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Paradox-01 (talk | contribs) m (phase stream projector - "This is one of two weapons that can go around corners." This is only true for the visuals not for the damage.) |
(→Weapon tips: the cooldown exploit is removed by patches, so don't mention it here; various wording) |
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==Weapon tips== | ==Weapon tips== | ||
'''Reload judiciously.''' Reload only when it's safe to do so to avoid being interrupted (which can cause you to lose a clip) or disarmed. When forced to enter melee combat while out of ammo, holster your weapon, or fight with it if you don't have time to do so. You can still pull off all your old moves with a one-handed | '''Reload judiciously.''' Reload only when it's safe to do so to avoid being interrupted (which can cause you to lose a clip) or disarmed. When forced to enter melee combat while out of ammo, holster your weapon, or fight with it if you don't have time to do so. You can still pull off all your old moves with a one-handed pistol if it's out of ammo. A weapon which requires two hands to wield will change some of your moves, such as the Devil Spin Kick and the standard punch, but fighting like that is still perfectly feasible until you've earned enough breathing room to reload or holster your weapon. | ||
'''Use the Campbell Equalizer Mk4 with precision.''' This weapon can be used for single shots or fired on full auto, but the incredible recoil means it's almost impossible to hit an enemy at mid- or long-range on auto. Also, enemies will evade a steady stream of bullets, so the only effective way to use this weapon is for single, careful shots -- unless the enemy is just outside of melee range, at which point automatic fire will be fairly deadly. | '''Use the Campbell Equalizer Mk4 with precision.''' This weapon can be used for single shots or fired on full auto, but the incredible recoil means it's almost impossible to hit an enemy at mid- or long-range on auto. Also, enemies will evade a steady stream of bullets, so the only effective way to use this weapon is for single, careful shots -- unless the enemy is just outside of melee range, at which point automatic fire will be fairly deadly. | ||
'''Wait for the right range with the Hughes Black Adder SMG.''' "Deadly at close range, but only useful for suppression fire beyond 6 meters." -- The in-game instructions are succinct and accurate. If you just love to tangle with enemies in melee combat, this weapon is second only to the VDG in terms of close-range usefulness. Virtually any throw can be followed up by emptying half of the weapon's clip into your opponent; this is especially true for the Backbreaker, Lariat, or Stepping Disarm, and can be used on nearby enemies other than the one you're throwing with the standard forward+punch throw or the Suplex when behind an opponent ( | '''Wait for the right range with the Hughes Black Adder SMG.''' "Deadly at close range, but only useful for suppression fire beyond 6 meters." -- The in-game instructions are succinct and accurate. If you just love to tangle with enemies in melee combat, this weapon is second only to the VDG in terms of close-range usefulness. Virtually any throw can be followed up by emptying half of the weapon's clip into your opponent; this is especially true for the Backbreaker, Lariat, or Stepping Disarm, and can be used on nearby enemies other than the one you're throwing with the standard forward+punch throw or the Suplex when behind an opponent (you can fire, but not aim, while throwing). | ||
'''The SML3 Plasma Rifle is a sniper's friend.''' This is the most accurate long-range weapon besides the Mercury Bow, and much easier to come by. Make sure to account for the blast's slow initial velocity but quick mid-flight acceleration when attacking moving targets. When on the receiving end of plasma fire, you should have little to no trouble avoiding enemies' pitiful attempts to hit you. Just dash toward your opponent in a zig-zag fashion like an alligator's on your tail. | '''The SML3 Plasma Rifle is a sniper's friend.''' This is the most accurate long-range weapon besides the Mercury Bow, and much easier to come by. Make sure to account for the blast's slow initial velocity but quick mid-flight acceleration when attacking moving targets. When on the receiving end of plasma fire, you should have little to no trouble avoiding enemies' pitiful attempts to hit you. Just dash toward your opponent in a zig-zag fashion like an alligator's on your tail. | ||
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'''Use the Phase Stream Projector to hold one foe at your mercy.''' The stream loses it dangerousness when hitting walls, you can't use it you shoot around corners. The weapon isn't a huge damage dealer, but it does stun its target. Since the enemy will be mostly unable to fight back as long as you hold down the trigger, a clear target is likely as good as dead as long as you have enough charge left to close the deal. There are better tactics to take out even a pesky melee opponent, but when dealing with an armed foe, this is one of the best ways to defend yourself from his shots. | '''Use the Phase Stream Projector to hold one foe at your mercy.''' The stream loses it dangerousness when hitting walls, you can't use it you shoot around corners. The weapon isn't a huge damage dealer, but it does stun its target. Since the enemy will be mostly unable to fight back as long as you hold down the trigger, a clear target is likely as good as dead as long as you have enough charge left to close the deal. There are better tactics to take out even a pesky melee opponent, but when dealing with an armed foe, this is one of the best ways to defend yourself from his shots. | ||
'''Use the SBG Man-Portable Mortar for tactical explosives.''' Do not use at close range! But incredibly useful when you have a good distance between yourself and your enemy. When facing enemies wielding a Superball Gun themselves, take them out at long range if possible. If not, close the distance as quickly as you can; | '''Use the SBG Man-Portable Mortar for tactical explosives.''' Do not use at close range! But incredibly useful when you have a good distance between yourself and your enemy. When facing enemies wielding a Superball Gun themselves, take them out at long range if possible. If not, close the distance as quickly as you can; if they shoot at you when you're nearby, the explosion will send them flying as well, effectively disarming them and allowing you to turn the tables as you pick up their weapon.<br> | ||
: | :Delayed detonation: Hold down the trigger until you want the main mortar to explode. You can hit larger groups by releasing the trigger when mortar is in mid-air. Hold down the trigger until the mortar comes to a stop on the ground to place a "land mine" that goes off when the trigger is released. | ||
:Ricochet: The mortar can bounce off walls and obstacles, so you can surprise an enemy by shooting around a corner. | |||
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'''Turn the tables in melee with the Van de Graaff (VDG) Pistol.''' This weapon is simply the best weapon you could possibly hope to have in a melee battle. It stuns opponents in a small arc in front of you. Don't | '''Turn the tables in melee with the Van de Graaff (VDG) Pistol.''' This weapon is simply the best weapon you could possibly hope to have in a melee battle. It stuns opponents in a small arc in front of you. Don't miss; its rate of fire is extremely low. The moment your opponent(s) is/are stunned, go for the most brutal offense you can (like a Backbreaker) or run for cover if that's a wiser decision based on the odds. (Note that stunned enemies, though they can't react to you, can still see you, so running behind a small obstacle while they're stunned is useless since they'll just follow you once they're no longer dazed.) When you're facing a VDG, especially against multiple opponents, it can be a nightmare if you don't have a forcefield. But if you jump just before you are hit with the weapon, you'll simply be knocked out of the air rather than stunned, and can get to your feet much more quickly than if you had been stunned. Does 1HP damage. | ||
'''Keep it long-range with the Scram Cannon.''' Missile warheads are inactive at close range (but will do still damage*). For best results, give swarms lots of space to home in on their targets. When you're the target, evade by hiding behind enemies or obstacles. (You can | '''Keep it long-range with the Scram Cannon.''' Missile warheads are inactive at close range (but will do still damage*). For best results, give swarms lots of space to home in on their targets. When you're the target, evade by hiding behind enemies or obstacles. (You can also match the speed of the warheads by dashing.) A quick flip and/or slide should be sufficient to dodge the missiles as well once you've gotten the hang of their maneuverability and homing; for example, try to lure them upwards with a jump, then slide below them as soon as you land.<br> | ||
(*)Kill a weak enemy by running into them and | (*)Kill a weak enemy by running into them and shooting them point-blank. | ||
'''The Mercury Bow - a rare and valuable weapon.''' Kills all but the strongest enemies with one shot. | '''The Mercury Bow - a rare and valuable weapon.''' Kills all but the strongest enemies with one shot. Two shots uses up an ammo clip, so make sure it's the most useful weapon you can get for the upcoming situation before spending your ammo on it (in some situations against multiple enemies, a Superball Gun might be preferable). Although the bow takes a very long time to re-freeze before it can fire again, if you made your first shot, then you probably finished off the enemy. If not, it might be best to drop the weapon before melee ensues. | ||
'''The Screaming Cell shows that Konoko's not the only living weapon in Oni.''' The Screaming Cell Cannon fires a capsule which explodes a second or so later, doing no damage but releasing a creature that flies around and drains the life energy of anything nearby for a short while. It actively hunts down a random target within range other than the person who fired the weapon, but since it drains life from anything within range, it can easily harm the SCC's wielder if (s)he gets too close. Use it either as a long-range weapon to take out distant, unalerted enemies with a single attack, or use it in close-range combat by dancing around your opponent and letting your hungry friend do the work while you | '''The Screaming Cell shows that Konoko's not the only living weapon in Oni.''' The Screaming Cell Cannon fires a capsule which explodes a second or so later, doing no damage but releasing a creature that flies around and drains the life energy of anything nearby for a short while. It actively hunts down a random target within range other than the person who fired the weapon, but since it drains life from anything within range, it can easily harm the SCC's wielder if (s)he gets too close. Use it either as a long-range weapon to take out distant, unalerted enemies with a single attack, or use it in close-range combat by dancing around your opponent and letting your hungry friend do the work while you focus simply on dodging. The creature flies slowly enough, and the SCC's rate of fire is slow enough, that enemies using this against you are pretty much doomed if you just tackle them with a running throw or the like and confiscate their weapon. | ||
'''Become a human tank with the Wave Motion Cannon.''' Something of a novelty weapon. Only available (without cheats) in the Vago Bio Lab level (Ch. 3). If you don't have the time to pull off a shot, drop it before it becomes a burden holding you down in combat. Konoko | '''Become a human tank with the Wave Motion Cannon.''' Something of a novelty weapon. Only available (without cheats) in the Vago Bio Lab level (Ch. 3). If you don't have the time to pull off a shot, drop it before it becomes a burden holding you down in combat. Konoko can only walk while wielding it.<br> | ||
:Primary fire mode: | :Primary fire mode: Don't use the energy beam at short distances; it takes too long to charge the shot. If you can keep the beam on an enemy for the full duration of the shot, it may well kill him in one shot.<br> | ||
:Secondary fire mode: Fires a frag grenade that sends enemies flying | :Secondary fire mode: Fires a frag grenade that sends enemies flying. Does much less damage than primary fire mode, but buys you a little time to use the beam again. | ||
==Melee overview== | ==Melee overview== |