Difference between revisions of "Uriel's Guide to Hellmoo"
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'''Fists''' : Fists use brawn for damage, reflex for speed, and brawn and endurance for skill. Fist weapons are fast, do beat damage which can knock folks out, and have fairly easy to get weapons, namely knuckle busters and jawbreakers. Most people who go fists do so to murder and murder and murder some more, which generally means that they're not a very brainy group of people. Due to said murderific bit, fist players tend to go abom later on, which gives them the kickass claws and fangs weapon which is natural so they spawn with it and does radiation damage. For those not planning on joining the hordes of hideous mutant monsters, the main fist weapons are knuckle busters, jawbreakers, tesla gauntlets, and patas. Busters and jawbies are fairly similar, but jawbies scale less with brawn and are faster. However, if you have mad brawn and reflex, say like if you're a vampire/abom on drugs, knuckle busters will actually outdamage the harder to get and more expensive jawbreakers just by brawn scaling. If you're not the brawniest, teslas would be the way to go. They scale on skill most of all, and are actually kinda badass. Then we have the patas, which are basically shiver swords for fists. Yes, I just said that. Scary thought, I know. Downsides to fists are that they're mostly pc0, meaning they can't parry for shit. The pata completely ignores this, as it can parry any parryable weapon. The other downside is that there's not a wide variety of weapons as you go up in ranks until the end, so those knuckle busters of yours are gonna be around for a while. | '''Fists''' : Fists use brawn for damage, reflex for speed, and brawn and endurance for skill. Fist weapons are fast, do beat damage which can knock folks out, and have fairly easy to get weapons, namely knuckle busters and jawbreakers. Most people who go fists do so to murder and murder and murder some more, which generally means that they're not a very brainy group of people. Due to said murderific bit, fist players tend to go abom later on, which gives them the kickass claws and fangs weapon which is natural so they spawn with it and does radiation damage. For those not planning on joining the hordes of hideous mutant monsters, the main fist weapons are knuckle busters, jawbreakers, tesla gauntlets, and patas. Busters and jawbies are fairly similar, but jawbies scale less with brawn and are faster. However, if you have mad brawn and reflex, say like if you're a vampire/abom on drugs, knuckle busters will actually outdamage the harder to get and more expensive jawbreakers just by brawn scaling. If you're not the brawniest, teslas would be the way to go. They scale on skill most of all, and are actually kinda badass. Then we have the patas, which are basically shiver swords for fists. Yes, I just said that. Scary thought, I know. Downsides to fists are that they're mostly pc0, meaning they can't parry for shit. The pata completely ignores this, as it can parry any parryable weapon. The other downside is that there's not a wide variety of weapons as you go up in ranks until the end, so those knuckle busters of yours are gonna be around for a while. | ||
'''Whips''' : Whips mostly scale just with skill, with the exception of the chain weapons, and skill is determined by senses and reflex. Yes, the same skills as dodge. What this means is that any high class whipper worth their salt is going to be insanely dodgy. If you can't feint them and don't have a gun, good luck with that. Now since whips are mostly determined by just two stats, this makes them a versatile weapon just like clubs. As one of the prime stats is senses, and craft runs on brains and senses, this is usually a favorite weapon of crafters. Alternately, making your third prime stat be endurance means you can be a magical elf wizard with focus abilities and use tons of drugs to be even crazier at whatever it is you do. Not sure what the drugs would be great for though besides being even more accurate and dodgy. The downside of whips is that there's not a wide variety of options endgame. You basically either go flashwhip or urumi, and before that you were probably using a flame chain. | |||
Revision as of 17:05, 17 June 2013
THIS PAGE IS UNDER CONSTRUCTION, COME BACK LATER YOU IMPATIENT FUCKS
This is a page of little tips and tricks that'll help you kick the fuck out of hellmoo, because why the fuck not.
Okay, let's talk builds. What build should I do? is probably one of the most common questions I hear because you dumbshits don't bother even trying to figure this crap out on your own. OKAY, FIRST STEP. What do you want to do with your hellmoo life? Most people just minmax to kill shit, but I find that INCREDIBLY FUCKING BORING, but w/e it's up to you. Let's talk weapons.
Clubs : Pretty reliable, and some of its top weapons can be gotten for free off chumans or the punisher. Clubs only uses two stats for everything; damage is brawn, speed is reflex, and skill is brawn+reflex. This makes clubs one of the most versatile weapons for doing other shit since it leaves you more wiggle room with your stats. You can choose endurance as a third main stat and be a crazy fistfighter, you can pick cool and be great with guns or blades, or you can even go brains and be a brainy clubmaster. Also is amazing for people who want to headbutt crap.
Blades : As much as I love blades, they really aren't the best weapon. I managed to pull off a brainy/blades sort of build, but I'm crazy and you're not me. In any case, to be fuckamazing at blades, you need reflex and cool. Brawn adds a bit of damage, but unless you're using a springsteel or a kukri it wont show a whole ton. Most people go shiversword at the end, and if you have high skill it's got a crazy high random damage range, but the base damage is still low enough that on an unlucky roll your powered shiversword might fail to one-shot an orphan. High risk, high reward I guess. The springsteels scale amazingly well with brawn, and with good brawn you can put out over 17dps with one. However, the bruce is slow as FUCK, and the boss is a bit less accurate than most, so not ideal for taking on dodgy fuckers unless you can feint them. Or knock them out, might work well with headbutt.
Guns : Okay, guns are fuckin' mean. They pretty much ignore dodging, they have their own speedcaps, they usually do kickass damage, and fucking rifles have a custom stun called 'duck and weave'. This means with a sufficiently fast rifle, you can keep people from moving just by shooting at them. Also they can't be parried. Did I mention many armors are weak to bullets? Plus with different ammo types, you can do pretty much any kind of damage you want, including the all powerful wasting damage which ignores armor. What's the downside to pistols and rifles? Well it takes some work to get started with them for one. They're probably the hardest weapon type to begin with, but endgame they're frightening. Also you need to actually buy ammo for them unless you can craft your own. If you run out of ammo, your weapon is useless since the game doesn't have gunbashing. Also you can't block, meaning you have to rely on your soaks and dodge to save your ass.
Fists : Fists use brawn for damage, reflex for speed, and brawn and endurance for skill. Fist weapons are fast, do beat damage which can knock folks out, and have fairly easy to get weapons, namely knuckle busters and jawbreakers. Most people who go fists do so to murder and murder and murder some more, which generally means that they're not a very brainy group of people. Due to said murderific bit, fist players tend to go abom later on, which gives them the kickass claws and fangs weapon which is natural so they spawn with it and does radiation damage. For those not planning on joining the hordes of hideous mutant monsters, the main fist weapons are knuckle busters, jawbreakers, tesla gauntlets, and patas. Busters and jawbies are fairly similar, but jawbies scale less with brawn and are faster. However, if you have mad brawn and reflex, say like if you're a vampire/abom on drugs, knuckle busters will actually outdamage the harder to get and more expensive jawbreakers just by brawn scaling. If you're not the brawniest, teslas would be the way to go. They scale on skill most of all, and are actually kinda badass. Then we have the patas, which are basically shiver swords for fists. Yes, I just said that. Scary thought, I know. Downsides to fists are that they're mostly pc0, meaning they can't parry for shit. The pata completely ignores this, as it can parry any parryable weapon. The other downside is that there's not a wide variety of weapons as you go up in ranks until the end, so those knuckle busters of yours are gonna be around for a while.
Whips : Whips mostly scale just with skill, with the exception of the chain weapons, and skill is determined by senses and reflex. Yes, the same skills as dodge. What this means is that any high class whipper worth their salt is going to be insanely dodgy. If you can't feint them and don't have a gun, good luck with that. Now since whips are mostly determined by just two stats, this makes them a versatile weapon just like clubs. As one of the prime stats is senses, and craft runs on brains and senses, this is usually a favorite weapon of crafters. Alternately, making your third prime stat be endurance means you can be a magical elf wizard with focus abilities and use tons of drugs to be even crazier at whatever it is you do. Not sure what the drugs would be great for though besides being even more accurate and dodgy. The downside of whips is that there's not a wide variety of options endgame. You basically either go flashwhip or urumi, and before that you were probably using a flame chain.