Just finished the run that's been the subject of
my Twitch channel for the past month, and it's been
quite the epic journey! You can find all four relevant streams archived on YouTube, linked below. (The latter two/second half is also far more
SPOILERY than any runs I've done in the past.)
I wasn't planning on doing a writeup for this run, hence the lack of summaries for previous streams, but it was quite a memorable run so may as well do a written rundown here as well :D
Part 1The stated goal of this run was to focus on a gunslinger build, i.e. doing damage purely by multiple guns and nothing else, being able to hit multiple targets with a single volley. So I went with 4 weapon slots early on, and chose legs as my propulsion.
The early game was easy, as usual, and I came out of it with a
lot of Cld. Pulse Rifles, which really carried well through the middle game (being able to augment them with a Particle Charger helped, too :P).
I got the Gunslinger achievement on dropping into the Lower Caves on -6, where a squad of Swarmers were waiting in ambush and I took out three in a single volley :D
Originally this was going to be an all-out combat run, but ended up finding a few infowar utilities and I kept attaching more and more, so ended up doing "smart combat" instead, equipped with both an interpreter and scan processor, and swapping in a sensor array and terrain scanner when not in combat. (These lasted the entire run, until I tossed them at the very end when they were no longer necessary.)
This is the latest shot I have of Part 1, before heading into the caves to seek out Warlord, part of my long-term plan. I wanted to get help from both R17 and Warlord for this run, to both trivialize Research and also be able to farm some good gun parts from Executioners.
(^At that point I was lamenting the fact that I had not yet earned the Gun Specialist achievement, because if I wasn't going for that I would have gladly and immediately attached four prototype slashing weapons! Instead they were left behind...)
Part 2 Part 2 was all about setting up the alliances, starting with Warlord. Here we're making our escape, although after this shot instead decided to go around the back exit, which was to the north.
Made it to the exit
just in time. More enemy reinforcements incoming...
Extension was on the next depth, which meant rescuing A7, building the E. Grunts, and clearing out
all of the Cetus guards to make way for our... other friend.
And for combat bots, facing the CGs means getting stocked up on some nice OOD gear, so from this point on (through the end of the run) we were on treads. This is the end of Part 2, as we entered Research:
Part 3 (mostly spoilers!)With friends tearing the place up, -3/Research was easy, and we entered Quarantine, aiming for The Bounty! This is not an in-game thing, mind you, but Cogmind player MTF challenged me to take down an Alpha 7, and originally we were going to do that in Testing where one is guaranteed, but lo and behold, just inside the Q entrance we came across a dormant Alpha 7! (of course guarding some top-notch loot--an ST, which will come in handy later ;))
Took it down with the Com. HERF Cannon brought for that purpose (well, HERF cannons are good to carry around at any time for the purposes of taking down almost any bots xD).
So MTF honored his bounty and purchased four copies of Cogmind to hand out, which is much appreciated, thank you MTF! (MTF said he might do this for some future streams, who knows)
Having all that infowar on top of good combat gear made it much easier to pick fights and safely explore Quarantine for its goodies, which included a Core Reset Matrix that was applied in order to identify and locate all the artifacts.
With help from Warlord (who sadly died rather early while facing down a bunch of squads on his own), we ripped apart -2/Research. (Almost hacked GM even, but didn't have a Datajack and couldn't find one on short notice :/) The farming goal was definitely achieved, here having an Exp. Targeting, Exp. Target Analyzer, and several Helican Railguns, which are amazing KI weapons.
Lots of nice other loot, too (these treads lasted through the end of the run).
Since we owned Research, that made the branches at that depth much more enticing, so into Testing we went...
And in an amazing stroke of luck, we quickly found not one but
two rewirable protovariants! Unbelievable.
Well, by this point we've also got Tesla launchers and both SHELL and AEGIS, which together make you practically unstoppable if you play your cards right, so the stream decided we should head into Section 7, which I've personally never been to on any run before, on or off stream. So this outta be interesting...
From here on out, the Sigix Broadsword was also an MVP. A regenerating weapon that also shields other parts from lots of damage is great, and often times I was using it to just slash enemies to death rather than firing guns (having by this point finally earned that Gun Specialist achievement!).
Also worth mentioning here is that Zyalin did some great art while watching the stream, drawing my build, with a twist:
This is Bounty-Bot-7, made up from a recycled sentry core. Upgraded by the powerful KYZ-Guidance-Unit for real-time insider knowledge, and comes with a Backseat-Mounted MTF-Combat suite for maximum bounty potential.
Oh right, upon entering S7 (where the stream ended), we immediately happened upon an Integrity Redistributor, which is absolutely amazing when you've got a lot of very valuable parts, but they've seen some wear and tear.
So all those good parts are now topped off:
Part 4 (mostly spoilers!)Well this part didn't go to plan any more than the end of Part 3, in a good way ;)
Section 7 loot wasn't great, but still decent enough and worth the trip. Picked up a pair of integrated dissipators so I didn't need to use any cooling parts, and also a second Integrity Redistributor for later.
Not much else worth mentioning there since I didn't go into the more dangerous deeper zone. I might've done that if I could place a slip node, but I left those behind earlier on, thinking I wouldn't need them (since there was no plan to visit S7, where one can come in especially handy).
I did have a stroke of nice luck when I purged alert 4 times out of 5, starting with a 30% chance on the first! Beta 7.2 machine hacking FTW ;) (didn't screenshot the last one)
On entering Access, this build was so powerful (mainly through the SHELL+AEGIS=GOD combo, not to mention the other awesome parts) that it seemed like a waste to not take it to Command. Plus I've never actually visited Command with the intent to take out big old MC, only a few times in the past to use it as an emergency escape route when Access was going poorly. So that was the new goal.
Access wasn't too bad, especially since it wasn't long before hacking the Command location. That said, it was far on the other side of the map, and the way there had quite a few encounters. The Build basically crushed everything, and when groups became a problem, Tesla had our back.
(I think my SHELL was corrupted and dropped to the ground here, but the regen plating, shield, and SB were good enough for the time being.)
SB is also great as a "key" for accessing any area you might need, so getting into Command via the back door wasn't hard. This is good because it enabled me to hole up in there before leaving while purging all that corruption (which many times came in handy on a long-term combat build like this!).
The Command plan was to map out paths to both of the Garrisons, replicate the Sigix Terminator (taken from the spot guarded by the Alpha 7) so that we'd have two of them, and fire one into each Garrison. The first immediately triggers high security, but with a path mapped and cleared, the trip to the second shouldn't take too long, even on treads, and any assaults met along the way could be dealt with using the Teslas.
Once all the defenders are cleared, we'd have free reign over the floor and could then safely dig a little tunnel into MAIN.C's chamber (circumventing his guards) for the final confrontation. That's mostly how it all worked out, though there was a bit of catch at the end there... We'll get to that.
Here the path has been cleared to the second (northern) Garrison:
And KA-BOOM, where'd everyone go?
Then rushed southward, took out a few assaults on the way, cleared the other Garrison (and a handful of survivors), and cut through to MC's chamber. Here's the build when going in:
There are lots of ways to improve on it, but simply having SHELL+AEGIS gives a lot of leeway for mediocrity elsewhere ;)
This particular showdown, however, did
not go as planned.
Phase 1 was easy enough, but phase 2 did
not want to fall fast enough, and we ended up running out of all 600 matter! (even with an armor analyzer, the mechanics of which aren't broken anymore :P)
Fortunately this build is insanely tanky, so this still wasn't the end of things. We rammed him to get some more matter and hopefully destroy some parts, only managing to take out his Exp. Targeting that way. At this point MAIN.C was down two guns, with three left plus that infernal cannon. And there was no way without a lot of matter that we could sustain enough damage to hope to take him down (MC is mostly resistant to TH, with a regenerating core...)
So the idea was to run back to the eastern side of Command where earlier fights had left plenty of matter lying around, and suck all that up for a second round of combat (obviously being plinked by MC in the meantime).
Here it is, we're back in action with plenty of matter. ROUND 2!
Well, we ended up completely disarming MAIN.C, no weapons left, so... of course he took off running at light speed and there's no way we could both catch him and deal enough damage.
Needed a new plan...
We scavenged several Stasis Projectors and waited in ambush, but it turns out those are not at all effective against enemies you actually want to hold for any length of time (they sure work well on you, though xD--I'll probably revisit these because it would've been nice if it worked here).
For posterity, the Stasis meme build:
In any case, after that failed the new idea was to just load up 5x KI weapons at once and let out volleys every time he'd pass by in a frenzy. He still had five hover units, but those didn't last long to all these weapons, as he got slower and slower and eventually, finally, fell.
(This long drawn out recovery process wouldn't have worked very well if we hadn't already taken out both Garrisons, making reinforcements impossible.)
(It would've been hilarious if MAIN.C was fitted with a backup laser by the Mechanics still hanging around, but he never dropped out of flee mode so that couldn't happen.)
After that it was just a matter of taking out a few prototypes that had scattered on MAIN.C's death, working our way back up to the originally heavily guarded exit, only to find it had become an empty graveyard.
Won!
And not just a regular win, either, it was my first "+" win, and also my first visit to S7, and first attack on Command. I've never aimed for any of these goals before so that's maybe not saying a whole lot in terms of skill, but it was certainly interesting and a lot of fun :D
I also earned a whopping 20 achievements, not bad since I'd already reached 50% by the time this run started. And this is by far my highest score ever (thanks to nuking all those bots in Command). I generally get wins with about 30k, and my highest ever is about 45k back when I used to farm Access with combat builds in Alpha.
One of the other interesting stats pulled out of this run is that despite its length, and focus on combat, only 46 parts were lost the entire time!
Cogmind - Beta 7.2 @@@ ROGUELIKE MODE
Name: Kyzrati
---[ HEADING TO FLEET! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (702) 3510
Value Destroyed (40458) 40458
Prototype IDs (45) 900
Alien Tech Used (6) 1200
Bonus (64814) 64814
TOTAL SCORE: 115382
Cogmind
---------
Core Integrity 871/1600
Matter 300/300
Energy 986/1000
System Corruption 0%
Temperature Cool (7)
Location To Fleet Rendezvous
Parts
-------
Power (2)
Vortex Chain Reactor
Propulsion (4)
Centrium Heavy Treads
Enhanced Armored Heavy Treads
Utility (14)
Large Storage Unit
Large Storage Unit
Large Storage Unit
Compact Battery
Experimental Optical Array
Experimental Targeting Computer
Experimental Target Analyzer
Improved Armor Integrity Analyzer
Medium Regenerative Plating
SHELL Armor
Experimental Focal Shield
AEGIS Remote Shield
Weapon (5)
Hardcell Cannon
Linear Accelerator
Linear Accelerator
Sigix Broadsword
Inventory (22)
Quantum Reactor
Improved Quantum Reactor
Biometal Heavy Treads
Compact Matter Pod
Compact Matter Pod
Advanced Melee Analysis Suite
Advanced Weapon Cycler
Layered Light Armor Plating
Improved System Backup Module
Heavy Proton Cannon
Compact HERF Cannon
Enhanced Nova Cannon
Null Cannon
Helical Railgun
Helical Railgun
Linear Accelerator
Compact Tesla Bomb Launcher
Gamma Bomb Array
Containment Facilitator
Stasis Projector
Peak State
------------
Power
Vortex Chain Reactor
Propulsion
Centrium Heavy Treads
Enhanced Armored Heavy Treads
Utility
Large Storage Unit
Large Storage Unit
Large Storage Unit
Experimental Optical Array
Long-range Terrain Scanner
Advanced Terrain Scan Processor
Experimental Targeting Computer
Experimental Target Analyzer
Medium Regenerative Plating
SHELL Armor
Experimental Focal Shield
AEGIS Remote Shield
Weapon
Gamma Rifle
Sigix Terminator
Sigix Broadsword
Inventory
Particle Reactor
Improved Quantum Reactor
Biometal Heavy Treads
Experimental Cooling System
Compact Battery
Advanced Hacking Suite
Improved System Backup Module
Transdimensional Reconstructor
High-powered Transdimensional Reconstructor
Gamma Rifle
Gamma Rifle
Compact HERF Cannon
Null Cannon
Helical Railgun
Helical Railgun
Helical Railgun
Compact Tesla Bomb Launcher
Compact Tesla Bomb Launcher
Sigix Terminator
[Rating: 231]
Favorites
-----------
Power Vortex Chain Reactor
Engine Light Angular Momentum Engine
Power Core Light Neutrino Core
Reactor Vortex Chain Reactor
Propulsion Flexi-carbon Leg
Treads Centrium Heavy Treads
Leg Flexi-carbon Leg
Utility Large Storage Unit
Device Advanced Sensor Array
Storage Large Storage Unit
Processor Experimental Target Analyzer
Hackware Hacking Suite
Protection SHELL Armor
Weapon Helical Railgun
Energy Gun Cooled Pulse Rifle
Energy Cannon Heavy Proton Cannon
Ballistic Gun Helical Railgun
Ballistic Cannon Linear Accelerator
Launcher Compact Tesla Bomb Launcher
Special Weapon Stasis Projector
Slashing Weapon Sigix Broadsword
Piercing Weapon Enhanced Force Lance
Special Melee Weapon Datajack
Stats
-------
Bonus Breakdown 64814
High Alert Combat Kills 27027
Follower Combat Kills 3165
Met Data Miner 300
Met Warlord at Base 500
MAIN.C Attacked Warlord 1000
Built Enhanced Grunts 300
Met R17 at Cetus 500
Used Core Reset Matrix 3000
Met R17 at Research 2000
Met Warlord at Research 2000
Destroyed MAIN.C Guards 500
Met MAIN.C 5000
Destroyed MAIN.C Shell 5000
Destroyed MAIN.C 10000
Win 3000
Win Speed 1670
Friendly Fire -148
Combat Hostiles Destroyed 599
Melee 24
Guns 158
Cannons 4
AOE 372
Classes Destroyed 23
Worker 19
Builder 10
Hauler 9
Recycler 16
Carrier 29
Minesweeper 2
Mechanic 1
Operator 3
Watcher 12
Swarmer 114
Saboteur 27
Grunt 168
Brawler 29
Duelist 33
Protector 12
Researcher 2
Sentry 29
Demolisher 14
Specialist 10
Hunter 66
Programmer 92
Behemoth 2
Striker 1
Major NPCs Destroyed 1
MAIN.C
Best Kill Streak 184
Combat Bots Only 165
Best States 0
Heat Dissipation 92
Coolant Potential 100
Energy Generation 55
Energy Capacity 1000
Matter Stores 450
Matter Capacity 450
Sight Range 23
Robot Scan Range 16
Terrain Scan Range 24
Terrain Scan Density 210
Heat Shielding 100
Armor Coverage 1125
Resistance: KI 30
Resistance: EM 15
Point Defense Rating 240
Weapon Cycling 25
Evasion (%) 40
Targeting Accuracy 12
Melee Accuracy 8
Target Analysis 12
Armor Integrity Analysis 50
Recoil Reduction 4
Particle Charging 25
Datajack Penetration 100
Offensive Hacking 10
Matter Collected 14025
Remotely 70
Salvage Created 19736
Parts Attached 643
Power 28
Propulsion 54
Utility 265
Weapon 296
Unidentified Prototypes 34
Parts Lost 46
Power 4
Propulsion 6
Utility 7
Weapon 29
Average Slot Usage (%) 87
Naked Turns 1
Spaces Moved 14159
Core 6
Treads 6596
Wheels 0
Legs 7557
Hover 0
Flight 0
Fastest Speed (%) 200
Average Speed (%) 72
Slowest Speed (%) 50
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 32
Targets Kicked 0
Targets Crushed 0
Cave-ins Triggered 1
Spaces Dug 2091
Melee 240
Projectile 168
AOE 1683
Heaviest Build 186
Greatest Support 160
Greatest Overweight (x) 4
Average Overweight (x) 0
Largest Inventory 26
Average Capacity 18
Most Carried 22
Average Carried 17
Final Capacity 22
Final Carried 22
Damage Taken 28462
Core 1403
Absorbed by Shields 11410
Missiles Intercepted 0
Average Core Remaining (%) 81
Depth 11 Exit 100
Depth 10 Exit 93
Depth 9 Exit 42
Depth 8 Exit 79
Depth 7 Exit 96
Depth 6 Exit 85
Depth 5 Exit 82
Depth 4 Exit 98
Depth 3 Exit 96
Depth 2 Exit 76
Depth 1 Exit 54
Volleys Fired 709
Largest 5
Hottest 288
Shots Fired 2045
Gun 1760
Cannon 215
Launcher 65
Special 5
Kinetic 1113
Thermal 434
Explosive 2
Electromagnetic 456
Entropic 35
Robot Hit Streak 290
Robot Miss Streak 2
Penetration Max 1
Secondary Targets 29
Max Gunslinging Chain 3
Shots Hit Robots 1488
Core Hits 1065
Critical Hits 184
Critical Kills 48
Critical Parts Destroyed 68
Overload Shots 1
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 423
Impact 0
Slashing 390
Piercing 30
Sneak Attacks 32
^Combat Hostiles 1
Follow-up Attacks 0
Knockbacks 34
Impact 5
Kinetic 29
Secondary 0
Damage Inflicted 344586
Guns 27958
Cannons 7305
Explosions 297721
Melee 11268
Ramming 334
Kinetic 20516
Thermal 297470
Explosive 519
Electromagnetic 13087
Impact 0
Slashing 10105
Piercing 1163
Entropic 1392
Overflow Damage 27
Projectiles 18
Explosions 9
Melee 0
Self-Inflicted Damage 296
Shots 15
Rammed 32
Highest Temperature 526
Average Temperature 99
Received Heat Transfer 3068
Shutdowns 3
Energy Bleed 6
Interference 3
Damage (minor) 1
Highest Corruption 21
Average Corruption 6
Corruption Purged 41
Message Errors 96
Matter Fused 105
Heat Flow Error 43
Energy Discharge 50
Parts Rejected 10
Data loss (database) 71
Misfires 16
Alerts 3
Misdirections 13
Targeting Errors 92
Weapon Failures 13
Depth 7 End 5
Depth 6 End 8
Recyclers Shooed 11
Haulers Intercepted 9
Robots Corrupted 46
Combat Hostiles 40
Parts Fried 124
Impact Corruptions 2
Robots Melted 1
Combat Hostiles 0
Parts Melted 28
Heat Transferred 16148
Parts Sabotaged 0
Parts Stolen 0
Parts Stripped 0
Parts Self-Destructed 97
Prevented 5
Power Chain Reactions 9
Communications Jammed 0
Distress Signals 0
Times Spotted 538
Peak Tracking Total 15
Tactical Retreats 57
Parts Field Recycled 0
Retrieved Matter 0
Drone Launches 11
Drone Recoveries 0
Traps Triggered 20
Indirectly 7
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 17
Traps Extracted 0
Installed 4
Triggered 12
Machines Disabled 54
Max in Single Turn 4
Machines Sabotaged 0
Data Cores Recovered 2
Used 1
Machines Hacked 56
Terminals 44
Fabricators 2
Repair Stations 0
Recycling Units 2
Scanalyzers 0
Garrison Access 1
Total Hacks 161
Successful 79
Failed 75
Catastrophic 14
Database Lockouts 0
Manual 78
Unauthorized 40
Terminals 111
Fabricators 5
Repair Stations 0
Recycling Units 6
Scanalyzers 0
Garrison Access 4
Terminal Hacks 90
Record 16
Part Schematic 8
Robot Schematic 4
Prototype ID Bank 5
Open Door 4
Branch Access Points 3
Alert Level 3
Unreport Threat 13
Locate Traps 2
Disarm Traps 1
Recall Reinforcements 1
Zone Layout 2
Hacking Detections 46
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 14
Terminals 14
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 4
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 8
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 14
Relay Couplers Released 3
Machine Destruction 3
First RIF Depth 0
Robots Hacked 2
Non-combat 2
Combat 0
find_chute 2
Allies Hacked 0
Hacks Repelled 0
Total Allies 29
Largest Group 10
Highest-Rated Group 596
Highest-Rated Ally 156
Total Orders 43
STAY 15
GOTO 7
FOLLOW 13
EXPLORE 8
Terraforming Orders 0
Walls Tunneled 0
Ally Attacks 353
Total Damage 13396
Kills 77
Allies Corrupted 2
Allies Melted 1
Peak Influence 12368
Average Influence 1950
Final Influence 12630
Maximum Alert Level 5
Low Security (%) 33
Level 1 17
Level 2 21
Level 3 5
Level 4 0
Level 5 21
Triggered High Security 1
Turns 3308
Squads Dispatched 93
Investigation 6
Extermination 29
Reinforcement 22
Assault 36
Garrison 0
Intercept 0
First Intercept Depth 0
Derelict Logs Recovered 3
Scrap Searched 8
Exploration Rate (%) 31
Regions Visited 25
Branch Regions 14
Pre-discovered Areas 2
Known Exits Taken 15
Unknown Exits Taken 9
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 22042
Turns Passed 29938
Depth 11 66
Depth 10 303
Depth 9 720
Depth 8 694
Depth 7 946
Depth 6 2735
Depth 5 6447
Depth 4 2451
Depth 3 1934
Depth 2 4680
Depth 1 8962
Scrapyard 66
Materials 1717
Factory 5810
Research 2319
Access 2969
Lower Caves 1567
Upper Caves 1049
Proximity Caves 1872
Data Miner 124
Warlord 743
Extension 1086
Cetus 328
Quarantine 860
Testing 2259
Section 7 1176
Command 5993
New Achievements 20
Prototype IDs
---------------
Improved Quantum Reactor
Vortex Chain Reactor
Centrium Heavy Treads
Enhanced Armored Heavy Treads
Experimental Cooling System
Experimental Optical Array
Experimental Targeting Computer
Experimental Target Analyzer
Medium Regenerative Plating
SHELL Armor
Experimental Focal Shield
AEGIS Remote Shield
Gamma Rifle
Heavy Proton Cannon
Null Cannon
Helical Railgun
Compact Tesla Bomb Launcher
Containment Facilitator
Fabricated
------------
Nothing
Alien Tech Used
-----------------
Core Reset Matrix
Sigix Broadsword
Integrity Redistributor
Integrated Dissipator
Subatomic Replicator
Sigix Terminator
Route
-------
-11/Scrapyard
-10/Materials (discovered 3 exits: *Mat / [*Min x2])
-9/Materials
-8/Materials
-7/Factory
-6/Factory (discovered 2 exits: *Low x2)
-6/Lower Caves
-6/Lower Caves (discovered 2 exits: *Fac / *Dat)
-6/Data Miner
-5/Proximity Caves
-5/Factory (discovered 4 exits: *Fac x2 / *Upp x2)
-5/Upper Caves
-5/Upper Caves
-5/Warlord
-4/Proximity Caves
-4/Factory (discovered 2 exits: *Res / *Ext)
-4/Extension (discovered 2 exits: *Res / *Cet)
-4/Cetus (discovered 2 exits: *Res / [*Arc])
-3/Research (discovered 4 exits: *Res / Arm / *Qua x2)
-3/Quarantine
-2/Research
-2/Testing (discovered 2 exits: *Acc / *Sec)
-2/Section 7
-1/Access (discovered 2 exits: [Sur] / *Com)
-1/Command
To Fleet Rendezvous
Achievements
--------------
40k Club
50k Club
All-out Warlord
Boltbath
Corridor Of Doom
GoHome()
Gun Specialist
Gunslinger
Hard Hitter
Home At Last?
Meet Your Maker
Nope
Rambo
Reappropriation
Sniper
Torch
Ultimate Loadout
Victory By Combat
WMD
void main()
Challenges
------------
None
Game
------
Seed: GlidesysArmageddonActivator
Manual?: 0
Play Time: 831 min
Cumulative: 6655 min
Sessions: 15
Easy Mode: 0
Game No.: 40
Easier: 0
Easiest: 0
Win Type: 2
Total: 7
Types: 6/0/1/0/0/0/0
Lore%: 21
Gallery%: 65
Achievement%: 58
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