have, unlocks the bottom level of Durlag's Tower if you want that, makes you avoid likely reload in the air room in Watcher's Keep, protects in thin trapped corridors, low level...)
5) ?

slvl 6:
1) death spell (convenient)
2) true sight (again convenient)
3) prot. from magic weapons (it is convenient and enough at times)
4) ? (maybe pierce magic)
5) ?


slvl 7:
1) limited wish (it is convenient, and has certain potentials)
2) mordekainen's sword (pretty good summon, although morea defensive thing than offensive)
3) sequencer (maybe. Added casting always good?)
4) ? (prismatic spray maybe, for the ToB drow tunnels?)
5) ? (maybe Khelben's wharding whip against infinite defensive buff enemies)


slvl 8:
1) ? (maybe pierce magic)
2) ? (maybe spell trigger for extra casting)
3) ? (maybe abi dhalzim for extra area damage,casting from cover of fog-of-war)
4) ? (maybe simulacrum)

slvl 9:
1) wish (because Amelissan pretty much demanded for the 1% chance for resetting HP and spells)
2) chain contignency for emergency casting if enemies ambush you at entering, also potentialy extra firepower (beware, that "when enemy sighted is NOT instantaneous when entering an area!)
3) ?
4) ?
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