![]() ![]() Back Muscle - as Rebel gets ammo from dead allies, it's a good idea to increase the ammo capacity.Bloodlust - its vampiric nature allows Rebel to heal herself after using her active, allowing for more allies to be spawned.Strong Spirit - gives Rebel a safety net even after spawning several allies.Combines well with Stress for faster swings and even better protection. Long Arms - allows to use melee weapon more effectively for wounded Rebel to defend herself, while allies take care of any threats.Stress - as Rebel is expected to have less than full health frequently, Stress will be almost always active.Second Stomach - to increase the value of those medkits. ![]() Rabbit Paw - which increases the number of drops from enemies (the most useful of them being medkits).Rhino Skin - a useful synergy as it allows you to stock up on more health and potential allies.With that in mind, Rebel can use high ammo consuming weapons such as the Minigun and build up her lost health at the end of each level. That's also a high chance to get an ammo pickup each time an ally dies. At the end of the level, each ally dies, leaving Rebel a bunch of ammo pickups. It would be a wise idea to ration your health before you spawn in more than 2 allies, but you can safely spawn in more if you find a source of health that helps compensate for the extra HP costs. Remember that summoning another ally heals the bleeding ones, but also remember how many you have spawned during that current floor, because it may leave you with a squad of healthy allies but a close to death Rebel. Keeping an eye out for when your allies start to bleed is a big factor. Melee weapons can be of use to the Rebel team, as it deals with any projectiles that could damage the allies while doing damage of its own. However, any allies spawned in after the first one cost 2 HP. Their help does come at the cost of 1 of Rebel's HP for the first ally on screen, which could allow you to gain some extra firepower to clear out a mob of enemies or aid in a boss fight for a small cost. Gameplay Rebel's allies can be a blessing on the battlefield taking shots meant for you as well as dealing damage to enemies with shots of their own. RiotEvery time Rebel uses her active, she spawns two allies instead of one. All allies die after an area ending portal opens. Summoning another ally heals any pre-existing allies, lengthening their initial lifespan. Allies will also fire a ring of 14 projectiles around the location of their death, each doing 3 damage. These are the same rules as for every mini health drop in the game. The lower it is, the bigger the chance of a Mini Ammo Chest turning into a Mini Medkit, basically going from 0% to 66% as your health nears 0. Drops being HP instead of ammo depend on your total health. It will be either a Mini Ammo Chest, or a Mini Medkit. Allies bleed for 20 seconds and then die, leaving behind 5 rads, and there's a 10% chance for a pickup. Special will not work if using it would kill the player. The cost increases to 2 HP if at least one ally is currently alive. Their weapon sprite resembles a Degtyaryov machine gun. They also act as a source of light in the dark areas. They do not aggro enemies, but can still take damage from them. ![]() Allies are fairly quick, moving at a speed close to that of a rat. Special Spawns an ally that shoots enemies at the cost of health. ![]() Rebel starts each level on half health with Crown of Luck. If the missing HP isn't even, the returned amount gets rounded down. Features When entering a portal at the end of each area, Rebel will refill half of her missing health. ![]()
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