So as of Beta there are a bunch of new challenge modes, and not all of them have even been attempted yet (really because everyone's still getting into the new
regular content!). After winning my first 1.1 run last week, I decided it was time for something a little different: I wanted to see just how hard the hardest challenge mode really is
The
challenge modes thread covers all the types (with some sample images), but in short, Super Gauntlet requires that you pass through garrisons to ascend each depth,
and blocks off all but one garrison, meaning you have to actually find the (randomly determined) one you can ascend through! Not an easy task
Fortunately the gauntlet only starts once a map can actually
contain a garrison, so you have a bit of an opportunity to get prepared in lower Materials, where there aren't any. I got lucky in -8, where there
might be one garrison, but in my case there wasn't so I could escape all of Materials normally.
Of course, Materials isn't as tough in that regard because it's relatively small. Factory floors, on the other hand, are massive and you end up trekking forever to hit all the garrisons which are spread across the entire map. Get lucky and the first garrison you find will let you in; unlucky and you have to explore a hundred rooms and corridors before you find the right one! (It's also kinda funny that in this mode you're actually trying to hit the things that in a normal run you might want to steer clear of
)
StrategyI played the run a lot differently from my normal runs, partially influenced by what other players have been doing lately, wanting to try out some new tactics, and partially because this challenge is definitely in a league of its own in terms of difficulty.
First and foremost, as pretty much guaranteed long travel times are going to make the attrition extra unforgiving, I decided that tons of inventory space would be essential. You'll see I was running for 4 Lrg. Storage for much of the game (even in Materials!), something I wouldn't normally do. In terms of slots I made up for that by sticking with only two weapons, later three. (Note: To be honest a heavy flight/hacker bot could've had an easier time finding the right garrisons overall, significantly cutting down on attrition, but then it's hard to fight through garrison interior itself like that so that would be a different kind of challenge... Anyway, something for others to try.)
Despite being a combat bot I also dedicated utility slots to infowar, sometimes two or three, in fact, for things like sensors, terrain scanning, and sometimes hacking. This was also to cut down on attrition and locate garrisons more quickly. I installed botnets on every floor and indexed garrison access as a top priority.
In terms of weapons my aim was to use launchers as much as possible. I got lucky in this regard, finding an early stockpile of Grenade Launchers, and later when those were running low a huge stockpile of Lrn. Missile Launchers <3. To make sure I wouldn't too easily run into matter problems I carried lots of pods, sometimes having up to 600-700 in reserve.
Shock absorbers helped a number of times where I'd just point-blank launcher squads that had gotten too close, though I actually spent about half of my fights using three conventional guns, sometimes cannons, where it seemed more tactically appropriate.
The RunHere's where I
thought I was about to head into my first garrison, on -7/Factory, only to realize that this one's locked--that's what the darker central G implies... (yes, I'm new at this
)
A couple
thousand turns later I found the right one.
The interior wasn't too hard. Having tons of matter and opening up with launchers is quite effective in garrisons, especially since there aren't any other bots to aggro or reinforcements to be called in... This is where the reinforcements
come from, haha, so just blast everything.
I didn't take any images on -6, which was a lot like -7. You know, just thousands of turns trying to find the right garrison and blowing everything up along the way!
-5/Factory is where things got really hairy. There are four garrisons access points on a Factory floor, and I had to visit
every single one before finding the unlocked one.
I started out in fairly good shape.
And was growing pretty confident with all those missiles
The ARCs were getting pretty persistent after a while, though!
(Note: That Chainsword helped me out for thousands of turns as I did a lot of shortcutting through walls and sneak attacking Recyclers and Operators.)Quite a few times things were looking pretty bad.
There was as good chance I was going to lose, or at least not be able to recover, from that battle, being completely surrounded, but I went all out with launchers--starting with the east (which caused a chain reaction and took out the southern Swarmer, too), then gunned down the north and west bots. I did, however aggro that (locked) garrison to the west and had to deal with a couple more Sentries, which I totally wasn't equipped to deal with by that point... so I retreated east, towards the
last garrison on the floor (I'd indexed them earlier and was visiting them one by one).
The sentries followed, picking up another couple friends along the way, and I thought this was going to be the end (184 core!).
The plan was to overload that Fabricator and zap them all, but that plan was ruined the very next turn when a Hunter shot right through me and took it out
. So I instead used the corridors and three projectile weapons to gun them all down. The cycler and integrity analyzer did an excellent job! I killed them all with 140 integrity to spare.
And still had to make it... all the way over there to escape.
I'd just picked up a stash of thrusters, so I figured the only way to make it was to get there as fast as possible. I packed away some of the storage, which was no longer essential since I'd used up so many spares, and picked up speed to try to reach the garrison before more assaults were dispatched.
And wow I actually made it both into and through the garrison! With only 140 core! Hehe.
I destroyed every single robot in that place, in the process managing to run out of matter just as I took out the last squad. (Launchers did most of the work, though I resorted to guns and sometimes my Axe when I could as I noticed matter getting dangerously low.)
Here I am having come out the other side
No matter and Programmers on the way!
I axed them to death and took both their matter and that of the Recycler which then came by to clean up. Back in business! (Who said wheels are terrible? Okay, me, but I have no choice here
)
But considering the alert was perpetually high, and I was getting assaults immediately on entry, I had zero expectations of making it out of -4 alive.
Pretty quickly found some better propulsion, at least:
I searched around a good bit and found two locked garrisons in my corner of the map, which happened to be pretty isolated so by the time I'd finally confirmed that and made my way towards the center of the map, it was really hard to avoid fights every 25 steps. At least I escaped from a Behemoth that was alerted by a passing Grunt... This main corridor got messy, and it became more difficult to handle open fights without explosives, so for example here I chopped my way back into the room at the east and took out pursuers with melee instead.
Then I did a lot of room hopping to the south and west, with engineers in tow, to try to cover ground quickly without exposing myself. Without armor I was starting to take a lot of core damage, though, and kept getting pincered by assaults.
I
did find an armor cache shortly after that, but it was too little too late--by then I had squads coming from all directions and a horribly indefensible position...
And that's where I went down! It was a really great run, though, considering the odds!
Cogmind - Beta 1.2 @@@ ROGUELIKE MODE
Name: Kyzrati
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (443) 2215
Value Destroyed (16802) 16802
Prototype IDs (12) 240
Alien Tech Used (0) 0
Bonus (14361) 14361
TOTAL SCORE: 36618
Cogmind
---------
Core Integrity 0/1150
Matter 300/300
Energy 100/100
System Corruption 36%
Temperature Cool (0)
Location -4/Factory
Parts
-------
Power (1)
(None)
Propulsion (5)
Flexi-carbon Leg
Utility (10)
Advanced Heat Sink
Advanced Coolant Injector
Large Storage Unit
Large Storage Unit
Large Storage Unit
Improved Core Analyzer
Improved Medium Armor Plating
Improved Medium Armor Plating
Weapon (3)
Railgun
Railgun
Railgun
Inventory (22)
Advanced Coolant Injector
Advanced Coolant Injector
Medium Storage Unit
Medium Matter Pod
High-capacity Matter Pod
Matter Compressor
Structural Scanner
Electrolaser
Heavy Plasma Cannon
Heavy Plasma Cannon
Heavy Neutron Cannon
Heavy Assault Rifle
High-powered Shotgun
KE Penetrator
KE Penetrator
Railgun
Antimatter Cannon
Antimatter Cannon
Lance
Force Lance
Peak State
------------
Power
Light Quantum Reactor
Propulsion
Flexi-carbon Leg
Flexi-carbon Leg
Flexi-carbon Leg
Myomer Leg
Myomer Leg
Utility
Improved Heat Sink
Advanced Heat Sink
Advanced Coolant Injector
Medium Storage Unit
Large Storage Unit
Large Storage Unit
Large Storage Unit
Matter Compressor
Experimental Melee Analysis Suite
System Guard
Weapon
KE Penetrator
KE Penetrator
Force Lance
Inventory
Micro Fission Core
Antimatter Reactor
Improved Treads
Heavy Treads
Flexi-carbon Leg
Advanced Heat Sink
Advanced Coolant Injector
Advanced Coolant Injector
Medium Storage Unit
Medium Storage Unit
Large Storage Unit
Medium Matter Pod
High-capacity Matter Pod
High-powered Shock Rifle
Tesla Rifle
Electrolaser
HERF Cannon
Heavy Neutron Cannon
Heavy Assault Rifle
KE Penetrator
Long-range Missile Launcher
Fusion Bomb Launcher
Lance
[Rating: 105]
Favorites
-----------
Power Micro Fission Core
Engine Improved Deuterium Engine
Power Core Micro Fission Core
Reactor Cold Fusion Reactor
Propulsion Carbon-fiber Leg
Treads Improved Treads
Wheel Wheel
Leg Carbon-fiber Leg
Hover Unit Antigrav System
Flight Unit VTOL Module
Utility Large Storage Unit
Device Improved Weapon Cycler
Storage Large Storage Unit
Processor Advanced Targeting Computer
Hackware Hacking Suite
Protection Improved Light Armor Plating
Weapon Gauss Rifle
Energy Gun Gatling Laser
Energy Cannon Light EM Pulse Cannon
Ballistic Gun Gauss Rifle
Ballistic Cannon Assault Cannon
Launcher Long-range Missile Launcher
Slashing Weapon Chainsword
Piercing Weapon Force Lance
Stats
-------
Bonus Breakdown 14361
Super Gauntlet 11939
High Alert Combat Kills 1822
Entered Garrisons 600
Classes Destroyed 17
Worker 39
Builder 24
Tunneler 1
Hauler 10
Recycler 29
Mechanic 5
Operator 5
Watcher 10
Swarmer 83
Saboteur 5
Grunt 133
Brawler 10
Duelist 12
Protector 2
Sentry 36
Hunter 16
Programmer 23
Major NPCs Destroyed 0
Best Kill Streak 19
Combat Bots Only 15
Best States 0
Heat Dissipation 114
Coolant Potential 100
Energy Capacity 340
Matter Capacity 850
Sight Range 16
Robot Scan Range 20
Terrain Scan Range 24
Terrain Scan Density 10
Base Temperature (-) 200
Corruption Prevention 12
Armor Coverage (%) 35
Resistance: EX 50
Core Shielding 30
Propulsion Shielding 33
Weapon Cycling 20
Phase Shifting 5
Evasion (%) 48
Targeting Accuracy 8
Melee Accuracy 12
Target Analysis 6
Core Analysis 8
Armor Integrity Analysis 50
Recoil Reduction 3
Offensive Hacking 20
Matter Collected 12110
Salvage Created 17286
Parts Attached 505
Power 33
Propulsion 123
Utility 112
Weapon 237
Parts Lost 173
Power 11
Propulsion 67
Utility 38
Weapon 57
Average Slot Usage (%) 94
Naked Turns 2
Spaces Moved 6249
Fastest Speed (%) 200
Average Speed (%) 64
Slowest Speed (%) 37
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 4
Targets Kicked 1
Targets Crushed 0
Cave-ins Triggered 0
Heaviest Build 106
Greatest Support 115
Greatest Overweight (x) 33
Average Overweight (x) 1
Largest Inventory 28
Average Capacity 23
Most Carried 28
Average Carried 21
Final Capacity 22
Final Carried 20
Damage Taken 83113
Core 3278
Absorbed by Shields 0
Average Core Remaining (%) 59
Depth 11 Exit 100
Depth 10 Exit 63
Depth 9 Exit 94
Depth 8 Exit 84
Depth 7 Exit 15
Depth 6 Exit 51
Depth 5 Exit 8
Volleys Fired 805
Largest 3
Hottest 289
Shots Fired 1580
Gun 945
Cannon 414
Launcher 221
Special 0
Kinetic 854
Thermal 227
Explosive 196
Electromagnetic 303
Secondary Targets 9
Shots Hit Robots 1150
Core Hits 980
Critical Hits 24
Critical Kills 10
Critical Parts Destroyed 13
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 139
Impact 0
Slashing 94
Piercing 45
Sneak Attacks 28
Follow-up Attacks 0
Damage Inflicted 52466
Projectiles 20867
Explosions 26926
Melee 4647
Ramming 26
Kinetic 13164
Thermal 4725
Explosive 23923
Electromagnetic 5981
Impact 0
Slashing 3557
Piercing 1090
Overflow Damage 344
Projectiles 0
Explosions 240
Melee 104
Self-Inflicted Damage 1132
Shots 48
Rammed 3
Highest Temperature 435
Average Temperature 79
Received Heat Transfer 5712
Shutdowns 1
Interference 1
Short Circuit 1
Highest Corruption 36
Average Corruption 9
Corruption Purged 0
Message Errors 67
Matter Fused 70
Heat Flow Error 37
Energy Discharge 34
Parts Rejected 5
Data loss (database) 47
Misfires 15
Misdirections 26
Targeting Errors 169
Weapon Failures 19
Depth 9 End 2
Depth 7 End 6
Depth 6 End 4
Depth 5 End 17
Impact Corruptions 0
Haulers Intercepted 10
Robots Corrupted 14
Parts Fried 39
Impact Corruptions 0
Robots Melted 0
Parts Melted 3
Heat Transferred 6833
Parts Sabotaged 0
Parts Stolen 0
Parts Stripped 0
Parts Self-Destructed 0
Prevented 0
Power Chain Reactions 10
Communications Jammed 0
Times Spotted 487
Peak Tracking Total 10
Tactical Retreats 58
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 8
Drone Recoveries 0
Traps Triggered 9
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 1
Traps Extracted 0
Installed 0
Triggered 1
Machines Disabled 45
Machines Sabotaged 0
Data Cores Recovered 2
Used 1
Machines Hacked 26
Terminals 22
Fabricators 0
Repair Stations 0
Recycling Units 1
Scanalyzers 0
Garrison Access 3
Total Hacks 41
Successful 14
Failed 27
Catastrophic 13
Database Lockouts 0
Manual 29
Unauthorized 27
Terminals 36
Fabricators 0
Repair Stations 0
Recycling Units 2
Scanalyzers 0
Garrison Access 3
Terminal Hacks 6
Prototype ID Bank 1
Garrison Index 1
Unreport Threat 3
Garrison Status 1
Hacking Detections 23
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 5
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Fabricator Schematic DLs 0
Garrisons Disabled 2
Garrisons Compromised 0
Fab Network Shutdowns 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
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 0
Robots Hacked 0
Non-combat 0
Combat 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 6
Largest Group 5
Highest-Rated Group 34
Highest-Rated Ally 7
Total Orders 1
EXPLORE 1
Terraforming Orders 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 1482
Average Influence 532
Final Influence 1171
Maximum Alert Level 4
Low Security (%) 27
Level 1 10
Level 2 26
Level 3 24
Level 4 11
Level 5 0
Triggered High Security 0
Turns 0
Squads Dispatched 61
Investigation 2
Extermination 12
Reinforcement 26
Assault 13
Garrison 8
Intercept 0
Derelict Logs Recovered 0
Scrap Searched 0
Exploration Rate (%) 33
Regions Visited 12
Pre-discovered Areas 0
Garrisons Visited 3
Relays Disabled 1
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 8625
Turns Passed 13596
Depth 11 70
Depth 10 747
Depth 9 897
Depth 8 392
Depth 7 3654
Depth 6 2050
Depth 5 3227
Depth 4 2559
Scrapyard 70
Materials 1629
Factory 8863
Mines 407
Garrison 2627
Prototype IDs
---------------
Cold Fusion Reactor
Heavy Antimatter Reactor
Enhanced Flexi-carbon Leg
Experimental Melee Analysis Suite
Precision Energy Filter
Cooled Plasma Cannon
Improved Assault Rifle
Antimatter Cannon
Fabricated
------------
Nothing
Alien Tech Used
-----------------
None
Route
-------
-11/Scrapyard
-10/Materials
-10/Mines (discovered 2 exits: *Mat x2)
-9/Materials
-8/Materials
-7/Factory (discovered 4 exits: *Fac x2 / [*Sto] / Gar)
-7/Garrison (discovered 3 exits: *Fac x3)
-6/Factory (discovered 2 exits: [*Low] / Gar)
-6/Garrison (discovered 3 exits: *Fac x3)
-5/Factory (discovered 3 exits: *Fac x2 / Gar)
-5/Garrison (discovered 3 exits: *Fac x3)
-4/Factory (discovered 1 exit: [*Upp])
Challenges
------------
Super Gauntlet
Game
------
Seed: VisualSurveybotBoosters
Manual?: 0
Play Time: 229 min
Cumulative: 229 min
Sessions: 15
Easy Mode: 0
Game No.: 2
Easier: 0
Easiest: 0
Win Type: -
Total: 0
Types: 0/0/0/0/0/0/0
Lore%: 0
Gallery%: 14
Options
---------
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 0
Font: 12/Smallcaps
Map View: 76x50
FOV Handling: Fade In
AddendumI almost had what may have been an opportunity to make it to a -4 garrison (or at least increase the chances) when I came across a huge stash of awesome flight units, but even though I stuck to non-explosives for that fight, someone else's stray shot took out a nearby reactor that trashed them all :/
And although most of my tactical decisions worked out okay, getting myself out of serious trouble again and again, one critical error lost me a lot of parts on -5: To take out a Swarmer squad I chose to hit the power conduits they were filtering through with a missile at point blank range, but I
forgot to equip my own EX resistance right before doing that, so I was basically at the epicenter of like 5-6 explosions all at once xD. Yes they were all dead, but man did that hurt!