![]() ![]() Back Stab: The Scout's Executioner melee ability as well as the Assassinate mastery lends itself quite nicely to this kind of play, especially since being in Stealth massively ups your chance to crit.Rocket (and other) launchers are awesome weapons… until an enemy closes to melee range and there isn't a wall in the right position to hit them without blasting yourself, too.Such weapons are excellent for a character that does have the relevant traits… but not you. As with DRL, ADV and unique weapons are often hit by this trope if your build doesn't specialize in their weapon type.The Marine class has a downplayed version of that with Survivor, which prevents death once per level, but only if the HP amount at the start of the turn was already higher than 25 (20 at upgraded level).The Scout class's Second Wind trait saves them from death and heals them to 50%, but only once per run.Auto Doc: Medical stations allow players to heal, extract a medkit, or permanently raise their maximum health.If you take Wizard master trait as Technician you can summon a drone yourself. However, the security drones also hit harder than any grunt with the respectable firepower of a 9mm auto-rifle, while the military drones also possess better anti-armor damage with their 7.62mm ammo. Security drones are the most fragile opponents in the game, with about half HP of even the basic former grunts, with combat drones being on par with them and the military drones possessing the same 30 HP as most hellish/former CRI enemies. Attack Drone: Come in the security, combat and military varieties.Artificial Stupidity: If you slip out of sight, former human-type enemies will mindlessly break cover and/or follow you around corners, making it much easier for you to blast them.Armor-Piercing Attack: 7.62mm weapons, especially rifles, punch through armor far better than standard 9mm.Arbitrary Gun Power: For balancing reasons, a single 9mm bullet fired from an SMG, auto rifle or a chaingun will do at most half the damage it'll deal if shot out of a pistol.Apocalyptic Log: The various terminal messages on all the moons paint a picture of an operation that was going to hell well before hell came to it.This helps you make sure no loot is overlooked before moving on. When you've cleared the last enemy on a level, any remaining items on the floor become permanently visible, even if they would normally be outside your line of sight.Explosions don't destroy items as they do in DRL, and effects of Exploding Barrels only stick around for a short while.Unlike DRL, there are no "mystery" switches, much less ones that will flood the entire level with lava or acid.Which is nice, as enemies can wander around the whole map, and hunting them down would otherwise have the potential to be headache-inducing. When you're down to the last three enemies on a level, their location is highlighted on the minimap.Jupiter Hell is available on both Steam and GoG. Similar to its predecessor, a plethora of randomized levels, equipment, and various challenges await as you take the fight to the hellspawn. You're a lone marine battling your way through Jupiter's moons, encountering corrupted former humans, crazed machines, and fiends from the depths of hell. There aren’t a huge number of enemy types, especially compared to the vast number of handguns, rifles, machine guns and other weapons, consumables, and special upgrade stations to find, but the ones that are there are pretty aware of their surroundings and their tactical options.Jupiter Hell is a commercial Roguelike that is a Spiritual Successor to Chaosforge's previous game, DRL Enemies very often approach from several directions, so taking the advantage of that turn-based mechanic to really study the environment is critical, and one of the things that makes the game so much fun and very addictive despite the frequency of death. A word of warning, though, this is the absolute worst way to play Jupiter Hell, because it is a game very much is built around chess-like moves involving timing, cover, and the appropriate use of weapons at distance. Even though every movement or action (shooting, reloading, etc) is a turn, you can move through them very quickly using the D pad. ![]() There is a turn-based mechanic underneath movement and combat but Jupiter Hell allows you to approach both very methodically, or treat the game almost like an action RPG. Addictive Challenge with a Heavy Metal Vibe ![]()
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