Try to keep the fight in an open area, which renders the ricochet feature useless.Įquip a long-range sniper weapon. When engaging a player with the Reflector, be aware the enemy can hit you with the weapon's ricochet bouncing off walls.Highly skilled players could either snipe you or easily hit you in open areas, so make unusual patterns to decrease the chances of you getting hit by its lasers.If you know that enemies have this weapon, avoid small and short hallways, since they could easily hit you.This weapon does not have a spread or area damage, so you could try to counter this weapon by getting close to the user and using a shotgun, flamethrower or other high-damage weapons meant for close ranges.Keep in mind if you're too close to the explosions of your weapon, you can damage yourself. If in close encounters with a user, switch to an Area Damage weapon and try to eliminate them.Avoid small spaces as its users will take advantage of its Ricochet attribute.
Rocket jump if you cannot move around fast enough. Do not attempt this if they are a Three Category Spammer.
When reloading, the weapon is flipped vertically, the clip from the back is taken out, a spare clip is put in and the player flips the weapon horizontally. This orange laser has instant bullet travel time and is visible for 1-2 seconds after being emitted from the gun. This weapon shoots an orange laser that can pierce shot through players and bounce through walls. It has yellow and black details with red laser aura. It is a yellow/red and black reskin of the Laser Bouncer. It has great damage, a medium rate of fire, good capacity, and normal mobility. If you want to read more about long term plans, as well as review of the year, I wrote a post for the 2021 in RoguelikeDev event over on r/roguelikedev.It is a yellow laser gun that shoots an orange laser that bounces off walls.
This next month will probably be more code cleanup and small tweaks like the above, and I likely won’t start working on the heart of Alpha 3 until March. I couldn’t resist making a UI improvement that the new and improved code made possible: the inspector now tells you specifically why you cannot build in invalid locations: To start off though, I’m cleaning up some older parts of the code.įirst up was the building code. Looks like the current release is pretty stable, so I’ve started working on Alpha 3, which is focused on combat. That has been released along with all the other changes from the past 3 months, so rather than talking about it at length, I’ll just let you go play it over at itch.io.Īfter the release, I took a bit of a brake for relaxation and so I wouldn’t be in the middle of anything if any major bugs came up. I spent the first part of this month planning, building, and testing the new interactive tutorial.