linercopper.blogg.se

Jupiter hell mods
Jupiter hell mods




jupiter hell mods

Four times out of five, I’m content to stick with the pistol. 9mm SMG: Despite being a bullet hose that can spray out five 9mm rounds at a time, the SMG fails to consistently one-shot enemies that the pistol two-shots, and performs abysmally at range. You want your weapons to complement each other’s roles, not compete! With a rifle, the revolver would compete for. With a shotgun or a rifle, I’d take the 9mm: with a shotgun, the revolver would compete for its niche. Given the choice between the two in isolation (and enough ammo to use them), I’d take the revolver for its raw stopping power, and work around the range limitations, but when paired with a third weapon, the dynamic shifts. Theoretically the difference between a 4/7 weapon and a 3/6 weapon is a tile of range, but it’s a world of difference, and it means the revolver has a very different niche, almost more like a shotgun, for its close-quarters burst damage. vs.44 revolver: The 9mm pistol’s range is significantly better.Six bullets is more than enough, and when it’s not, eight rarely is, either. Technically it has a smaller clip size, but I never find myself hurt by that. 9mm calibrated: The calibrated 9mm is pretty much strictly better. It has a very “execution” feeling about it. Plus, it feels good to cap a big enemy with a pistol shot. Killing an enemy with 1 rocket and 1 9mm feels a lot better than killing that enemy with two rockets! Swapping to the pistol takes only 50% of a turn, so there’s about a 50% chance you get to take your next shot before the enemy has a chance to do anything else, depending on where in the enemy turn you are. Using a powerful main weapon, say you nearly kill an enemy, and are reluctant to spend another rocket or another five rounds of. With a 50% swap time, it makes for an excellent secondary. Mid- and late-game, the pistol finds a new niche: ammo conservation. The unintuitive part here is, by breaking line of sight, you give up the corner! But that’s okay, because the shotgun will still hit for 95% damage here, and the enemy will be dead before they can hurt you. This works on most humans, up to and including former commandos, as long as the initial pistol shot hits. In particular, a helpful trick for the intelligent enemies (former humans, bots) who will actually chase you is: shoot them with a pistol from around a corner to grab their attention, break line of sight, switch to the shotgun, and then BLAM when they turn the corner. In the presence of a shotgun, it becomes the ranged complement to the close-quarters superiority of the shotty weapon-switching is encouraged. In a situation like that, remember one of the virtues of the pistol: no minimum effective range! If you’ve had your corner taken from you, get up in their face and open fire: they actually have quite a poor hit chance against you, while the pistol suffers no aim penalties in close quarters.Įarly-game, a solid starter that you will nevertheless want to replace quickly. If you give up your ground too easily, however, you will be sad: once they have the corner on you, an engagement that could have ended with two pistol shots will stretch into you taking many, many bullets as you scramble to get an angle on them again. Try to break line of sight around a corner, if you can, and then hold that corner, waiting for them to come to you. Against more than one, though, it’s a bad time: you close the door, one opens it, and the other shoots you! Better off just opening fire and cursing your luck.įormer soldiers are where the pistol really starts to hurt, since they have clear fire superiority over you while you wield this gun, out-ranging and out-damaging you. If you open a door onto a fiend, close it!Ĭlosing a door is also helpful against a single former human, since they can’t open it again any faster than you can close it, so eventually, you’ll win out, and it’ll stay closed for a moment, giving you time to move aside and into cover - marginally better than sitting in the open. Because of this shortcoming, you’ll generally want to take corners wide, and get as good a look as you can into a room before going in, if a pistol is all you’ve got. Takes three against fiends, which is fine unless there’s more than one, or you blunder into one around a blind corner. Two-shots most early enemies, up to and including the former guard. Some of the best ammunition efficiency in the game at 14 damage per shot on a very common ammo type, but by the time you need to conserve 9mm ammo, you’ll usually have better options in other ammo types, like.






Jupiter hell mods