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Bazooka: Most reliable aiming. Easy to avoid blowing yourself up. Not good for killing multiple enemies with one shot.
Heat seeker: Weaker shots than the bazooka but makes it easy to quickly pick off a bunch of hitscanners without taking time to aim. The problem is that it works poorly if there are torches everywhere as it will auto aim for those too. Sometimes I shoot torches to avoid this, but only if it makes sense in that particular level.
Drunk missile: Great for big damage and homing shots at range. Wildly unpredictable on short ranges and you can one-shot yourself by accident due to the splash damage from multiple missiles. Not very reliable, but sometimes takes out multiple enemies in a blast.
Firebomb: Not good for shooting bosses directly since it doesn't really damage them more than one bazooka shot. Good for groups of enemies. Good for shooting around corners. Obviously unbelievably terrible for close quarters fighting.
Split missile: Slow to use if you hold it down to avoid splitting. Needs lots of space and distance to effectively auto aim with both homing projectiles. The cool things is that it's a fun weapon for trick shots when you're very practiced at the game. I place a lot of split missiles in the levels I'm building because I like this weapon a lot.
Flame bomb: It's the BFG of this game. Easy to kill yourself if there's walls to ýour right and left.
Dark Staff: Good for killing lines of enemies. Slow wind up though... The best thing is that you can shoot through fences, mask walls and even doors if you're close enough!
Excalibat: Really terrible melee damage. Very slow windup for the blast. Only good if you've got loads of space. The level really has to be designed with this weapon in mind. Otherwise using it is just suicide.
Couple things:
1. Flame wall - not flame bomb.
2. Excalibat can be used to hit projectiles back to the enemy. Works great with enforcer grenades!
Otherwise, well put!
I'd say the Flame Wall is a slightly poorer BFG. Mainly because it's only effective against the soldiers and monks. The flame wall created is completely useless to robots, turrets and bosses. Only a direct hit by its dropping missile before it hits the floor does damage to those and that is probably the weakest of the missiles; it's definitely the slowest and shortest range.
Another thing is the Bazooka is arguably the most powerful direct hit missile weapon. The effectiveness is especially seen on the robot enemies and the 2 types of machine gun turrets. That it has 10 rounds, is faster to use than the Firebomb and appears quite a lot also puts its all-around usefulness above the Firebomb (not to mention the riskiness of the firebomb). It's probably overall the most handy weapon.
And the kill animation's a bit funny. XD
1. Oops, you're right. I keep doing that.
2. I totally forgot about this. It's kinda risky. Don't think I've pulled that move in a very, very long time.
The flame wall definitely has some limitations. It also doesn't work if you're shooting at enemies on top of GADs or catwalks. But if you get that clean shot on a whole mob of enemies, it's kinda overpowered. I like that combo of it being sort of situational but also extremely powerful.
The bazooka feels like one of the better weapons because it's so reliable and, as you point out, it has 10 rounds which is very useful. When making maps right now, I place the heat seeker and split missile more often because I feel like they're kinda the two least powerful weapons.
That said, my fav is the bazooka. It just FEELS right! Especially with EKG mode enabled.
The damage numbers in the data should be able to tell for sure what it's about.
Except the Split Missle. Don't even bother unless there's no other option, or you wanna heat up porridge without wasting a better weapon's ammo.
Or you want the Split Missile-related achievement.