![]() Plus, the really nice heavy weapons tend to have a reliable cleave. ![]() So anything faster than that, like a bat, gets a little wasted at the high end. Off top of head, the machete is designed to cap out at the normal stat maximum. There is a cap on the speed bonus though. If you never throw anything, it's probably better to get Fitness up higher. Fitness gets you the extra advantage of faster energy recovery, but strength also lets you throw beds and sofas. Strength and Fitness are equal for weapon handling purposes. I find that it strikes the right balance if you got fairly high Str and Fit and I almost never have a run where I don't find at least one. On the high end I seem to favor the good machettes and obviously the super rare items (claymore, knights sword, battle ax thing) are great if you can afford them, but for my money I LOVE the hatchet. And nightstick/aluminum bat seem to be in a class all by themselves. Obviously golf clubs, hockey sticks, and okaku katana's a great, but they're also super fragile. Cricket bats are great too, but pretty rare. Cleavers are also good and generally seem to break less. I find that femurs are great low stat weapons, even though they break a lot. Also, what's everyone's favorite high stat and low stat weapons? I also wonder if the heavy weapons are worth it, even at high stats? I take it that something like a sledgehammer does a ton more damage then a baseball bat or a femur, for instance, but if you're Fit and Str are really high, wouldn't having an unbreakable light weapon mean you can swing for days where as an unbreakable heavy weapon would certainly kill in one hit, but allow for less swings?Īnyway, just curious. Like, I get that some weapons, like the Kitchen Knife, the Nightstick, Golf Club, etc are good for characters with low both, and other weapons, like Sledgehammer, Wrench, Nail Board, etc are good for characters with high both, but are there weapons that are good for high Fit low Str or the visa versa? If not, it seems like it's ideal to just raise the two stats more or less together (aka try not to have too big a disparity between the two) meaning that certain combos of Trait + Perk are better then others by a good margin. Unusually for randomly generated roguelikes, Death Road To Canada features a heavy emphasis on narrative, its Interactive Fiction events making or breaking friendships, all the while adding character-driven drama to the blood and guts chaos of combat.I was wondering about how the two stats (Str and Fit) interact. Players will explore iconic sites such as Y’all-Mart and the Muscle! Bomb!! Gym!!!, meeting and recruiting a host of strange and bizarre companions along the way. Tipped off that Canada might just be free from the threat of zombies, the long, winding Death Road is all that stands between the player and their goal. As far as we know, this is the first time console players have been tasked with escaping to Canada.” ![]() “We’ve been hard at work on the ports and we can’t wait for players to try and outrun our hordes of pixelated zombie. “We’re thrilled to announce the console release date for Death Road To Canada,” said Kepa Auwae, Co-Founder of Rocketcat Games. Death Road To Canada will be available for $14.99, €14.99, £11.99 with a 20% launch discount during its first two weeks of sale. Scavenging the derelict environment, tough, sometimes hilarious decisions will have to be made along the way, either alone or in its two-player local co-op mode. Players will be able to take the highly esteemed, cadaverous journey from Florida to Ontario, soaking up its immaculately gruesome pixel-art take on the undead apocalypse.ĭeath Road To Canada tasks players with surviving its brutal, hyper-violent combat with over-the-top, looted weaponry. Death Road To Canada will launch on Nintendo Switch, PlayStation 4 and Xbox One on April 25th. London, United Kingdom - April 10th, 2018 - Independent publisher, UKIYO Publishing, in partnership with Rocketcat Games and Madgarden, are proud to announce that the randomly generated, zombie-filled road-trip.
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