44 submachine gun-that thing is excellent) or just a chaingun or hyperblaster with some decent mods for additional damage to higher health enemies, crit chance, and maybe range.Įnemies like Medusae and Archwarlocks are a reason to pull out the BFT 9k. On the BFT, I'll usually mod it for faster swap time and either Hunter (+8 damage to high health enemies) or a Second Chamber mod to double its capacity (so I need to reload it less).įor secondary weapons, I'll make use of something with rapid firing-either a decent exotic subgun I picked up earlier (e.g. The splash damage immunity is really helpful though, but covermaster can also give any build a 75% splash damage reduce.įor a Fireangel Technician, I usually end up bringing a BFT 9000-the immunity to splash damage means that you can BFG everything at point-blank range without worrying about killing yourself. Is the endgame boss also immune to fire by the way ? Aren't all those immunities making the build kinda pointless ? How do you think this class should be played late game ? Rushing through the Dante level without killing everyone ? Is picking hoarder + grenadier almost necessary ? ![]() The fire also prevents the archwarlock from bleeding which made him almost impossible to kill without plasma grenades (i could shot him indefenitely with the avalanche plasma rifle (3X20 damage), his health would not decrease i could kill him with a "deadly" (80 damage) plasma shotgun crits but that was kinda random and risky). ![]() I found the build pretty strong until i realised that all endgame threats (big robots, medusas and archwarlock) are immune to fire. Understanding the mechanics, solid tactics, managing resources well and not falling into complacency are all more important.Yesterday i was having a blast playing with a fireangel technician and made it to the Dante Inferno, then i lost because of some tactical mistakes and i ran out of ressources against a 2 Archwarlock + Archmedusa combo. That being said, a *completely optional* mode with persistent unlocks could be fun, if that's something the developers can justify the additional time to implement and balance, without taking away from the existing experience.Īs an aside, the way JH appears to be balanced, the power of the character's gear plays only a small part in whether a run is ultimately successful. If I can speak on behalf of the hardcore nerds, the lack of meta-progression is a big part of the attraction with Jupiter Hell, please don't take that away when classic roguelikes, especially to the level of polish of JH, are so few and far between. Thats for some hardcore nerds, I want progression that is fun Thats not the kind of progression I want. You're already a badass, free health won't help you. The player stats page tells you what challenges you've beaten, unique weapons you've found, and some other stuff, so you can use that as a metric for the progress of your skill as a player, which I think is more meaningful than the game making you artificially more powerful through meta-progression. ![]() Originally posted by Stargoat:Progression comes from beating challenges and harder difficulty levels etc.
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