Avoiding getting shot is still generally better. Some abilities can fuel themselves off of your pain, though, so it's possible to build around it, not that I'd recommend it. This messes up your aim, and goes up as you take damage. Dodge bonuses for moving are still in, and waiting in place both gives you an aiming bonus to your next shot and a hunker bonus that magnifies cover for that turn. Your odds of hitting and being hit factors in whether you or your enemy is up against cover of some kind. Cover plays a much larger role in the game than before.It is not possible for you or any other thing in the game to move diagonally. Here is a list of ways in which Jupiter Hell might be different from a very similar game you might have played, as of update 0.9.6: Fight your way through a bunch of the moons of Jupiter, each overrun with demonic forces, arming yourself to the teeth with heavy weaponry! It has a premise very much like Doom, but legally distinct from Doom. So here's a thread about the next best thing: Jupiter Hell! Jupiter Hell is a turn-based classic roguelike, with random level and gear generation, permadeath on runs, you get the idea. Well, I'd really like to agree, but unfortunately, Zenimax disagrees! You'd think, hey, that doesn't really seem like they mesh. demons, absolutely banging metal tracks, has one of the best bad 90's comics of all time? Yeah. The doomrl guide I mentioned had a tactics section really early, but doomrl needed its corner-shooting and knockback explained as a higher priority than I feel JH does.Heeeeey! How many of you like roguelikes? And by roguelikes I mean the CLASSIC stuff? NetHack, ADOM, I guess DCSS counts. I think once I expand it a little more I'll bump it up. Currently, now that I think about it, I guess I usually buy bulk mods to get durable and fire resistant armour, use power mods for bleed resistance (meshed), and my accuracy mods usually go on helmet or guns! I'll have to try accuracy mods when I'm not playing whizkids. That said, I'm a massive fan of smoke shotgunning! I think I even put a little clip about it in that video guide the other day! I'm sure the way we define panic button is important here, but my feelings are that the scout, and to a much lesser extent the marine, can use their class skills to save a sudden 'oh god I'm gonna die now' situation, whereas tech smoke needs to be used ahead of time. I'm with you regarding technician smoke, but I still wouldn't call it a great panic button. but I admit that I die a lot due to enemies getting too close :) so I might need to reevaluate my priorities. Switching to a close-range weapon when opening a door or going around a corner solves most of the need for Swap Harness. Power has a Fresh Mag, and Bulk is mostly defensive. They make all of your bullets much more likely hit the enemy. I would also add a sentence or two about doors: that it's sometimes viable to shoot them open if not, most times you want to close them after yourself and almost always it makes sense to switch to a SMG/shotgun when opening doors. Weapon characteristics and classes are mostly documented, and tactics are not. I would put "Tactics" section way higher. Drumroll launcher is an excellent addition to the panic button as well. Shotgun works well too, especially with Swap Harness, especially when it is the Jackhammer. I played a few infinite trials recently, and I find that Tech does have an excellent panic button: Smoke screen + grenade launcher. This is what the JH community needs in order to be more friendly to new players. I'll keep it here for visibility and relevance in the topic's discussion, and I'm always happy to hear opinions and tweak it in future. I'm much happier with it now, after many discussions, very significantly including this one! (Thanks for the recent feedback on the tier list folks. That being said, there should already be plenty in there. In the future I'll be adding more info on exotic and unique weapons, strategies for the special levels, specific build ideas, and nightmare/apocalypse play. I'd love to hear any comments on what could be added, what is wrong, and what is helpful, so if you fancy a read, give it a whirl. I finally decided to put the first version of it up. I've been chipping away at a guide for jupiter hell for quite a while now. (Note - for the TLDR crowd - there's a 'short guide', forming just one chapter near the start, which is a great place to go for players that want a guide, but don't want to read a novel.
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