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Autoaim works great for hordes too, never had it screw me over and make me take a hit, especially for fast enemies that are hard to react to quickly enough in manual.
Everything else is solid tips tho.
Only one enemy that actively fire bullets poses a threat if you don't have a high fire rate angel wings. Normally this gives you enough space to maneuver, otherwise it can be a pain.
But you're right I should probably add a "tier list" of preferred enemies in the future to make route planning better.
XP to canisters should be off, parasight can't grab those, they can grab the regular XP just fine.
Auto upgrade on full build should be off, can't prioritize
Having low screen shake / hit flashes / weapon visibility is worth considering for clarity , low spec as well even on top end current hardware.
RGB Genetics, kinda mandatory and generally helpful though an early rainbow enemy can certainly ruin your day
Magnetosphere, incidental but still useful
Leech Education, the central point of what makes the strategy I go with work
Solenoid Infusion, almost suerfluous to be honest but might help a little tiny bit in area 3 if you've not got athe build up yet
5th Generation Network, not super useful but useful enough early on
Shocking Results, makes early game easier
Expert, same aas above
Connect Call, not absolutely mandatory but very usefulin the first three areas
Pickup Line, convenience mostly
Experienced Handler, an absolute no, you do not want that here
Remnants Of What Was, Hitory statues are what you're gonna be wanting mostly, Discipline can be worth and Excution can help if you 're stuck with a bad enmy type (as in anything with projectiles)
Driller Enhancement, some very good ways to kickstart a run here,
Black Atomization, mandatory it's how you prevent getting overwhelmed
Fast Core, most useful of the 5upgrades that get you to the rest of that skill tree
Stack Overflow, i'm not even sure it actually helps any here but overheat is about as useless
Skull Crushing Distance, barely helps in the first area probably can be rplaced
Feeling Lucky, very useful sicne you're gonna be pummelling stuff at insane cooldown levels with absurd quantity of projectiles
Nitrous, probably helps
Rainbowsplosion, helps early but hurts a bit latter since the early part is worse I'd go with it anyways
Critsplosion, on hit AoE damage is also a very good thing to have in that build
Overkill, again if you're gonna be fring that much stuff it's bound to kill bosses faster so it's a yes
Dumb Luck, no, negative synergy with Rainbowsplosion, if you've already blown a rainbow with Rainbowsplosion nothing much is left on the field and spawns are slowed for a bit so you get more damage to fire at nothing (unless you get unlucky and kill a rainbow without trigerring hte chain explosion, which is not a thing beyond area 1)
Salt The Wound, you will have the Flamethrower so it would be foolish to not have that also unlock on hit status effect for everything perks
Battery Lick, main useful one, if you have spare points Poison Brew is the other one you want, followed by Blue Skin and Matchstick
Spaghettification, more survivability is good
Quantum Hole, not really useful, probably better to go with No Worries honestly
Scavenger, extra safety net
Marathon, incidental but helps early
Exponential Expedition, honestly not that useful, at the point where you actually start getting the efftcs it loses most utility since you're not gonna need to be moving, could replace with Gaiden but the second boss can be a bit hardeer without it sometimes
Bullet Time, very damn useful depending on how lucky you are with the build you'll spend most of area 2 and 3 using that
Confidence, purely for early gmae dodging and boss 2,
Reroll, maybe if you've got one point left, not mandatory or useful just reset the run if you don't get the right weapons early on
Core, meh not gonna be useful post area 2 but idecent enough early and good to speed up the process towards a full set of upgrades so you don't get the useless stuff as often
Chain Belt, good early on
Dagger Glove, not good enough in area 2
EYE2, nope, surprisngly terrible
Injection, absolutely but lower priority than other upgrades
Energizing Battery, second most important pasive
IV Bag, about as useful as extra health on a no hit run would be (that would be not useful at all btw)
Pleonexic Crown, replaced by parasight + the perk making it collect XP
Legsaw, by the time you get it to a level where it's useful it ain' useful anymore
Missile pack, mandatory
Parasight, literallyu the most important thing here for that to work, it's gonna be bad until you hit 15-20 stacks though
Yoyo Pack, not useful enough early on to be worth getting
Hunter's Bow, probably one of the better early choice for damage
Halo, even less useful than hte IV Bag
Horn, i'd avoid too risky
Hydroscillator, no
Flamethrower, yeah best early game thing you can get
Snow Globe, one of the lesser melee range option
Plasma Globe, not useful enough early on
Static Sattelite, the less of the big three for that build but still owrth it
Wicked Walkman, actually not bad at all once the swarm closes in on you strrts really helping worth getting 10-15 stacks early on
Soul Spear, meh
Defense Turret, meh and can get you hit on upgrades sicne it takes time to redeploy
Shinobi Equipement, not good enough early on
Strike Call, actually semi useful with 10i-15 stacks to get hte rest of the build up to speed
Angel Wings, could have been useful but isn't enoguh not a bad build filler though sicne it instantly hits from any range.
Demon Wings, nah
Digiwathc, if you can only pick one passive that's the one you pick
Overcharged Engine, you ain't gonna be moving for most of the run, you dojn't need movement speed
Volatile C4, one of the lesser of the on hit / on death upgrades, however pick that one, the other two have issues that are not gameplay related.
Fire Lighter, same as above
Frosty Cone, same as above but midly more useful
Electric Eel, if you manage to get 6-10 stacks of that boss two is a non issue the one on hit effect ypu really want over everything else.
Element Crystal, not anywhere near useful enoguh to be worth using
Shrapnel Shells, absurdly powerful latter on, however your framerate will tank so hard it's no worth using just for that
Telecom, seven more powerful but even worse framerate issues, we're talking seconds per frame territory on high end hardware
Slime Spikes, either that or Chain Belt, or both if you feel like it
Ultrabuster, not great not bad, slightly less useful than Core
|h2] Area Selection [/h2]
You almost always want modded areas over normal ones unless the enemy type is particularly bad
Small enemies is the worst one, low benefits with much higher risks
Parasited enemies is second worst but only really bad in area 1 / 2
Paradox areas are great latter on, they spawn insane ammounts of stuff leading you to get equally insane ammount of XP, starting with one is very very rough however, doable though and gets you a slightly better start, area 4/5 paradox are really really good though and can get you an extra 0-100 levels
Exploding ennemies is very good, safer than regular in area 2 /3, you do have to pop a blackhole earlier on if you get pressured too much though
Large enemies is the safest and there's no reason not to go there, especially if you get chain belt and large enemies is your first area
Any area including droid / Snipers is a nogo,
Early wibbler is kind of sketchy, as are Face and Cornchip (though less so)
Statues are mostly not very useful, except History, you want History over even modded areas especially early, it's basically extra levels with no extra difficulty, I'd almost advise doing it twice in the first area, not like you need blackholes for anything else there.
Don't spec too hard in passive early, only lock them in, if you don't get a good selection always prioritize shot speed early on, then some shot size, then starting from area 3 hard into cooldown.
You want a good AoE early in area 1 (Flamethrower counts) and you want some death zone near you for late area 1 / area 2 (Flamethrower isn't enough here), you do still have to build up your Parasight (20-30 stacks for area 3) / Missile Pack (15-20 stacks for area 3) / Static Sattelite (20 ish stacks) however
Having 5-10 stacks of Electric Eel into boss 2 is great, you then jst have to move aay fom it in a straight lline and it'll get stunned enough that it can't catch you., same deal with boss 3 except you go diagonally.
Once into area 3 you absolutely want to focus on Parasight and Missile Pack and also passives, if you do not have agood choice stacking Flamethrower, Hunter's Arrow, Wicked Walkman is also good
Shot size over 250% and shot speed over 300% are good goals, after that focus on other things first; cooldown you can get as much as possible though, if you don't end up with 400%-700% you're doing it wrong.
Everytime Fish / Skull / Glove are introduced or upgraded it's a jump in difficulty, keep your bullet time engaged and finger on the blackhole button, if it gets too spicy pop one
Once into area 2 move as little as possible, use bullet time as much as possible
If you've done everything right the Parasight will shower you with XP and by area 3 the enemies will start not being able to get near you, then fail to even get onscreen as you accumulate levels
Boss 4 is the one sticking point that can get you even if you've done everything right, you can if lucky kill it prior to it even shooting at all, but i would not risk getting too close (or too far because it teleports on top of you guaranteeing a hit), pop a preemptive blackhole as soon as the bullets get remotely hard to dodge and check his life in hte mean time then act accordingly (I'd pop another blackhole immediately if you can't kill it while invulnerable.)
Do not immediately use grenades, keep near one to substitue a blackhole , and make extr asure you don't get curse, not early at least, late curse is just extra XP (though sometimes you get unlucky)
Unless you just used one, use a magnet as soon as possible once you spawn one.
It doesn't.