![]() Further in, there are plenty of weapons (including classics like the chain gun) to snatch up and fire at will. Shotguns will annihilate entire crowds of close-up enemies, while pistols whittle down individual baddies and are fairly versatile for long and short ranges. Every weapon is powerfully satisfying to use, and each delivers gore in its own special way. Speaking of rampaging, Jupiter Hell hands you all the tools to do so gleefully. The strategic roguelike is quite similar to Into The Breach in the sense that you’ll want to give thought to every action before committing to them, however Jupiter Hell is much faster paced and lacks any way to rewind your rampage. This means that Jupiter Hell lets you examine every single choice you make in a way few games in the genre offer. Do you run for cover, or fire a shot at the combat drone and remain exposed? Retreat under fire, or stand and stay fighting? It’s a very cerebral process, and the result is a game that manages to flow between turns smoothly – which is why it’s so easy to slip up and play for the kill.įiring your gun – and other actions like moving, reloading and using items – uses up your turn and allows others to make their move. You need to quell the bloodlust and think about your moves. 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.That’s the thing – despite this being the fastest-paced turn based game I’ve ever played, it’s still a turn based strategy. 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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