This was my first semi-serious melee conduct run, where the basic rule was to always be focused on melee as the method of attack, avoiding other weapons except where necessary.
I've done a few melee runs on my own (not streamed), though when I do that there's pretty much no planning involved, just lots of weapon slots, multiwielding lots of melee weapons for the followup attacks, and haphazardly charging at and chopping up everything I see.
Overall this was a great stream with a great crowd, I guess also because it's been a while since I streamed a run, as I was out of town for the Roguelike Celebration (https://www.gridsagegames.com/blog/2018/10/roguelike-celebration-2018-experience/) where I gave a talk (https://youtu.be/jviNpRGuCIU).
https://www.youtube.com/watch?v=yy3_B8Qg4BY
Melee is usually a decent (or even really powerful!) strategy for the latter half of the game, but kinda mediocre in the first half because all the entry-level weapons are impact-type, and these can take a little longer to pound on targets due to their reduced chance of core damage. But hey, we have to follow the rule, right?!
So coming out the first floor we had our hammer build...
Spoiler
(https://i.imgur.com/HfCo2tq.png)
(I tried to keep on wheels most of the time, for the extra carrying capacity and because maneuverability is important for melee combat--better to avoid slow propulsion!)
Then in -9 I took an exit to what I thought would probably be the Mines, but it ended up leading to Storage! Okay, we can roll with that... Picked up a room full of allies who trashed the place, but little did I realize, my core was getting dangerously low. This is another issue to be aware of with early-game melee, since your weapons won't take any/many hits and instead that damage goes to the core.
Anyway, as soon as the HUD went red I went into emergency mode and decided to backtrack over to the Recycling exit, otherwise I never would make it out of there. There was a Sentry after me, but my last remaining ally snuck up behind it and took it out :D
Whew, safe. And the detour would only mean sacrificing (skipping) -8/Materials, so everything turned out okay.
Coming into -7/Factory I had some friends and a
ton of melee weapons, certainly more than I needed--picking them up was kind of a joke :P
Spoiler
(https://i.imgur.com/nw1mozi.png)
Shortly after that I also picked up a pair of Arm. Huge Wheels :). But I ended up putting those in inventory as backups for later after finding a cache of hover units for which I dropped some storage and rebuilt for speed/stealth/melee. My long-term strategy was to visit Zion and get imprinting support to help supplement intel, allies, and maybe melee resupplies. So I ducked into the -7 caves, and this was my build for much of the mid-game:
Spoiler
(https://i.imgur.com/PPPX1Do.png)
The two Phasing Sabres picked up in Z were amazing, being some of the best mid-game melee weapons and I was still only at -7 at the time. I don't even have any good melee util support and this build one-shots almost anything. Notice that I do also have the Sensor+Interpreter combo which is something I pretty much never have, but this plus hover plus melee is a pretty deadly combo, always being in the right place at the right time ;)
Basically what we've evolved here is a ninja build, aw yeah...
Looking at the world map, it's been a pretty circuitous route up to this point!
Spoiler
(https://i.imgur.com/xMnFkxw.png)
The stream decided that we should make a visit to DM as well, so I headed out there from -6, where I picked up Cmb. hover schematics and built a pair of them on a low-level Fabricator upon returning to -5/Factory.
Spoiler
(https://i.imgur.com/CqP3beJ.png)
With those combined with Programmer remains it should be fairly easy to remain a melee hoverbot. From there I headed straight up to -4/Factory, at the entrance of which I stopped for now, in a state more or less like the image above (+2 utility slots). Will have to finish the stream with part 2 tomorrow. I'd like to go for the Gladiator achievement, but we'll see, 200 is a
lot of hostiles to cut down.
Gooooooooooooooooooooooaaaal!
Wow, we won :)
https://www.youtube.com/watch?v=MdE7BTm4wbE
Despite totally going into that run expecting to die horribly some time in the latter half, that melee build just kept building on itself and beating on everything. I am impressed at how reliable melee has become as a strategy over the years, coming to a really good place now.
So how did it go down...
Well, there wasn't any more branch traveling. Despite being in pretty good shape throughout the remainder of the run (sensors really helped explore, maneuver safely, and pick battles), I didn't find any more branch exits randomly so ended up bailing before overextending my stay at each depth. The alert level was bordering on 2 or so for much of the time, so hanging around too much longer could've gotten dicey, especially with what was more of a ninja melee build rather than a front line fighter.
We did get progressively slower, too. Hovering had gotten us through a lot of the mid-game, but eventually we were doing a fair bit of combat (generally not good on hover) so switched over to wheels, and then as you'll see much later we ended up on legs. Here's the wheeled version of the build about to slice and dice several approaching Sentries:
Spoiler
(https://i.imgur.com/w5L9L94.png)
Pimski remarked that I had not looted a single Hauler the entire run, so I walked through a door and sliced up the nearest one and wow... out popped a pair of Molecular Scythes xD. These became our new mainstay weapon, backed up by others, of course.
Spoiler
(https://i.imgur.com/DM6u4F8.png)
The KE Penetrator was a temporary addition because we happened to be very low on coverage at that point. But once in Research we had the makings of a pretty decent melee build:
Spoiler
(https://i.imgur.com/Zf1El95.png)
-2 was spent on wheels, a good bit slower but hey we've got a 16-slot inventory which was nice.
Spoiler
(https://i.imgur.com/KV2n8bx.png)
Access wasn't too bad, considering we still had good sensors plus occasional help from Zion. There were definitely several surprise Hunter ambushes since we couldn't detect them, though :P
Found another Hauler with Mni. Drone Bays and Force Lances, another really nice melee weapon (even if not a prototype), and at this point the wheels were swapped out in exchange for a Centrium legged melee build, which by this point was pretty solid and could cut down anything fairly easily (still, not super optimized so had to be careful of attrition).
Spoiler
(https://i.imgur.com/zxYKOGO.png)
Found the Surface exit about 500 turns later and ducked out.
I decided it wasn't really worth going for the Gladiator achievement at that point, because I wanted to preserve the exit build in the score sheet, and more importantly during the last fight near the exit I only just earned the Melee Specialist achievement. Sure didn't expect that one, or even aim for it (because I'd assumed I'd be forced to do a little less melee attacking and a little more with missile and projectiles, but this really did turn out to be a
very melee run). Since that one requires 100 kills though, getting
another 100 at the exit would've been quite unlikely. Gladiator is something that should be done by spending more time on other depths and spreading out the kills so they're not all loaded at the end there.
WIN SCREEN
(https://i.imgur.com/nGPaZvo.png)
Scoresheet (24,547 points)
Cogmind - Beta 7 @@@ ROGUELIKE MODE
Name: Kyzrati
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (159) 795
Value Destroyed (6855) 6855
Prototype IDs (26) 520
Alien Tech Used (0) 0
Bonus (11877) 11877
TOTAL SCORE: 24547
Cogmind
---------
Core Integrity 1434/1600
Matter 290/300
Energy 262/280
System Corruption 5%
Temperature Cool (12)
Location To Epsilon Eridani
Parts
-------
Power (2)
Light Quantum Reactor
Light Quantum Reactor
Propulsion (6)
Centrium Leg
Centrium Leg
Centrium Leg
Centrium Leg
Centrium Leg
Centrium Leg
Utility (13)
Large Storage Unit
Large Storage Unit
Long-range Sensor Array
Advanced Signal Interpreter
Advanced Melee Analysis Suite
Advanced Melee Analysis Suite
Advanced Melee Analysis Suite
Advanced Armor Integrity Analyzer
Advanced Phase Shifter
Zionite Weapon Casing
Hardened Heavy Armor Plating
Mini Drone Bay
Weapon (4)
Power Sword
Molecular Scythe
Lance
Force Lance
Inventory (16)
Light Quantum Reactor
Light Quantum Reactor
Advanced Heavy Treads
Biometal Leg
Centrium Wheel
High-density Centrium Wheel
Long-range Sensor Array
Advanced Melee Analysis Suite
Zionite Weapon Casing
Zionite Weapon Casing
Enhanced Nova Cannon
Long-range Missile Launcher
Molecular Scythe
Force Lance
Peak State
------------
Power
Quantum Reactor
Light Quantum Reactor
Propulsion
Centrium Leg
Centrium Leg
Centrium Wheel
High-density Centrium Wheel
High-density Centrium Wheel
High-density Centrium Wheel
Utility
Experimental Coolant Injector
Large Storage Unit
Large Storage Unit
Long-range Sensor Array
Advanced Signal Interpreter
Advanced Melee Analysis Suite
Advanced Melee Analysis Suite
Advanced Armor Integrity Analyzer
Advanced Phase Shifter
Zionite Weapon Casing
Zionite Light Carapace
Hardened Heavy Armor Plating
Weapon
Power Sword
Molecular Scythe
Molecular Scythe
Lance
Inventory
Light Quantum Reactor
Advanced Heavy Treads
Centrium Leg
Centrium Leg
Centrium Leg
Long-range Sensor Array
Advanced Melee Analysis Suite
Advanced Melee Analysis Suite
Microactuators
Zionite Weapon Casing
Zionite Weapon Casing
Advanced Shield Generator
Antimissile System
Enhanced Nova Cannon
Long-range Missile Launcher
[Rating: 172]
Favorites
-----------
Power Light Angular Momentum Engine
Engine Light Angular Momentum Engine
Power Core Light Fission Core
Reactor Quantum Reactor
Propulsion Gravmag System
Treads Light Treads
Wheel High-density Centrium Wheel
Leg Centrium Leg
Hover Unit Gravmag System
Utility Large Storage Unit
Device Long-range Sensor Array
Storage Large Storage Unit
Processor Melee Analysis Suite
Protection Makeshift Armor Plating
Weapon Makeshift Axe
Energy Gun Improved Medium Laser
Energy Cannon Enhanced Nova Cannon
Ballistic Gun KE Penetrator
Launcher Rocket Launcher
Impact Weapon Great Maul
Slashing Weapon Makeshift Axe
Piercing Weapon Lance
Stats
-------
Bonus Breakdown 11877
High Alert Combat Kills 1155
Follower Combat Kills 2604
Met Data Miner 300
Met Imprinter 300
Was Imprinted 300
Win 3000
Win Speed 4250
Friendly Fire -32
Combat Hostiles Destroyed 111
Melee 84
Guns 12
AOE 11
Classes Destroyed 13
Worker 6
Builder 12
Tunneler 2
Hauler 9
Recycler 15
Watcher 4
Swarmer 21
Grunt 40
Duelist 1
Sentry 12
Hunter 17
Programmer 18
Z-Light 2
Major NPCs Destroyed 0
Best Kill Streak 6
Combat Bots Only 4
Best States 0
Heat Dissipation 68
Coolant Potential 120
Energy Generation 55
Energy Capacity 590
Matter Stores 300
Matter Capacity 300
Sight Range 16
Robot Scan Range 20
Terrain Scan Density 10
Armor Coverage 2200
Weapon Shielding 100
Point Defense Rating 240
Melee Speed Boost 20
Phase Shifting 20
Evasion (%) 67
Melee Accuracy 32
Core Analysis 10
Armor Integrity Analysis 66
Recoil Reduction 2
Matter Collected 2611
Remotely 0
Salvage Created 9170
Parts Attached 229
Power 32
Propulsion 64
Utility 71
Weapon 62
Unidentified Prototypes 13
Parts Lost 50
Power 8
Propulsion 13
Utility 19
Weapon 10
Average Slot Usage (%) 94
Naked Turns 1
Spaces Moved 10672
Core 1
Treads 77
Wheels 3073
Legs 568
Hover 6953
Flight 0
Fastest Speed (%) 238
Average Speed (%) 163
Slowest Speed (%) 45
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 0
Targets Kicked 0
Targets Crushed 0
Cave-ins Triggered 0
Spaces Dug 320
Melee 221
Projectile 1
AOE 98
Heaviest Build 119
Greatest Support 180
Greatest Overweight (x) 26
Average Overweight (x) 0
Largest Inventory 16
Average Capacity 11
Most Carried 16
Average Carried 11
Final Capacity 16
Final Carried 15
Damage Taken 10999
Core 1434
Absorbed by Shields 1479
Missiles Intercepted 0
Average Core Remaining (%) 80
Depth 11 Exit 100
Depth 10 Exit 74
Depth 9 Exit 18
Depth 7 Exit 92
Depth 6 Exit 92
Depth 5 Exit 91
Depth 4 Exit 78
Depth 3 Exit 73
Depth 2 Exit 93
Depth 1 Exit 89
Volleys Fired 63
Largest 3
Hottest 168
Shots Fired 109
Gun 85
Cannon 3
Launcher 21
Special 0
Kinetic 19
Thermal 45
Explosive 10
Electromagnetic 35
Robot Hit Streak 41
Robot Miss Streak 1
Penetration Max 1
Secondary Targets 2
Max Gunslinging Chain 1
Shots Hit Robots 533
Core Hits 207
Critical Hits 12
Critical Kills 4
Critical Parts Destroyed 8
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 902
Impact 122
Slashing 747
Piercing 33
Sneak Attacks 73
^Combat Hostiles 13
Follow-up Attacks 143
Knockbacks 12
Impact 12
Kinetic 0
Secondary 0
Damage Inflicted 27701
Guns 958
Cannons 103
Explosions 1523
Melee 25117
Ramming 0
Kinetic 207
Thermal 717
Explosive 583
Electromagnetic 1077
Impact 2061
Slashing 21915
Piercing 1141
Overflow Damage 12
Projectiles 0
Explosions 3
Melee 9
Self-Inflicted Damage 39
Shots 2
Rammed 0
Highest Temperature 258
Average Temperature 77
Received Heat Transfer 1778
Interference 3
Highest Corruption 11
Average Corruption 2
Corruption Purged 0
Message Errors 15
Matter Fused 8
Heat Flow Error 6
Energy Discharge 5
Data loss (database) 21
Targeting Errors 11
Depth 9 End 3
Depth 5 End 1
Depth 4 End 4
Depth 3 End 11
Depth 2 End 3
Depth 1 End 5
Recyclers Shooed 12
Haulers Intercepted 9
Robots Corrupted 4
Combat Hostiles 3
Parts Fried 18
Impact Corruptions 16
Robots Melted 0
Combat Hostiles 0
Parts Melted 5
Heat Transferred 1247
Parts Sabotaged 0
Parts Stolen 0
Parts Stripped 0
Parts Self-Destructed 58
Prevented 1
Power Chain Reactions 1
Communications Jammed 0
Distress Signals 0
Times Spotted 287
Peak Tracking Total 9
Tactical Retreats 23
Parts Field Recycled 0
Retrieved Matter 0
Drone Launches 9
Drone Recoveries 1
Traps Triggered 15
Indirectly 4
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 1
Traps Extracted 0
Installed 0
Triggered 3
Machines Disabled 14
Max in Single Turn 2
Machines Sabotaged 0
Data Cores Recovered 0
Used 0
Machines Hacked 18
Terminals 9
Fabricators 2
Repair Stations 0
Recycling Units 1
Scanalyzers 0
Garrison Access 1
Total Hacks 62
Successful 41
Failed 16
Catastrophic 2
Database Lockouts 0
Manual 93
Unauthorized 6
Terminals 24
Fabricators 4
Repair Stations 0
Recycling Units 2
Scanalyzers 0
Garrison Access 1
Terminal Hacks 60
Record 11
Part Schematic 6
Robot Schematic 5
Prototype ID Bank 5
Open Door 2
Alert Level 1
Unreport Threat 1
Zone Layout 3
Hacking Detections 10
Full Trace Events 0
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 3
Terminals 3
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Enemy Kills 0
Fabricator Schematic DLs 0
Garrisons Disabled 1
Garrisons Compromised 0
Fab Network Shutdowns 0
Robot Schematics Acquired 8
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 6
Parts Built 2
Total Part Build Rating 12
Part Fabrication Matter 212
Part Fabrication Time 106
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 4
Relay Couplers Released 0
First RIF Depth 0
Robots Hacked 0
Non-combat 0
Combat 0
Allies Hacked 1
Hacks Repelled 0
Zionite Intel Received 15
Branch Access 1
Emergency Access 2
Component Stockpiles 4
Unaware Schematics 1
Unaware Analyses 3
Trap Installations 3
Depthwide Sectors/-1 1
Total Allies 28
Largest Group 13
Highest-Rated Group 464
Highest-Rated Ally 122
Total Orders 11
STAY 3
FOLLOW 2
EXPLORE 5
RETURN 1
Terraforming Orders 0
Walls Tunneled 0
Zionite Dispatches 6
Heavy 2
Light 3
Demo 1
Ally Attacks 442
Total Damage 13242
Kills 88
Allies Corrupted 4
Allies Melted 0
Peak Influence 1294
Average Influence 377
Final Influence 1060
Maximum Alert Level 4
Low Security (%) 43
Level 1 21
Level 2 12
Level 3 17
Level 4 4
Level 5 0
Triggered High Security 0
Turns 0
Squads Dispatched 33
Investigation 6
Extermination 11
Reinforcement 12
Assault 2
Garrison 2
Intercept 0
First Intercept Depth 0
Derelict Logs Recovered 8
Scrap Searched 21
Exploration Rate (%) 31
Regions Visited 22
Branch Regions 12
Pre-discovered Areas 13
Known Exits Taken 15
Unknown Exits Taken 6
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 13959
Turns Passed 11761
Depth 11 46
Depth 10 336
Depth 9 1351
Depth 7 2131
Depth 6 1546
Depth 5 2352
Depth 4 803
Depth 3 824
Depth 2 924
Depth 1 1448
Scrapyard 46
Materials 904
Factory 2687
Research 1748
Access 1448
Storage 386
Recycling 397
Lower Caves 1738
Upper Caves 909
Proximity Caves 815
Zion 628
Data Miner 55
New Achievements 4
Prototype IDs
---------------
Heavy Ion Engine
Heavy Deuterium Engine
Enhanced Nuclear Core
Zionite Heavy DM Reactor
Enhanced Flexi-carbon Leg
Zionite Composite Leg II
High-density Centrium Wheel
Improved Airjet
Experimental Coolant Injector
Improved Energy Well
Experimental Terrain Scan Processor
Advanced Salvage Targeting Computer
Precision Energy Filter
Experimental Transmission Jammer
Zionite Weapon Casing
Zionite Light Carapace
Zionite Heavy Carapace
Light Regenerative Plating
Combat Drone Bay
Improved Medium Laser
Precision Beam Rifle
Zionite Phaser-M
Improved Assault Rifle
Scatter Rocket Array
Molecular Scythe
Fabricated
------------
2x Cmb. Gravmag System (-5/Factory)
Alien Tech Used
-----------------
None
Route
-------
-11/Scrapyard
-10/Materials (discovered 2 exits: *Mat / [*Min])
-9/Materials
-9/Storage
-9/Recycling
-7/Factory (discovered 2 exits: *Fac / *Low)
-7/Lower Caves
-7/Lower Caves
-7/Zion
-6/Proximity Caves
-6/Factory (discovered 3 exits: Fac / *Low x2)
-6/Lower Caves
-6/Lower Caves (discovered 2 exits: *Fac / *Dat)
-6/Data Miner
-5/Proximity Caves
-5/Factory
-5/Upper Caves
-5/Upper Caves
-4/Factory
-3/Research
-2/Research
-1/Access (discovered 2 exits: *Sur / [*Com])
To Epsilon Eridani
Achievements
--------------
Derelict Escape
Freeware
Knowing Is Half The Battle
Melee Specialist
Challenges
------------
None
Game
------
Seed: CompactHypercooledExpander
Manual?: 0
Play Time: 361 min
Cumulative: 4934 min
Sessions: 3
Easy Mode: 0
Game No.: 35
Easier: 0
Easiest: 0
Win Type: 0
Total: 6
Types: 6/0/0/0/0/0/0
Lore%: 19
Gallery%: 60
Achievement%: 45
Options
---------
ASCII: 0
Keyboard: 1
Movement: Numpad
Keybinds: 0
Fullscreen: 2
Font: 20/SmallcapsGlow
Map View: 66x50
Tactical HUD: 1
FOV Handling: Fade In
Map Filters: NONE
Filters: NONE
Steam: 1
Addendum: @Nyrdal (https://twitter.com/nyrdal/status/1084805160277344256) on Twitter drew my melee build from the stream! <3
(https://i.imgur.com/qWFVYIq.jpg)