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Steam news jupiter hell
Steam news jupiter hell








steam news jupiter hell

These weapons have optimal ranges far outside the normal 6 tile radius of vision. I do agree that something needs to be done about sniper rifles. The fact that levels rarely do is a good thing, because it'd be a terrible way of getting wins! Since you can't fire blindly deep into the fog, you have to minimize the number of enemy shots against you over the course of a run.I've always found, due to that quirk of the AI where the enemies just don't fire at you the first turn they see you, it's pretty easy to just keep shooting and backing off if the level permits it. An important piece of the puzzle is making sure that your damage and build are such that most enemies are killed in no more than two shots, and tougher ones are killed in three. Originally posted by Packet ( ゚ ヮ゚) Overflow:It's not really possible to play completely damageless in JH, but the health provided in a run is always more than enough even on UV and even if you make a couple critical blunders that almost get you killed. Basically I think there should be a few new mechanics introduced to give players that know of an enemy's presence, a way of attacking them without having to carry a shotgun or rocket launcher around with them everywhere.

#Steam news jupiter hell mod

Accuracy penalty, sure! Or if they included plenty of mechanics to replace it (I suggested a 'scope' mod in the developer's forums to help see beyond sight range in a specific direction, or getting sight assistance from hacked bots or security cameras, or flares to extend vision even in non-dark maps). You would only shoot non-shotguns when you were certain of the position of a bad guy, and I must admit I don't like the way it was removed from JH. Radar shooting with a shotgun was a thing, but not shooting non-shotguns into the dark.

steam news jupiter hell

I played doomrl to a really challenging level, and blindly shooting into the dark was never a good idea. Yeah, tbh when I read 'No more shooting volley after volley into the darkness to save a few hp.' my immediate thought was 'who does that in doomrl?!?' There again, maybe it's just because I have a joypad on my desk, so I feel the vibrations whenever something big blows up!!! It's hard to pintpoint why it sounds better or more satisfying though - I think it might be because it feels more responsive it's timed exactly to your button presses.

steam news jupiter hell

The screams and the gunfire feel a lot higher quality and more satisfying, especially the hunting rifle, the 'gibbing' sound, and the sounds of explosive barrels being destroyed. I personally can't stomach guitar rock at all, so it's a no from me, personally, but then I turned the music off in DRL as well!)Īs for the other game sounds - I like them a lot more. For someone who liked DRL's soundtrack, Jupiter Hell's would be awesome. (I'm trying to summarise it objectively here. That is probably because DRL's music was taken from Doom's, which was, at the end of the day, a bunch of midi tracks designed by a musician with a brief to rip-off a few famous rock anthems! Jupiter Hell's music is a little more central to the experience, and it's much higher quality than converted midi tracks. Oh, and regarding your other questions - I'd say the music is a lot better than DRL's.










Steam news jupiter hell