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I've reported this to the devs, and suggested they remove the 50% slash resistance from turrets.
There's a trick you can use on turrets if you have hellrunner 2. If you run in turret range you'll notice they'll bleep before attacking, with hellrunner your 0.8 turns movement means that you can get in before that and get an unopposed shot.
You choose also branches that have the fewer mechanical enemies.
Best path imo:
Callisto mines: No bots and lots of fiends which are good shotgun targets.
Callisto anomaly: Avoid entirely, or go in and pick one or 2 items and use skills or phase device to get out.
Europa: Avoid the main branch. Europa Dig Site can be a deathtrap but you'll have the easy Tyre Outpost at the end.
Io: Try to avoid most combat and focus on going forward. Io Warehouse on L3 is a reward level and you should enter it if possible.
Didn't seem too hard except for turrets, but that was on easy so I dunno. On harder difficulties I would probably just avoid turrets entirely unless I absolutely had to face them.
Best way IMHO is once you get an autoshotty and armor, make a beeline for the end while avoiding combat as much as you can. Honestly, I find the marine easier than the scout because of healing each level and adrenaline (especially when leveled x2) can save your life. As for traits, I used iron man maxed, skilled maxed, whatever the cheat death one is (you don't die if above 25 hps from a single hit, 1/level--awesome if you have a large medkit on hand). Then as I can, I pick up hell runner to help dodge.
Calisto Anamoly isn't too hard with a shotty, actually. Trigger and back out and just gun them down. Don't ever bother with vaults, unless you're really desperate. They are barely worth it.
Maybe make the shotguns stronger overall? I thought they were worse here than in DoomRL.
Or convert ammo 1:1
It was an active skill for shotguns that did a regular shot but with x8 armor stripping. It was removed because it was considered barely useful.
Perhaps a more useful property would be a chance to *stun* where an enemy loses a turn.
AoSh was one of the easier challenges in DoomRL but IMO that's because Shottyman synergized so well with the innate running ability and diagonal sidestepping, as well as Army of the Dead ignoring armor. We got none of that here.
I would suggest: smoke grenades are okay (not really a weapon, but a tool); slightly higher ammo conversion, a plasma shotty would be nice too for armored foes. Maybe the ability automatically have two mod slots per weapon would do it (since you're a nut for those guns, it would make sense you'd naturally be able to tweak them more).
Its really the med-final levels that are tough. The end boss is really easy with the above talents, especially if you save a teleporter.