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Elona Shooter AI team.

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Apr 23rd, 2018
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  1. After a few unsuccessful attempts I finished making a rather safe full-AI team in Elona Shooter.
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  3. Basic idea is 3 crowd control supports + damage dealer Rogue.
  4. Main problem of full-AI team is Kamikaze waves, they have weird hitboxes and run too fast.
  5. Important points is minimal delay for attack, and no weapons that fire off-screen like bowgun or gravity launcher - since those often make bosses bug out behind the screen border, sometimes they just stay here and shoot at you til the end of the day.
  6. For supports, I selected classes with cripple shot - stacking slow debuff. Paired with autoshotgun it can put to stop a group of monsters. Those classes are Sheriff, Hunter, Militia.
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  8. Sheriff is absolutely the best for protection due to it's ever-growing knockback bonus paired with increased area of shotgun AOE with dr. Holiday skill. Party-wide Leadership and Defender skills are very useful, especially aim speed increase from Leadership.
  9. I chose Sheriff for PC character to prevent leveling accuracy to maintain AOE size of Autoshotgun, it also allowed me to get medal-only Sense and Luck skills.
  10. Hunter(or Duelist) is a must-have for any party due to Engineering skill, which boosts 6-modded weapons by a huge margin.
  11. I've been conflicted whether use second Sheriff or Militia for the last spot, but ended up chosing Militia with Grenade Launcher and 'fire at will' setting, she just throws grenades everywhere eventually slowing enemies, occasional grenades are good at clearing pesky dragonflies. Grenade launcher modded with Auto Reload+double Impact mods ensure constant supply of slowing explosions on the screen.
  12. After playing for a while past day 160 i'd say Militia was a mistake, big kamikaze waves are kind of difficult without second sheriff.
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  14. Last but not least, Rogue is the core of the team. It's passive gives crazy gold income later on, which directly improves damage with Villa upgrades, and additional EXP bonus from trainer.
  15. Weapon of choice is machinegun due to it's versatility later on - you can negate low accuracy and slow reload with skills. Properly upgraded Machinegun one-shots weaker enemies, yet have very high base rate of fire to deal with the beefy ones in no time.
  16. You only need to focus on reloading skill on non-Rogue characters to ensure reliable crowd controll, after getting necessary basic/party skills, obviously.
  17. I think that at every high mk levels Hunter's Rifle may become the best weapon due to extremely high damage, with reloading handled by Auto-Reload mod, but low rate of fire(even lower with Aimed Shot) will need something like Mk-100 with fire rate mod to make it effective. However at Mk. lv 250-300+ it may become the ultimate weapon, the only competitor would probably be revolver.
  18. For autofire weapons Laser pistol may be better later on, but it wont get Power Shot's 1,5x damage bonus or reload in less than a half of a second, and dps is only marginally higher than Machinegun with Burst. Major downside is that it's reload time/ammo ratio is pretty bad.
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  20. As an additional boon of this setup, you only have to fully upgrade Rogue's weapon, others can stay at pretty low levels(enough to oneshot kamikaze with shotgun, maybe). All the free money go for Trainer upgrades after you upgraded Villa sufficiently high. Occasionally upgrade wall depending on incoming damage. Hunter and Militia's weapons need double impact mods to work well. Machinegun could go Leech+5 damage mods or Leech+Anti-Air/Armor+3 damage mods. I ended up staying with 4-5 damage mods - air is covered by Sheriff/Hunter already, and Anti-Armor is only useful vs tanks. I'm leveling Villa/weapon at levels sufficient to avoid Rogue getting stuck at killing boss.
  21. I've considered alternative setup with Noble/autoshotgun PC, Hunter/Duelist, Rogue and Sheriff - Noble is the absolute beast later with shotgun, so even with half of the money you'll get more firepower, but maintaining 2 weapons is expensive and uses too much AP. Maybe I'll get to it during my next autism relapse.
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  23. I've tried 3x rogue+duelist, noble/rogue(bowgun)/noble(autoshotgun)+ranger(gravity gun)+rogue+duelist and some others, but the only setup where I don't need to be ready to use Jure's Grail/Repair hammer is the current one.
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  25. Fun facts:
  26. Auto Reload mod level determines delay after which reload starts, multiple mods do not decrease delay.
  27. You can level reload to such high levels that you'll be able to fill the screen with Gravity Gun balls, especially ifyou get lucky and find Gravity Gun with pre-installed reload mod (you actually cant install this mod manually)
  28. Bowgun has upper limit to number of projectiles shot each second, however you need absolutely retarded levels to get there. Aimed Shot removes the problem
  29. Aimed Shot makes rate of fire 3,3 times slower, but increases damage by mere 1,7x. Useful for autofire weapons.
  30. Museum and Love(ranger/militia/defender skill)-infused Little Sisters are very slow to pay off.
  31. Lv 139 Sister and lv 98 museum(all medales) will return investment by 255th turn
  32. lv53 sis/lv30 museum will return investment by 100th turn.
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