![]() ![]() Summons exploding plumes of fire beneath the player’s feet that linger for a few moments for area-denial. (NEW) Diabolist: Fiery-red cousin of the Archvile.Works well as both a combo starter and ender. Direct hits therefore are much more important. The cost is that splash damage, and therefore overall damage, are nerfed. Rocket Launcher: Significantly increased rate of fire, and faster projectile speed. ![]() Chaingun -> Assault Rifle: Fires in 3 round bursts, and reloads after 45 shots.Does a ton of damage up close, but its extreme spread makes it unideal for anything but short-range. Really powerful as a combo-ender (ie 4 scrap shell shots into instant SSG) thanks to instant weapon switching. Super Shotgun: Slightly tighter horizontal spread, and a few frames faster at firing too I think.Shotgun: Fires faster, has tighter horizontal spread but with equal vertical spread.Pistol: Shots are much more powerful, and much faster, than vanilla, but at the cost of having to reload every 6 bullets.Chainsaw: Triggering the Cyber Baron’s pain state with a chainsaw is a guaranteed disarm.For easy and free Zandronum coop server hosting, check out The Sentinel's Playground. Multiplayer compatibility! The main Paradise episode (not the bonus episode, sorry) is now multiplayer compatible and has been optimally balanced for 2 - 4 player survival coop with no item respawns.Check the BONUS MAPS INFO section below for more info! Bonus maps ! In addition to the 7-map Paradise episode, a second episode consisting of 25 speedmaps is also included and playable from the episode selection screen.New monsters and a new weapon! See the respective categories below for more info.Fire a rocket then quickly switch to a super shotgun blast, or hammer away at your pistol clip then instantly switch to a powerful Scrapgun blast! This allows you to combo certain weapon shots together. Instant weapon switching! Weapon switching is instant for ALL weapons.A projectile formerly dealing between 10 and 20 damage would now do 15, for example. The non-random values are generally what the average random version would be. Normalized damage across the board! Each player and monster attack now does a set, non-random amount of damage. ![]()
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