If the trigger is falling into a pit, the player can jump into the pit left by the elevator and get the ability for no damage.Trying to play Winchester's game while Windgunner is active will softlock the game.This can be fixed and all guns will be returned by saving and reloading Dropping Sprun in co op mode while Windgunner is active and letting the 2nd player pick it up will cause player 1's guns to be removed when Windgunner disappears.If attempting to do this on PC while in co-op with The Paradox, it can cause the game to remove all guns, soft locking the game.Dying and respawning with Clone will let the player keep Windgunner.Saving and exiting with Windgunner will remove it from the player's inventory.Dropping Sprun and letting the Resourceful Rat steal it while having Windgunner will let the player keep Windgunner.With Metronome, receiving and losing Windgunner does not reset the damage bonus.Saving can reset the trigger to something else.Sprun will not activate if the player has fire immunity through flight.This does not apply to the poison/electrocution trigger, as the player must take damage.Even if the player has fire immunity, Sprun can activate when standing inside of it.If Sprun's trigger is falling into a pit, entering the Oubliette may trigger Sprun until the player falls into a pit again.Sprun can trigger even while in a Blessed Run.Player takes damage from electrocution or poison.Player loses their last piece of armor.If playing as the Robot, taking armor damage also counts.Upon satisfying the trigger, it awards the player Windgunner for a short period.Upon being picked up, it assigns a trigger randomly from the list of triggers (see below).Stays near the player and will block bullets, but does not orbit like guon stones.Both muramasa and SB have little value in hardmode or when you get used to the game. Muramasa is poor in both burst and consistent dmg, it doesnt really fit any role well except for a easy to use weapon in most of the cases.īS can be a nice find, but it doesnt worth to bring into the dungeon since it takes 1 of the only 2 rare/legendaries u can bring, also it wont do much in hardmode by itself. Hecate by itself is a weapon that can assure you gonna get past Niff, the weapon is good to clear rooms and the reload is only an issue when swap quick shooting, wich it excels anyways, since the fire animation and reload time is pretty much the same. Combined with Alice/Criminal or/and wing+springs it can one shot most stuff and is one of the few options of ranged burst you can get in the game. I dont really like it, but it is one of the "sure win" combos for hardmode. Having a good set/combo instead of SB+random relic is aways better. If i take SB, even without using mystic, i can only beat the whole hardmode if i get at least decent rng. It only makes it take longer than it needs and potentially making me loose at ericha or erta if i get bad luck. I always rather take items that ll 100% make me finish the run, instead of relying on rng.Īnd again, you can only really bring 2 rares/legendaries + commons/uncommons from the shop. I have now beat it on hard mode tried to use the hecate didnt like it dont really like muramasa either i was asking him why hes want a reloading gun over a melee weapon.
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