Gunslinger - using two pistols or SMGs at once? Yes, please! However, there are a couple pitfalls.As the game progresses, the amount of tougher enemies rise, so make a judgement call for yourself. However, maxing it out is up to you: at least it should not be done in the earlier levels, because once you get to the +3 damage, your target will be most likely already dead. However, it does work with Marine’s Onslaught, as well as Technician’s Entrenchment. using stimpack, throwing grenade, opening door etc.), the bonus is reset. Getting +1 damage bonus per bullet seems to be a great idea, but there’s a catch: once you move, reload or execute any action other than shooting (e.g. Sustained Fire - trait for SMGs/assault rifles/chainguns.Of course, you have no penalty to carry one of those for close combat emergencies, but I’d still recommend sticking with pistols because of the lower ammo consumption. Son of a Gun - pistol/SMG trait, take it if you plan to use pistols or SMGs take a note though that generally you only want to main SMGs if you either found some good SMG (either 7.62 assault SMG or 7.62 CRI SMG, others will make you run out of ammo fast) or if you plan to use Marine’s Bulletstorm master trait later.With such modifiers as Powered (only available on AV armor), Metabolic Boost and maybe a proper relic, you can get to ridiculous movement speeds, but first 30% are probably the most important, since they will allow you to outrun fast exalted monsters. Additional dodge bonus makes it even better. In comparison to the other speed-increasing talents such as Running and Dash, this does not provide too much of a bonus, only -30% movement time, but it always works without any if’s: you always move faster. Movement speed is everything in roguelikes: this talent won’t help you out much in regular combat, but will save your skin during emergencies, and that’s what you should plan for: emergencies. Hellrunner - probably one of the best basic talents in the game, you want to pick it early especially if you are not too experienced with the game.Despite for the same name, it is different for all the classes, so it’ll be listed for each class individually. Skilled - trait that amplifies class powers.Those are the traits which can apply to at least two classes or all three. Usually, you make your build around your future master perk, or at least pick the master perk which should compliment your gameplay, so do not pick, say, Scout’s Ghost unless you will rely on stealth heavily. Also, each class has a selection of «Master» perks, which also depend on other traits and also require character level 8 for trait level 1, character level 11 for trait level 2 and character level 14 for trait level 3. Some traits depend on other traits, but can be picked up regardless of the level. Do not forget that you start on level 1, not on level 0, so on level 15 you only have 14 traits to choose from! In usual game, you can expect your character to go up to level 15, so plan accordingly. Each character class, no matter if it’s Marine, Scout or Technician, has a selection of perks to choose from, and those perks are the only reward for leveling up: you won’t get increased damage or health like in many other RPGs per level automatically, instead you have to rely on perks only. Generic traits, part 1 (v1.0)įirst of all, if you want to master any game with the «level up» / «build your character» system, you probably want to know the benefits of each skill in great details to create great or even overpowered builds. The guide is currently in process of being updated to 1.0. I am testing all the strategies listed here on Ultra-Violence to make 100% sure that they are not just working on Hard, but are at least relatively optimal, so keeping the guide relevant might take some time.Īlso, spoiler/bad-spelling heavy. Version numbers near sections indicate the last time the strat was tested. I’ll try to update this guide as possible. In other words, in case if you are a professional video game journalist and therefore can’t complete the tutorial, this guide is definitely not for you. This guide only covers «harder than hard» achievements. DYING ON «EASY» IS A PART OF THE LEARNING PROCESS, WE’VE ALL BEEN THERE. DO NOT SPOIL YOUR FUN IF YOU HAVE NOT YET DONE AT LEAST REGULAR «EASY» AND «MEDIUM»: YOU SHOULD ALREADY KNOW HOW MOVEMENT, COVER ETC WORKS BEFORE YOU PROCEED. THIS IS AN ACHIEVEMENT GUIDE AND NOT A GENERIC «HOW TO PLAY» GUIDE. Some strategies for getting tricky achievements that worked for me, in hopes that they would work for you too.
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