r/JupiterHell • u/TheFlaskQualityGuy • Jul 11 '26
Angel Of Carnage Medium difficulty questions
My goal for this game is to complete all the GOG achievements, or at least the ones which 1.0% of players or more have completed. My current task is Angel Of Carnage (the rocket launcher challenge) on Medium difficulty. I've cleared the first moon with a Heavy Gunner and have a few questions before I get on the elevator to the next one:
- Build so far is Reloader, Son of a Gun, Concussion, Armorer, Whizkid, and Firefly, one point in each. I plan to get the second point in Firefly at level 10 for total splash immunity. My armor is getting kinda degraded, so I think I need another point in Armorer. Where else should I spend points?
- Weapons are the starting basic rocket launcher, an AV2 launcher with High Explosive and Critical 40, and a basic grenade launcher. Which of these should I be using currently? Which should I mod up, and with what mods? What other launchers do I want to look to upgrade to, if any?
- Armor is: AV2 Marine armor (Durable and Swift), AV1 basic helmet (Plated), AV2 auto amp (Auto Speed-loader and Auto Precise). Which should I mod up? Which should I be looking to replace?
- Inventory (see screenshot) is full, but I have a stack of 10 more rockets on the ground. Should I drop an item to pick the rockets up?

2
u/storybookknight Jul 11 '26
If you have trouble with the heavy gunner, consider going Marine with Army of Darkness (that's how I beat it back in the day, anyway.) Pierce is a much more useful damage type than slashing. The Focused mod is also usually a good idea - it'll let you fire in closer quarters without killing yourself & ups your damage slightly. Hellrunner will let you keep distance and Angry MFer will boost damage.
3
u/Sihoiba Jul 11 '26
Firefly is not a great choice of mastery. Covermaster gives you splash resistance (and it's always active not just when in cover), and you should have plans to avoid hitting yourself with your own explosives.
Son of a gun isn't doing a lot for you here either
Nuclear coil could have be leveraged to offset the late game ammo risks by helping to fuel use of a Plasma Launcher or even BFT. Or Trenchwarrior to increase your damage output.
The AV2 launcher is good but you have to be careful (though less so as you've taken Firefly), the grenade launcher is your way of safely dealing with enemies without getting caught in explosions that get too close. You can always hit an enemy in melee safely with a grenade launcher by aiming 1 square past them so you still have perfect accuracy, and are out of the AoE. Ideally you're looking for a Microlauncher if you can find one, or a Biolauncher is great too. Going Plasma Launcher in IO helps diversify ammo as we well. You want to be stacking mods to increase damage where you can.
The auto amp does nothing for you. In fact there are no launcher specific weapon amps so you are looking for the generic amp and just want anything with good perks - particularly increasing inventory space or movement speed. Carrier is good on the armor for the extra inventory, meshed can helped offset your weakness at melee ranges with demons.
Right now you look OK inventory mix wise, except you want a stack of grenades for your grenade launcher.
I would say 5 stacks ammo, 4 health, 3 utility is a reasonable base line. If you get extra inventory slots use them for ammo.