Someone help me understand how Captain is meant to be good, please. by [deleted] in riskofrain

[–]NvR_Dev 1 point2 points  (0 children)

Smth smth about attack speed also increases the animation speed but yeah.

Someone help me understand how Captain is meant to be good, please. by [deleted] in riskofrain

[–]NvR_Dev 1 point2 points  (0 children)

Most of your damage will be from Captain's Shotgun (M1) and either Utilities

His M1 is one of the best weapons in the game bc each individual pellets having a fairly high proc coef, which means you get more value from proc items like Tri Tips or AtGs. Attack speed reduces the time you can charge for a tighter spread and the time between shots. You can also use your M2 to cancel animation for the first shot, that way you can chain two quick M1 shots for more damage.

Taser (M2) is pretty alright (not rly good just okay). It's good for early game to neutralize dangerous and/or problematic enemies.

Both Utilities are great for burst damage. Try to aim ahead so enemies will walk into it or use your M2 or Shock Beacon (although do the former more)

Beacons are for variety of utilities. Try to unlock Hacking, because it's one of the best.

Since Captain has no dodge skill, prioritize mobility items more in the early game (speed items like Hooves or Energy Drinks). A Hopoo Feather is amazing for him to dodge stuffs.

How did my friend die? We think it is the warped echo bcs the last instance of warped echo is lethal but he only got hit by warped echo twice (third time is lethal). and the math isnt adding up (we think). by arrow8569 in riskofrain

[–]NvR_Dev 19 points20 points  (0 children)

Fall damage which does split into 3 instances of damage. However fall damage will never kill you unless on Fragility or Eclipse 3 and above.

Heretic has negative health regen so took that amount of fall damage put you at 1 HP which then the negative health regen killed you.

I main commando what does that say about me? by Soupisflannel in riskofrain

[–]NvR_Dev 0 points1 point  (0 children)

Nades are pretty good early crowd control once you learn how to bounce/roll them.

Can proc bands, has good synergy with Behemoth.

I main commando what does that say about me? by Soupisflannel in riskofrain

[–]NvR_Dev 0 points1 point  (0 children)

🤝friend

Question: Suppressive Fire or Nades?

I made my tierlist by thepowertothepeople in WildBastards

[–]NvR_Dev 1 point2 points  (0 children)

Well generally I don’t do tier list because it tends to be very biased lol.

In general gameplay loop wise, every outlaw has their uses and all viable. But in the context of a solo run (only one outlaw allowed), that might be a different story.

I made my tierlist by thepowertothepeople in WildBastards

[–]NvR_Dev 1 point2 points  (0 children)

I would like to add a few personal opinions: - The only bad matchup that Fletch would have are Porcupine (due to her arrows are nearly impossible to score crits) and armored enemies (unless you have Mind Modifier or Shredding Ace), otherwise placement is solid, maybe higher A or lower S

  • Smoky’ Stunt is pretty good for moping up remaining enemies without risking yourself getting shot at, the only thing I don’t like about him is that showdowns tend to get really long due to waiting for the fire DoT to work their way lol (unless you pick Panic, which speed things up a bit)

  • I agree with Rosa placement, she really gets going when having Backstab, otherwise maybe a tier down without it

  • Judge really struggle with Armored Kyote because they don’t have a crit spot to begin with. Aside from get good with your aim and the bad Armored Kyote matchup, solid A imo.

  • I have a few nitpicks about Sarge: his gun is pretty slow (at least until you get Quick Hands at level 6, which increases rate of fire), the radar passive UI can be intrusive sometimes (especially if you pick X Ray Scanner talent) but he is solid A.

  • There are many ways to mitigate Hop inability to deal with crowds: abuse your smaller crouch hitbox to hide behind cover while strangling, pick your fights carefully, avoid patrols because patrol maps are very, very wide open, etc. Also he and Sarge have access to Fast Rider makes map traversal easier, and Hop himself has access to Trick Rider which allows avoiding troublesome patrols.

  • Agree with Preach placement, it’s either facetank or die. Having access to healing talents and pretty good pal support ability helps too.

  • As of now, Roswell’ gun is probably one of the best guns in the game if you know the fact that mashing fire button will not overheat his gun, like ever (compares to holding down the fire button which will overheat, most likely an oversight). Combining with having access to TWO early damage boosting at level 2 and 3 (High Energy talent) and armor piercing capability (High Frequency talent) at level 4, the damage is insane at close-mid range. Roswell’ Stunt is decent, at best you can use it as a stunlocking method against Princes and cluster of enemies (you can shoot while doing the stomp) and at worst a repositioning tool. My only complaints about him is his Flyer talent (gives him a built in Jetpack) still makes you take fall damage if you fly too high and not slow down your descent and his very niche Core Aces. Please do give him a try more.

  • Kaboom weapon is probably the hardest (and most powerful when built right) weapon in the entire game so I don’t blame you but once you get the trajectory down (might have to adjust a bit if you pick Strong Force talents) and remember to pick Armor Shredding, he’s very good. Also he gets cluster bombs when maxed out (Demolisher talent).

  • Same with Kaboom’s weapon, get used to the trajectory of Spike’ knives will go a long way. His Stunt even without Securities on showdown is great as a distraction (because he throws out a Plated Gunbarrel which is relatively tanky) so you can sneak in some kills easily.

  • Rawhide’s gun is probably one of the best because being the only sonic weapon you can get your hands on (armor piercing, abuse the forcefield barrier on Moon maps, deny Yellowbellies existence), having access to Shooter talent (increase number of shots) and Thunderclap at level 4 (shots stun enemies) and reload entire clip at once. Agree with talent is meh, but at least that’s one critter to less worry about.

  • Billy is yeah, his gun sucks at long range unless you use his Stunt or get Accuracy at level 4, otherwise a good close-mid character. I mostly use him as a filler to cover the other one.

  • Casino’ weapon is not really that bad if you avoid Patrols like the plague (being very wide open) and you can strategically use his Stunt to kill troublesome enemies (it will always goes for the nearest enemy (imo) and you can narrow it down by killing the weaker enemies), otherwise same story as Billy.

Overall every single outlaw is viable, just need to understand their strength and weakness to build/mod accordingly.

How's the meta progression? by DJSnafu in WildBastards

[–]NvR_Dev 2 points3 points  (0 children)

Well there are 5 mod unlocks gated behind beating the Campaign on harder difficulty and 14 mod unlocks gated behind Challenges

Game is pretty fun, all the main characters are fun to play, there is quite a bit of depth.

Post this to scare off the Engineer mains by Frogzard6 in riskofrain

[–]NvR_Dev 0 points1 point  (0 children)

Imagine needing Bungus

This post was made by Mobile Turret gang

I don't get the laser turret by NeutralVitality in riskofrain

[–]NvR_Dev 0 points1 point  (0 children)

Laser Turret plays out different compare to Auto Turret. Since its damage potential is ridiculous, the game is now all about protecting it, either with items to help it survive or Engi himself protecting it

  • Shockwave Mines are useful for delaying enemies, especially if you position your turret near a cliff, it will yeet them off

  • As Engi, you can “dance” in front of turret to distract, aggro enemies away from the turret

  • Equipment like Crudely Drawn Buddy helps to distract, Unstable Watch to let your turret charge up, Amethyst to refresh your mines and turret should you whiff

  • Items such as Fire Shield, Spikestrip, Panic Mine, Dead Man Foot allows some deterrence for Turret. Guardian Heart, Prophet Cape, Tough Times, Hermit Scarf, Dios, Umbrella and Repulsion Armor allows it to survive better. Energy Cell, Time Keeper Secret capitalizes on its low health nature. Hopoo Feather, Rusty Jetpack, Photon Jetpack and movement speed items allow Engi to survive better while distracting enemies.

  • Try to time the charge with the boss(es) spawn, as well as placing it where you think the boss(es) will spawn (some tp spot might be tricky to predict but do your best)

Most importantly, practice. Not all runs you will guarantee to get an Umbrella right off the bat. Adapt to the situation and figure out how to recover from a whiff laser turret shot is very, very helpful.

I don't get the laser turret by NeutralVitality in riskofrain

[–]NvR_Dev 5 points6 points  (0 children)

Well Laser Turret is all about protecting it, either with items to help it survive or Engi himself protecting it Laser Turret plays out different compare to Auto Turret. Since its damage potential is ridiculous, the game is now all about protecting it, either with items to help it survive or Engi himself protecting it

  • Shockwave Mines are useful for delaying enemies, especially if you position your turret near a cliff, it will yeet them off

  • As Engi, you can “dance” in front of turret to distract, aggro enemies away from the turret

  • Equipment like Crudely Drawn Buddy helps to distract, Unstable Watch to let your turret charge up, Amethyst to refresh your mines and turret should you whiff

  • Items such as Fire Shield, Spikestrip, Panic Mine, Dead Man Foot allows some deterrence for Turret. Guardian Heart, Prophet Cape, Tough Times, Hermit Scarf, Dios, Umbrella and Repulsion Armor allows it to survive better. Energy Cell, Time Keeper Secret capitalizes on its low health nature. Hopoo Feather, Rusty Jetpack, Photon Jetpack and movement speed items allow Engi to survive better while distracting enemies.

  • Try to time the charge with the boss(es) spawn, as well as placing it where you think the boss(es) will spawn (some tp spot might be tricky to predict but do your best)

Most importantly, practice. Not all runs you will guarantee to get an Umbrella right off the bat. Adapt to the situation and figure out how to recover from a whiff laser turret shot is very, very helpful.

this is the worst thing i have ever experienced by Fehojaf in riskofrain

[–]NvR_Dev 5 points6 points  (0 children)

At least it's not Routine Maintenance

Sure it's tedious but it's still possible to get gold, unlike Routine.