Jupiter Hell

Jupiter Hell

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Jupiter Hell Quick Headshot and Sharpshooter Guide 1.7
By Mistoltin
This guide will help you how to plan out this powerful build in your runs.
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Introduction
Technicians in Jupiter Hell (JH) do not seem to have the mobility and survivability options that scout and marine have but by leveraging their offensive options, they can clear the game adequately. I have beaten standards games and several challenges with headshot and sharpshooter at the Nightmare (N!) difficulty and I will share how you can do so too. FYI I play mostly on the gog . com version.

Obligatory link to sylph's guide for basics.
https://steamcommunity.com/sharedfiles/filedetails/?id=2714349654
Callisto
Your build for the first six levels will be.

2. Son of a Gun (SoG).
3. SoG.
4. Headshot.
5. Whizkid.
6. Sharpshooter.

Ideally, you want to head to the Callisto Rift for the Jovisec (JS) manufacturer perks and this branch is much easier compared to Callisto Mines where the game pressures you to run to the summon points. In the Rift or Mines, you are going to look for the JS .44 Revolver or Hunting Rifle, helmet, and armor. I beaten the game on N! with the basic JS .44 Revolver many times and this is a fine endgame weapon because you are going to mod this heavily (calibrate 1, auto-calibrate, extend mag, and two wild cards). If you want to stick with a semi, you probably want balanced 1, auto-calibrate, extend mag, hunter, and probably Critical 25 unless you raise SoG to level 3. The important point for the Rift is that you don't have to release the gas valves because the basic rewards are good enough. At the tech station, if you only have a JS. 44 revolver/hunting rifle at this point, auto-calibrate the weapon and add a Calibrate 1/Balanced 1. If you have extra multitools, try to get 2 power mods for the helmet to get Critical Damage 25.

If you don't have a set of JS armors, make sure that you are leaving Callisto with a .44 revolver/deagle at minimum because for this build to work, you must have base 100% crit.

35% (SoG 2) + 20% (.44 revolver/deagle) + 25% (Crit 25 from accuracy mod pack on weapon) + 20% (Crit 10 from accuracy mod packs on helmet and armor) = 100%

If you find a 20% crit chance perk from the AMP, that can replace the 20% from the base weapon or armor mods.
Europa and Io
7. Whizkid.
8. Headshot.
9. Whizkid/Skilled/Son of a Gun.
10. Sharpshooter.

I would recommend taking Whizkid 2 first to make sure that you can mod auto-repairs at the guaranteed tech station at Europa 2 after adding fire-resist to your armor and bot scanner for the helmet. It is up to you if you want to add skilled at level 9, but I would prefer Whizkid here to make sure I can grab metabolic boost for the armor in case you can't get to level 11 by the Io L1 tech terminal. If you have a exotic weapon, you definitely want Whizkid at level 9 for the additional mod slot. If for some reason your weapon does not have an innate crit bonus or if you decided to replace a JS helmet/armor, you probably want SoG 3.

If you do not have a JS weapon, you can go ahead and grab a 7.62 weapon ideally with CCB/CRT manufacturer perk. If not, try to get an AV weapon with ambush/rush/deadly/hunter perk.

If you need to conserve your .44 ammo, you can instead carry the sidearm or plasma pistol and one stack of their ammo to kill smaller enemies and shoot doors down, then switch to your .44 when you need to fight a larger enemy.

In Europa and Io, definitely take routes that haves AV3 AMP for the most used weapon group (Europa Ruins, Refueling Base/The Pit, Black Site, Shadow halls). You are looking for AMPs with damage up, maybe optimal range if running the JS flintlock, or crit chance 40% if you want to ditch the JS armors for some reason.

For the rest of the skill points after level 10, take what you want to fill your needs.
Pistols vs Semis
While headshot now works with semi-rifles, if you have a JS weapon, the pistol does equal damage compared to the rifle.

Let's compare the damage of a JS pistol vs rifle with base damage 24 with Crit damage 25 from helmet with headshot 2

Pistol: 24 + 24(3) = 96
Rifle: 24 + 36(2) = 96

For non-JS weapons

Pistol: 24 + 18(3) = 78
Rifle: 24 + 30(2) = 84

Arguments for pistol:

No minimum range.
+25% critical damage is a basic perk from AMP.
.44 revolvers/deagle have base crit 20% already.

Arguments for semi:

Much better perks from power mods.
Bigger potential magazine size.
Loading-feed armor perk.

I would recommend sticking with the JS .44 revolver if you can find one.
Weapon Notes
You want a AOE damage weapon to supplement your build. For the 1st two moons, a 40mm grenade launcher is best, then a plasma shotgun at Io, then the BFT9K or BFT 10K if you can find them.

.44 deagle: Best weapon for the build. Auto-calibrate and add 1 extra mod as needed.

.44 HE: allows you to ditch the JS helm+armor with SoG 3. Make sure to add extended mag with Whizkid 1, then probably auto calibrate unless you can find a exotic mod. You could get 400% crit chance with JS helm+armor with a 40% crit chance perk from the AMP and crit 10 helmet/armor, but I have not tested to see if you can actually get crit damage four times.

.44 Flintlock: Only take it if you have a JS version because this weapon does not have base critical damage up. Make sure to add extended mag with Whizkid 1, then calibrate 1/auto-calibrate.

CRI Blaster: Probably extended mag and what else to fill out your build.

Love: High base damage and already has crit chance 25%.

Shadowhunter, Railgun, Death: Excellent endgame weapons as long as you have base 100% crit chance.
Tips for the Endgame
You don't have to kill the Ancient. If you are low on resources, you can lure the ancient towards a corner, smoke then run away.

Try to find any piercing weapon for the guardians at Dante.

At Dante/Beyond, you can just rush the exit on harder difficulties.

Get some CRI kits for possible Dante hunts and Harbringer fight.
1.7 Updates
JS armor has been nerfed so you need to add crit chances to your gear to get base 100% crit chance.

If you are using a .44 revolver or deagle:

35% (SoG2) + 20% (weapon) + 30% (JS helmet+armor) = 85%.

The quick solution to add the additional 15% crit chance is to either add crit 10 to helmet and armor pieces with an accuracy mod with Whizkid 1.
The other method is to add crit 25 on your weapon with two accuracy mods with Whizkid 1 or one accuracy mode at Whizkid 2.

If your weapon does not have any base critical chance, you need to mod crit 25 to your weapon and crit 10 on one JS armor piece, or SoG3 with two crit 10 on armor.

35% (SoG2) + 25% (weapon Crit 25) + 30% (JS helmet+armor) + 10% (helmet or armor Crit 10) = 100%.
50% (SoG3) + 30% (JS helmet+armor) + 20% (helmet+armor Crit 10) = 100%.

*NOTE* need to find and experiment with new exotic weapons.
Video Run
Proof of concept video where I cleared a N! run using a base .44 revolver as the primary weapon.

https://youtu.be/nAyePH8xPXE
Closing Thoughts
Thanks to sandpie, sylph, Tormuse, and all other content creators.

I wish to see other players also share their build orders on other masteries as guides also to help players learn.
14 Comments
Mistoltin  [author] Nov 27, 2023 @ 9:41am 
@Iso, yes you just run to the portal. You dont need to kill the ancient to open it.
Kataiser Oct 16, 2023 @ 9:04am 
Thank you for this guide! It helped me finally clear Nightmare for the first time, although it took many many tries. Callisto is the main problem for me, but once this build gets going halfway through Europa and you play carefully, everything explodes in one hit. It's absurd.

Iso: The exit in every boss level is open from the start (except the final boss which has no exit). So the CalSec Warden, Cryomancer, and Ancient can be lured away and stealthed or smoked around.
Iso Oct 9, 2023 @ 4:25pm 
"You don't have to kill the Ancient. If you are low on resources, you can lure the ancient towards a corner, smoke then run away."

I'm not sure I understand what you mean. You smoke him in a corner and the portal out opens up?
_TheBunnymaster_ Oct 4, 2023 @ 1:25am 
Contribution: if you can find the Firestorm it certainly helps. Self-Recharging green leveled unique that is 60 damage, no damage to you at PB, and it causes burning.

Question: I get my a** handed to me if I don't take hacking (at least L1 & L2) to be able to scope out enemies on the maps. Lesser problems with this on Marine since there are more healing options, but with tech this is almost mandatory for my skill level. Do I need to wean myself from this is or is there still a way forward on NM for techs that start with that? (Typical, H1, H2, Sk, Wk,Wz to Europa then H3, Wk2, Sk2, Power and Poison to start)
CrashGordon94 Mar 23, 2023 @ 5:29am 
That makes sense, indeed.
Mistoltin  [author] Mar 21, 2023 @ 10:13pm 
I wouldn't recommend it for AoCo or AoH since you need a lot of mods or JS armor to make this work at higher difficulties. I can tell you that I got diamond badges for Light Travel, Doom, Exaltation, Purity, Haste, Endless, and Royal with sharpshooter.
CrashGordon94 Mar 19, 2023 @ 11:37am 
What's your thoughts on doing Sharpshooter in Angel of Confidence or Angel of Hubris?

It's not an awful choice relatively since it's a build that "takes off" fairly fast, but skipping Callisto means losing out on a lot of important tricks noted here.
sylph Feb 11, 2023 @ 9:24am 
Great guide! Concise and accurate, thanks for writing this. x
SexyPanther Jan 29, 2023 @ 4:38pm 
Thanks to your tips, I just beat Ultra Violence for my first time with a crit build. I only had 3 large medkits to face the boss. However, a full modded Deagle, 5 plasma grenades, and 4 krak grenades did the trick. I hardly took any damage at all. I think I only used one medkit during the fight.
Mistoltin  [author] Jan 27, 2023 @ 6:04pm 
@SexyPanther.
1. you should not be low on health kits with this build since you are 1-2 shotting most enemies. If health is a problem, I think you need to read or reread sylph's guide and work on fundamental tactics.
2. Don't use a JS shotgun. Stick with the 40mm grenade launcher for AOE needs until Io, when you will use the plasma shotgun instead.

My weapon loadout is usually.
1. Primary pistol
2. Wildcard. 7.62 or plasma pistol if I need to save .44 ammo. Secondary AOE weapon. Ideally you should have piercing weapon.
3. AOE weapon. 40mm launcher then plasma shotgun then the BFT9K or BFT 10K if you found it.