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Een vertaalprobleem melden
It really comes down to personal preference or how you like to play.
Even within the team we all have our own preferences of equipment and combinations of them. Personally, the Transpositron is one of my absolute favorites - extremely fun and highly useful. The Hard Light Projector is effectively a shotgun (yes you need to get close) but with the added benefit of being able to shoot through things. I won't spoil it, but against certain enemies it's easily the most powerful weapon. I could go on, as each weapon and gadget has situations where they excel at.
I think it's just like any other game - everyone has their preferences. Thanks for sharing yours!
Gravity distorter is impossible for melee enemies to walk out of and it's big enough to get about 3 of them. I thought it was okay to stall eg on flamethrower chararher for guys I can't reach in one turn
I think hard light gun is meant for cubes, not sure if it'll multihit some of the big guys later or if I imagine it.
I agree that the few long range weapons seem best on "average" missions.
Weapons - Most Used to Least
Higs Boson - The best weapon, not even close - I took ONLY the slow upgrade, the other upgrades seem like they make it weaker (speed/knockback = not holding the enemies in the electrity radius longer)
Laserizer - Great for Mummies, Runners, Werewolf, Vampire, 1st phase Troll, could headshot 4-5 small enemies (ghost/zombies) on small levels but better to leave them for other chars
Hard Light - Very good for 2nd phase troll, I think it slightly outdamages flamethrower at close range too.
Tesseract Launcher - Radius is crazy huge, but damage didn't scale as well as Higgs Boson to lategame.. Mines are nice because things that don't die still basically lose their entire turn due to having "slow" knockback. I even killed a charaters OWN boogeyman with it once. Would have used it more but I didn't dare use it without rocket boots because of worry about hitting allies.
Scoop Rocket - With default upgrades its pretty terrible, I actually intentionally shot off center to hit ground because i DIDN"T want enemies in air most of time. Horizontal upgrade version would probbably be fun on final map but, giant death cliffs are pretty rare in rest of game.
Quantum Modifier - Very comfortable on level with tons of ghosts, but that's about it.
Test Tube Launcher - messy and kind of short range, better than scoop rocket on normal maps.
Plasma Burner - works okay for easy missions but later when 8-12 enemies can appear at once its awful useless.
Riftinator - The most thematic weapon, I didn't practice with it enough but it could really delete a Mummy/Werewolf in one go. ALWAYS used unsummon for small enemies for easier aiming. didn't try ANY of the movement stuff at all.
Gadgets most used to least
Transpositron - Amazing: used to revive semi unreachable charathers, used to give all 3 guys the benefit of the Rocket charathers movement, used to kidnap trolls for easy close range kills - Carried by Laserizer charather. The 10 Seconds to do an objective turns into 5-6 from Rocket charathers + rest by transpositron charater to do them in 1 turn.
Rocket Boots - Good with practice, and I think the way monster spawning favors it, if 1 charather is REALLY far away they tend to have nothing after them (abusable for super long levels like the Northern Wastes) But on a small scale its good for position.
Gravity Distorter - Only get it every 2 turns, BUT it holds everything. Melee enemies, Jumping Trolls, ranged attacks (Mummy/etc) you can't usually shoot at enemies in it, except if you shoot on last charather to move with your action time so that the explosion is still going off at enemy turn when they are dragged to center.... Unupgraded I used it on runners 2-3 at once, after upgrade I used it on anything and could have 5-8 monsters in it.
Propeller - I found it a bit awkward and hurt myself more often than with rocket boots, its okay because its shareable. The real downside is that Zombie Runners are SUPER good at using it so you kinda want to throw a second one into a corner so they don't follow you up.
Subdueler - I found this very inconsistent compared to the Gravity, hit less guys at once, have to make sure it hits from front, very bad at heights,sometimes they just don't dance.
Max Plank - Fun but crazy dangerous until you get the upgrade, and even after it kinda has bad accleration, so I think rocketboot/propller can get more distance in same action time.
EE Goolander ( Unlocked after credits) - In 3 Star / Final Mission enemies like Mummy/Zombie Runner don't die to one headshot from Laserizer anymore and some weapons benefit more from it than others.
Time Bomb (Unlocked after credits) - The 4th turn was useful wish It didn't end up behind Advanced Vampire Assassin research ><
Uncertainty Helmet (Unlocked after credits) - I think this is a stronger enemy distraction than un-upgraded gravity, but with upgrade gravity sligtly wins.
Higgs Boson - Definitely a top 3 weapon, but also replaceable later by any fully upgraded explosive weapon with them having either better reliable damage (tesserocket) or more utility (tube launcher's bubble or booster rocket's rapid reload on primary shots that pick up enemies).
Laserizer - definitely another top 3 and is also harder to replace, and yet you can still completely ignore it if you have test tube launcher, tesserocket, or riftinator.
Plasma Thrower - Yep, pretty mid. The only significant use I got out of it was as a stun tool when leaving ice on the ground. Since enemy pathing is pretty simple you can preemptively stun multiple targets which can cause them to body-block other enemies behind them.
Rocket Booster Launcher - Doesn't really shine until you get the horizontal range and cluster rocket upgrades. Afterwards It becomes a pretty strong balance of damage and crowd control.
Hard Light Projector - ... I'm gonna have to attack the dev's comment a little bit here. While it can be a great tool against phase 2 trolls and poltergeist's objects there's one big catch to that... You have to close the distance first which directly translates to you doing less damage that turn as well as likely moving from a safer position to do so. Your biggest resource in this game is Time and no other weapon will waste it like the HLP. It's a bit better with the knockback upgrade as a defensive tool, but that's pretty much its only real value.
Every weapon is usable if you build your entire team around it, but none will hold you back as much as the HLP.
Test Tube Launcher - It's range isn't too short, it ragdolls most enemies making them waste their turn hitting the ground and getting back up, and has the bubbles that can both block mummies, poltergeist AND heal the team if needed. If I'm scoring it then I'd say 7/10 if a laserizer is on the team and 8/10 otherwise.
Riftinator - The singular weapon that I will outright call OP. The mobility it gives would make it top tier even if you took away its primary fire. With it you can have 1 character carry your entire team across the map without spending the other 2's Time. You can move so far that enemies don't have the option of fighting you unless you let them. Even if someone dies it can be used to reach the body then teleport yourself and said body away from danger before reviving. On top of all that it can be used to go through walls and climb buildings/cliffs without using stairs/lifts. Broken.
Quantum Modifier - Yep, pretty bad. The general value of things in this game goes Time/mobility > Immediate Damage > Health/Healing. So its strong suit is the least important thing in the game while using it to kill stuff will waste the most important.
The abusable Gadgets
Time Bomb - The singular OP gadget. The biggest value you get out of it is free reloads. Use your weapon -> repeatedly store and consume time to reload -> rinse and repeat. Any weapon that reloads gets a crazy dps increase.
Subdueler and Gravity Distorter - Both are crowd control items you'd use at the end of your turn, but I'm only talking about how to abuse them. The way the Devs tried to balance them is by making them usable once every other turn, but if you end your turn after throwing them and before they actually activate you'll be able to use them every turn to basically stun-lock enemies. Otherwise Gravity distorter is the worse of the 2 while Subdueler typically won't matter most of the time, but could be a life saver when it does.
Propeller - You can throw it at the bottom/top of stairs and watch melee enemies go flying when they try to reach you.