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Mighty doom
Mighty doom










Perhaps the ideal usage for an ultimate is during a boss fight, when the player is positioned poorly or the boss is beginning an attack cycle that the player struggles to dodge. Ideally, an ultimate should let a player win a fight that would seriously deplete their health, or avoid an encounter that would put them at serious risk. Ultimate attacks can deal devastating damage to a boss or group of enemies, but recharge at a glacial rate, sometimes taking more than the ten waves between bosses to charge. To avoid this, try moving away from a room's spawn point before firing a secondary weapon, so the Mini Slayer has time to collect his bearings. Attempting to fire a secondary weapon while too close to a wall may cause the attack to immediately phase into the wall, putting the weapon on cooldown to no effect. While firing a missile into a crowded room may sound like a good approach to an unfamiliar situation, some restraint is encouraged. That rocket might have been better used taking out a blaster soldier across the room, where its volley of shots is much easier to dodge. A point-black shotgun blast may sometimes kill an enemy just as quickly as a missile could, but wouldn't come with the same ten-second commitment of losing the secondary weapon option. When it comes to secondary weapons, players should remember they are complements to the primary weapon, not automatic "I win" buttons that pop up every few seconds. The shotgun, by contrast, deals the most damage when all pellets connect, encouraging aggressive positioning and a focus on glory kills to restore lost health. The heavy assault cannon, for example, provides consistent damage at any range, allowing the player to hang back and whittle down enemies while focusing on dodging projectiles.

Mighty doom how to#

Their choice of how to approach enemies with their weapons, and pivot from their primary to their backups, will be the biggest factor in their success or failure.Īs the player's main means of dealing damage, the player should focus on positioning themselves where their primary weapon functions best. Once the Mini-Slayer's loadout has been locked in for a mission, it's up to the player to use it most effectively. Weapons of higher rarities gain notably higher stats, and may grant added functionality. A weapon's rarity is determined at the time it is dropped, but may be increased by merging three weapons of the same type and rarity through the "fuse" option on the inventory screen. A weapon's level affects its base damage, and may be increased by spending equipment tokens and coins, both of which are automatically collected during missions. Equipment launchers give the player coverage over elemental weaknesses that their main weapons can't exploit, and include frag grenades and the flame belch.Įach weapon has both a level and rarity that modify its stats. Equipment launchers, which automatically fire on set intervals against enemies in close range.Ultimate weapons offer the player brief safety from harm and can shred bosses, and include chainsaws and the BFG 9000. Ultimate weapons, which must be charged through bloodshed before using.Secondary weapons are best used to take a chunk out of bosses or deal with tight crowds, and include rocket launchers and the super shotgun. Secondary weapons, which require a short cooldown after firing.Primary weapons are the player's main crowd control option, and include automatic rifles and shotguns. Primary weapons, which the Mini Slayer automatically fires at the nearest enemy.The Mini Slayer may equip one of each of these weapons: Abilities do not persist between missions, and so the player should experiment with different combinations to find their ideal playstyle. This allows the player a greater degree of flexibility on the ground, tailoring his upgrades to better leverage his strength or cover his weaknesses.

mighty doom

To compensate, the Mini Slayer is capable of gaining abilities during missions that modify the effectiveness and functionality of his weaponry. Whatever the player brings into a mission will be what the Mini Slayer has to work with.

mighty doom

While his full-sized counterpart may be famous for carrying an entire armory on his back, the Mini Slayer can only carry one weapon of each type at a time, and unlike other limited-capacity shooter heroes like Master Chief, he cannot swap his weapons with those of his fallen foes.










Mighty doom