3/24/2024 0 Comments Enter the gungeon helmet guy![]() ![]() There could probably be some improvement in adding passive effects to guns, such as small bonuses to "coolness" that improves chances of good room-clear drops, or altering the relative chances of particular items being dropped or available in the shop. With unique per-gun ammo and passive reloading being a thing, I think no gun is ever truly useless, even if some of the "boring" guns just generally lack character. Quote from: Sean Mirrsen on April 22, 2016, 10:17:19 pm I find it worthwhile to shoot up every chest I can't open, because sometimes it does give you the chest contents, or a consumable drop, instead of junk or an explosion. There's also a lot of heart container drops that honestly feel more like a heal than a max health increase (see: healing takes ridiculously long, if you lose enough health that you would have died without the heart container don't ever expect to see max health ever again). There a bagillion interchangable shotguns, rifles, and pistols, yet most of the desirable guns don't fit into any of those categories. ![]() The drops and guns are cool, but all over the place in usefulness. The result is most runs you get slowly and inevitably bled dry. You've got way more health than in most bullet hell games (6-7 hits at the start, and it can go up easily) but the health drops are rare and not guaranteed at all. In Enter the Gungeon if you're at 1/2 heart you might as well just stop playing because it would take 2 or 3 entire floors to heal yourself up (AKA half the game). In Nuclear Throne I feel fine fighting at 1/8 health because I know I can get it back after a round or two. A charged Megahand will one-shot most enemies, although suffers against anything it can't one-shot, since the charge time is fairly long.Ĭurrently standing at 42/17/6/2/0 boss clears. My second run I wasn't able to find anything quite as handy, and ended up switching back and forth between "The Judge" and "Megahand". In the round where I made it all the way to the final boss, I was using the "Regular Shotgun" as my room cleaner - which is just as no-frills as the name would imply, but is a really solid weapon. Your starting gun can take down regular gunkin without any problems, but when you're going up against enemies who can fill the entire screen with waves of bullets, it really just stops cutting it. One thing I found is that post Chamber 2 or so, you really want a gun available for room cleaning - something that you can fire a couple times into big groups of mobs or at mini-bosses - preferably something with a good-sized stash of ammo and decent stopping power. After a pair of back-to-back runs that got me all the way down to Chamber 5 yesterday (although only into the final boss room once, annoyingly) I feel like I can finally claim to be getting kinda-sorta-decent at this game. ![]()
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