Risk of Rain 2

Risk of Rain 2

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Incoruptable NOT WORTH IT
Title says it. On average it takes me 1.5 to 2 hours on drizzle to complete 20 stages without the aid of lunar items. Let me tell you at that time without a stack or two of shaped glass enemies just have so much HP.

The frags are crap. Rapid fire is a long range 600%+ depending on fire rate damage that with brainstalks active makes you a A-10 warthog. Frags are short range and don't get better the higher your fire rate which is commando's only redeeming feature.

The shotgun blast is however worth it and far easier and less time consuming to get.
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Showing 1-4 of 4 comments
Dakota Sep 26, 2019 @ 3:15pm 
I ended up getting incorruptible and rolling thunder in the same run. Went on drizzle so it would be easy enough, just rushed through stages while collecting minimal items. Like collect all items on stage one then after that just go to teleporter, do the fight, spend the money you got from the fight then leave. You get through a stage every 3 minutes pretty easily this way. My run went 24 stages and took 100 minutes.

The grenades are pretty nice for the damage, AoE, much faster cooldown, having two ready at a time, I like just having them so I at least have an R skill at the ready unlike what the suppressive fire leaves me.

If anything the lunar items I go for would be spinal tonic, a gesture of the drowned, transcendence, and strides of heresy, just become undedable.
Weapon Master Sep 26, 2019 @ 3:28pm 
I don't think the grenades are completely useless, but there is an issue about them that does make them somewhat useless:

Almost every other ability is able to interrupt your primary ability, but the grenades can't for some reason. This makes them really cumbersome to use, you have to physically let go of the left mouse button, press R, then continue holding down the left mouse button; every other skill you can just press R while holding down the left mouse button.

It's a pain in the ass, and I hope someone makes a mod to fix this before the next patch 3 months later.
Last edited by Weapon Master; Sep 26, 2019 @ 3:29pm
Ixzine Sep 26, 2019 @ 3:59pm 
The Frag Grenades are quite good, but instead of scaling well into lategame, they contribute far more immediate raw damage per minute and are good for opening up on and chunking dense hordes with Crowbar + Kjaro's/Runald's/Sticky Bombs; Crowbar is also good with Phase Blast, so they pair well (not to mention Crowbar is good with ATG Missiles, Capacitor, Preon, etc). The grenades just need to cancel M1s as is typical of non-M1 skills so they're less mentally taxing and awkward to use.

I think a fun way to view them is they're typically better in 7 stage obliteration (win) attempts than Suppressive Fire, but worse in long looping runs. This is a fun dichotomy to have on more skill unlocks in the future, as different players have different goals for general gameplay. I prefer to spam solo/duo Monsoon runs, and these new skills redefine Commando into a more decisive and generally viable character for that purpose. Others who love 60+ minute runs can happily stick to Phase Round and Suppressive Fire to become a death laser.

I DO think Incorruptible and any future long loop challenges should be limited to like, 12 stages? At most? 20 stages is quite the commitment even for a Drizzle run. The developers are basically encouraging casual players to cheat if they want cool, fun content for the game. As a hardcore player, I would prefer to focus on just playing Monsoon at my leisure instead of going out of my way for 2 hours at a time for unlocks like this one.
AM DERG Sep 26, 2019 @ 6:37pm 
My main issue with the Frag Grenades is there's no trajectory arc like all the other grenade abilities and the physics can be wildly unpredictable. I feel like my attempts to skillfully aim the grenades is largely countered by them bouncing a mile off target the instant they hit something.

Coupled with their bizarrely slow rate of fire (due to the animation most likely) they really end up not serving their purpose consistently well.

An easy solution would be to make them sticky and adhere to the first enemy they hit - this would be a much, muuuuch needed boost to their effectiveness. Perhaps add the ability to bake them for a short while and/or the same trajectory reticle that Mul-T uses?
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Date Posted: Sep 26, 2019 @ 2:49pm
Posts: 4