I've been working on this for a good while, in the hopes of creating a decent resource that covers enough areas of top-level play. ![]() I played Doomrl with a similar competitive drive, along with a handful of other players that pushed the limits of the achievements in that game. In fact, I was a *huge* fan of the game's spiritual predecessor, Doomrl. I'm Sylph, a big Jupiter Hell fan, always trying to push myself to play at the most competitive levels I'm able. I also just recorded a more advanced video with commentary, that explains tactics and game mechanics you might have missed: I wrote a guide years ago for Doomrl, and I'm hoping this guide can be as useful for JH players!įirst of all, I have a video featuring a bunch of Jupiter Hell tips that you might want to check out here: My intent here is to cover a lot more depth and detail than I managed in my basic tips video (which is linked in this section, and I'd recommend watching it before reading too much further.) I hope it's somewhat helpful. There are many situations where it's not worth taking, and often it's down to what you've picked up, so putting whizkid 'into your build' can be a mistake.This is a basic first attempt at a Jupiter hell guide. What I was hoping to point out is that whizkid isn't just an all-situations god trait. If your character uses weapons that need it, and you can't get it from AV headgear and amps, then yes, whizkid is good here. There are times where you get all you need from amps, or even don't need any at all (weapons like the hunting rifle, most sniper rifles etc don't really benefit from it, but stuff like SMGs get a *huge* boost from target tracking). Melee builds might not need whizkid at all! Now I can get behind this! If you need target tracking, whizkid 1 is a great way to get it. I think Whizkid 1 is pretty critical now since Target Tracking for helmet and armor can no longer be obtained without it. ![]() Originally posted by Packet ( ゚ ヮ゚) Overflow:I find whizkid 2 pretty amazing if you are looking to build a monster plasma rifle.I can see that, because triggerhappy is specifically powerful for a plasma rifle, but honestly, a plasma rifle is so outclassed by so many other weapons, I wouldn't really want to waste traits to boost such a mediocre weapon. I believe the only way to get more critical damage is with the Sniper scout mastertrait or the Crit Enhancer 25 helmet Power mod perk. The "Critical 25" on a weapon from an accuracy mod adds 25% critical chance. This second row is missing if your attack can't crit. A second row beneath appears if you can crit and shows you the calculated critical damage and the crit chance. One row shows the hit chance and damage of your shot. You can see all the math on the upper right of the screen below the enemy health. Holding the revolver you have a 20% chance to do 200% damage. So holding a 9mm pistol you have a 0% chance to do 150% damage. This is before any other mods or trait bonuses like Son of a Gun are added. The revolver also states it has 20% crit chance which is added to your base 0% crit chance. The revolver says +50% crit damage bonus which means it does +100% total crit damage, or double damage. ![]() 44 Revolver are additive to the base 50%. Weapons that specify further critical damage bonus like the. ![]() Unless I'm wrong, base crit is +50% or 1.5x damage and base crit chance is 0%. My favourite modpack effects are all reachable with whizkid:1, and many of the nice ones don't need any whizkid at all (B:fast switching, B:fast reloading, B:Bot scanner, A:aim assist, A:+max range on helmet, A:+ideal range on weapon). In doomrl assemblies made whizkid an absolutely amazing trait (and loads of fun!), but in Jupiter Hell I find it pretty underwhelming. I do like whizkid, but I'm not particularly mad on it. Whizkid itself doesn't increase the bounty from tyre outpost, whereas tinkerer *hugely* increases it!! :D I also like to get a rank or two in 'skilled'. Nowadays I don't bother - marine and scout have better ways of getting good movespeed and dodge, and the technician doesn't synergise well with them for me.įor a technician, I find that getting 'tinkerer' is a lot more important than whizkid for tyre outpost. Personaly, I tried movespeed and dodge quite a lot, but found them both pretty negligible. What are all the agility effects you want whizkid2 for armour? I'm guessing movespeed and dodge? I've tended to just ignore dodge with technicians! Without hellrunner it's pretty hard to overcome the dodge penalties of armour, and hunker down only works when you're not moving, so you don't get any dodge when hunkering, which seems to be the tech's best defensive strategy!
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