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Tvtropes jupiter hell
Tvtropes jupiter hell











tvtropes jupiter hell

Smoke cloud will also put you out if you are on fire, and your regular smoke cloud will replace a poison cloud. Unlike the other two this takes a turn to activate, but it will still stop non-adjacent enemies shooting at you. Tech: Smoke Screen – Creates a cloud of smoke around you which obscures vision.This can be great for fleeing, for repositioning into better cover, or for giving yourself a chance to reload and aim for one big attack. If you attack while stealthed, you lose stealth but get a huge crit bonus on the attack. Scout: Stealth – Turns you invisible for a few turns.Any time your pain is stopping you killing an enemy, activating Adrenaline will solve most of your problems.

tvtropes jupiter hell

  • Marine: Adrenaline – Heals you a little, removes all pain, and stops you gaining any pain for a few turns.
  • Don’t forget they are there! Scout and Tech can overcharge their class resource so you are often losing mana you didn’t use when you leave a level. READ: Jupiter Hell: Complete Weapons GuideĮach class has a skill which can be used to get them out of trouble. Most enemies will follow you if you retreat, so you get a chance to shoot at them while they are in the open.

    tvtropes jupiter hell

    Unless you are using a weapon with splash damage (shotguns or launchers), you are almost always better off moving to a better location rather than trying to hit an enemy with good cover. Traits (from levelling up) and weapon perks (from modding or finding blue weapons) are good ways to improve a weapon’s ranges and hence improve the accuracy of all your shots.įor more detail, check out Range. adjacent) you will have reduced hit chance. So with a minimum range of 2, 2 squares away is okay, but 1 square (i.e. You have reduced accuracy against enemies closer than that range. Here the 4 and 8 are the Optimal and Max range as above. Some weapon types (auto, semi, rotary, launcher) give 3 ranges, e.g 2/4/8. If you are using a lower accuracy weapon like a revolver, consider using the Aim command before taking long shots, or using the terrain to force enemies to move closer to you. This means when shooting a target at range 6 (maximum sight range on most levels) a 3/6 weapon will have lower accuracy (25%) than a 5/6 weapon would (50%). For distances above 3 all the way up to 7, the accuracy falls off linearly from 100 to 0. This means 100% base accuracy for any target within 3 squares of you (diagonals calculated with pythagoras), and a max range of 6, meaning it has 0 chance to hit at range 7. The reason this is the biggest killer of new players is that your pain can quickly go up during a shoot-out where you started in a good position with a nice chance to hit, but end up not able to hit anything.Īlso keep an eye out for the weapon perk Resilient, and the armor perk painkiller, to mitigate the effect of pain.Ī weapon with range 3/6 has Optimal range 3, Max range 6. You can use a medpack or the Marine skill Adrenaline to clear the pain, or else you’re better off waiting or fleeing. If your pain is too high, your hit chance will be too low to reliably hit. When you take damage you get a pain debuff, which reduces your chance to hit. There are 3 big things that reduce your hit chance: By the time you kill the easier targets, the others might have moved to better positions. When fighting multiple enemies at once, consider cycling through the enemies with the next target button to see what each hit chance is, as well as which ones are already injured, and maybe which ones have more dangerous guns. You are better off taking a turn to aim or re-position in order to get one good shot, rather than spending multiple turns missing the same low-chance shot. The To Hit % in the top right corner is the most important thing to keep an eye on when fighting.













    Tvtropes jupiter hell