Jupiter Hell began life as a turn-based, roguelike homage to a certain well-known space marine franchise, but has now been reborn with a new (if not necessarily original) storyline featuring familiar (yet different!) enemies and weapons, and a shiny new 3D upgrade. Upon landing, he discovers the zombified remains of his former compatriots, and demons/monsters running amok. Arming himself with shotguns, pistols, a chainsaw, and anything else he can find, he tries to piece together what happened and sends those beasties back to Hell. Stop me if this seems familiar - A space marine’s ship goes down near Jupiter’s moons. WTF This base sounded like a nightmare before all Hell broke loose… LOW Getting too cocky and being blown to smithereens because of it. HIGH Sending an army of hacked drones and combat robots to do my bidding. Scent-tracking exalted enemies with the Hunter trait can still follow you through gasses.Hell Is Other People (And Demons, I Suppose) This is also why they can perfectly follow Scouts even in stealth.Ĭlouds of smoke and toxic gas will break your scent trail and confuse them, as will teleportation. These enemies (and more!) can track you by scent, and will roughly follow your path through the level once they pick up your trail. Combined with manual targeting, you can move diagonally through destructible cover if you have a powerful enough melee weapon equipped. You can’t move diagonally under normal conditions, but you can melee diagonally and will move into the tile if you kill its occupant (unless holding Shift or the equivalent controller button). While vision-blocking effects like smoke and toxic gas limit what you can see, you can still fire through them with manual targeting and hit things, assuming you know where the enemies are (and they’d be visible if the cloud wasn’t in the way.This means you can shoot a rocket at a wall and damage whatever happens to be nearby, even if you can’t see it. This won’t do much damage on its own unless you have a shotgun with huge optimal range, but it can allow you to apply status effects to helpless targets at the expense of ammo. This means you can hit things beyond the edge of vision with them if they have enough maximum range. Normally, you automatically miss if you try and fire at an enemy outside of your line of sight. Not spending time finding or running to the terminal can save you a bunch of turns on Nightmare, limiting respawns. This also works on locked vaults except on some special levels and during the “Secure Vault” level event. With a ranged weapon, you can save yourself a turn of moving into cover. With a melee weapon and good awareness, you can break a door and move into a doorway to be adjacent to an enemy on the other side without giving them a turn to attack you first. You can do this too: just manually target and attack the door. ![]() If you’re next to two doors, the game will ask which. By default, that’s spacebar on keyboard and B on controller. Just press your “Action” button while next to a door. Warning: this guide contains minor spoilers. That said, knowing about everything in this guide will help a lot for attempts at Ultraviolence and beyond. You really don’t need to know about most of these to beat the game and are probably better off focusing on better positioning and inventory management if you are a new player. Jupiter Hell has a number of mechanics which are not immediately obvious.
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