[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips)

[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips)

About The End-Game


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 1

[So, you have seen the truth of the 'Nowhere', and you had the courage to make up a choice.

First of all, I TRULY compliment those who have come this far.

Your hard work would seem like nothing at first, but soon you will realize that your restart was indeed worth-it.

For you have become a upstanding killing-machine, let us seek the End-game content of Arena-mode!!!]

1. Imprints

------------------------------------

What is an Imprint?------------------------------------

After you reached the nowhere and sacrificed yourself to save 'Nevada', you will recieve something called an 'Imprint'.

Imprints gives you [+1] upgrades on all stats of the origins you had previously, and also certain 'origins' can be selected when you have the right amount of imprints.

Unlike cash, tokens and weapons(which doesn`t go over to the new game), imprints will stack every time, making your character stronger little by little.

But [+1] does not mean much, considering the effort and time you have given up for a new game.

So let us talk about the real prize of Imprints....

2. Origins

So, I didn`t talk about 'certain' origins at the beginner`s guide.

It is because talking about those origins in the first play-through doesn`t mean that much for the player.

But since now we have the 'rights' for having these imprints, let us see what origins we can choose!!

I will review all the origins, but unlike the description in the beginner`s guide, each origin will be introduced in deeper depth.

I will divide each section with Basic Origins(part 1&2) and Imprint required Origins(part 1&2).

2-1 [Basic Origin Part.1]


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 21
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 22
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 23

1. Noob :

[Focus Skill] : None

[Weak Skill] : None

[Special Trait & Bonuses] : None

[Drawbacks] : None

[One word commentary] : Based Origin

['Noob', unlike the name itself is a very solid choice for people who wants solid gameplay.

Every basic playstyle can be performed with Noob, and you even up your stats fairly quick.

The overall balance of the character is just too perfect, it might be a bit boring for certain people.

Do not expect the 'best' in noob, but he will certainly do 'more than average' every single time.]

- - - - -

2. Undercover Agent :

[Focus Skill] : Ranged - You can obtain 'Ranged' expert skills.

1. Mobile accuracy : Your bullet spread does not get affected by your movements

2. Perfect Sights : Your bullet spread while shooting are fully recovered whenever hitting an enemy

3. Precision shooter : Your sweet spot(the green area of your aim direction) will be a death zone for the enemy, almost instantly reducing their tac-bar to zero.

[Weak Skill] : Melee - You cannot obtain over 'Melee Lv.3' skills

[Special Trait & Bonuses] :

1. [+1] Handgun Magazine count for each pistol

2. Non-Auto guns can be shot 20% faster

3. (Special)Agency & Nexus enemies will not attack you until you start attacking.

[Drawbacks] : -35% Encumbrance Max (Your reduced 'Encumbrance' will force you to wear less armor, and will greatly damage your speed and dodge if you try to deny it)

[Two word commentary] : Glass pistol

['Agent', is a very concept-based character. And because that 'concept' came from the 'actual pioneers' of the ketchup & mustard advertisement company, he lacks the ability for wearing more heavier armor.

His special and bonuses all have very minor impact on your game, making his weakness stand out like ketchup on a white wedding dress.

The only 'Recommended-to Avoid' origin, unless you admire the 'K&M A.D company' from Madness Series.(A.A.H.W? What`s that? Something you can eat?)]

- - - - -

3. Terrible Experiment :

[Focus Skill] : Acrobatic - You can obtain 'Acrobatic' expert skills

1. Landmower : Bladed melee weapons will not be thrown straight, but sideways. Also it pierces through all normal sized(or under) enemies which has 1 corpus.

2. Tac-Sprint : While you are running, your tac-bar will be more durable from incoming damage(except from unarmed and melee damage).

3. Head leap : The skill says that 'you will pop over the head of an enemy you`re facing by tapping Space', but you also have to press 'shift' at the same time too.(Original finder : Dereck) Head leaps make you completely dodge through hordes of enemies, and its best to be used in tight situations like in corners.

[Weak Skill] : Ranged - You cannot obtain over 'Ranged Lv.3' skills

[Special Trait & Bonuses] :

1. (Special)Whenever you kill an enemy horribly(gore kill, such as decapitation) or perform a takedown, there is a chance that enemies will jump and 'back away from you' for a few seconds

2. [+2] Unarmed damage

[Drawbacks] : You receive 25% more damage from fire.(Environmental fire damage are also implied)

[Two word commentary] : Throw Spammer

['Experiment'`s true value comes from its throwing skills and dodge. For it is the [u]only[/u] origin which has 'Acrobatics' for a focus skill!! After obtaining some acrobatic specific skills, you can throw all sorts of heavy stuff as if you are throwing pebbles. Even the 'Dragon Slayer' can be thrown like a giant shuriken!! Also, melee weapons like hooks and boomerangs will return to your hand automatically every time you throw them(having them in both hands also work, pressing Q + m1 & m2 in order).

You will need 'much more grinding' than other origins to make Experiment viable, but once you reach a certain level, you will have the ability to wipe 2/3 of the enemies with one cleverly thrown melee weapon. (First you need to unlock the landmower skill for it)

But I have to say, a lot of the maps does not fit very much for the throwing part, as ledges will make you totally lose your thrown melee weapon throughout the mission, and some small hallways can make your thrown melee 'stuck' rather easily. 'Hard sell' and 'Slaughter Time', are the example places where you will struggle a lot only by throwing weapons.

Besides of throwing stuff, your dodge will be the best among other origins. Unlike throwing yourself onto the floor before, you will do a cool ninja flip for a normal dodge(snap dodge is the same). Your movement speed will be top notch, and your dodge is very spammable, allowing you to evade tough locations.

After If you are used to projectile throwing, picking this origin would be a fun way to play the game.]

2-2 [Basic Origin Part.2]


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 68
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 69

4. Ronin Mercenary :

[Focus Skill] : Melee - You can obtain 'Melee' expert skills.

1. Block Breaker : Your melee swings will neglect guarding enemies if your heavy attacks(shift + m1) connects & you have a bigger weapon. Hitting the same attack with a critical has a chance of disarming the enemy, but if the enemy has tac-bar remaining that tac bar will be reduced significantly.

2. Block Bullets : When you hold your guard with your right mouse butten, all incoming bullets up front will be guarded as if you are blocking with a shield.

3. Deflect bullets : You can now deflect incoming bullets while guarding. The deflected bullets damage enemies if hit. Shouldnt be too relied on, as your tac-bar and health will be decreased while reflecting bullets.

[Weak Skill] : Unarmed - You cannot obtain over 'Unarmed Lv.3' skills.

[Special Trait & Bonuses] :

1. 10% more cash bonuses from missions

2. (Special)If a enemy is dazed, you can choose to spend your money and convert that enemy throughout the current wave by holding [shift] while performing a takedown

[Drawbacks] : [-5] max hireling level, meaning your hirelings cannot level up to the highest even though you train them.

[Two word commentary] : Versatile Swordsman

['Mercenary' is a melee based origin, but has no downsides on ranged. It means you can still both utilize ranged and melee weapons easily. Because of this, mercenary can be a great choice if you want to use both melee and guns.

Hireling level cap drawback is a bit hurting in the end-game, but it isnt really a deal of the gameplay itself. It is safe to say that the 'Mercenary' origin doesnt have a great weakness.]

- - - - -

5. Escaped Patient :

[Focus Skill] : Unarmed - You can obtain 'Unarmed' expert skills.

1. Stunning Fist : Unarmed combo over 10 will have greater chance to make your enemies dazed for a short period of time. It is possible to do takedown after takedown, while gaining more and more combo counts.

2. Dodge Tackle : Enemies will be knocked down when you do a normal-dodge onto them(not snap-dodge).

3. Guard Melee : You can guard against even melee attacks, countering those attacks is also possible.

[Weak Skill] : Acrobatics - You cannot obtain over 'Acrobatics Lv.3' skills.

[Special Trait & Bonuses] :

1. If you get lose a corpus, there will be a chance for a un-hittable 'Ghost Friend' to appear during the mission. The ghost will keep on teleporting around the map, attacking enemies with fists. After a wave is finished, the ghost will also disappear. Enemies will get aggro towards the ghost, but cannot damage him without explosives.

2. Your resist on getting dizzy is increased. [This is not applied for resisting 'dazed']

[Drawbacks] : None!!!

[Two word commentary] : Combo Monster

['Patient' is a very strong origin from start to finish. No drawbacks, and the weak skill doesnt damage the gameplay itself very much. I could say that patient is a direct upgrade of Noob.

The patient`s raw strength comes from his unarmed combos. Once you get the expert skills, you can perform unstoppable takedown chains against swarming enemies. Your unarmed attacks will work like semi-explosives, dazing and stunning enemies in a great radius. Even charging enemies will stop dead in their tracks if they are caught within the explosive radius of your machine-gun fists.

Also melee and ranged weapons will always be useful too when playing as patient, as you don`t have any weakness for those.

The 'Ghost Friend' is a good bonus, as will usually spawn and teleport behind your enemies to take their aggro away from you. Also as backup soldiers, it will do takedowns for you. It feels great when this guy spawns on hard maps like nexus or hard sell.

Great choice, very 'Madness' fitting, amazing to play as. I very recommend to try this origin.]

2-3 [Imprint Required Origins : Part 1]


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 101
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 102

These Origins cannot be unlocked at the first gameplay, but will automatically be unlocked after the player has the required Imprints.

- - - - -

6. Disquieted One :

[Focus Skill] : Melee - You can obtain 'Melee' expert skills.

1. Block Breaker : Your melee swings will neglect guarding enemies if your heavy attacks(shift + m1) connects & you have a bigger weapon. Hitting the same attack with a critical has a chance of disarming the enemy, but if the enemy has tac-bar remaining that tac bar will be reduced significantly.

2. Block Bullets : When you hold your guard with your right mouse butten, all incoming bullets up front will be guarded as if you are blocking with a shield. Also, your melee weapon`s durable doesnt decrease because of blocking.

3. Deflect bullets : You can now deflect incoming bullets while guarding. The deflected bullets damage enemies if hit(but it hits rarely as bullets spread is enormous). Shouldnt be too relied on, as you cannot heal while reflecting bullets.

[Weak Skill] : Ranged - You cannot obtain over 'Ranged Lv.3' skills.

[Special Trait & Bonuses] :

1. You deal 20% more damage when using bladed melee weapons.

2. (Special)You can teleport around the map while holding a melee weapon

3. (Special)Your one-hand holding melee weapons have same effects by the 'Improvised weapon skill'

[Drawbacks] : You deal 20% less damage when using guns.

[Two word commentary] : Teleporting Chainsaw

['Disquieted' is an origin that is only aimed for melee-based combat. Other options like unarmed and ranged will far less useful when playing as Disquieted.

Picking this class gives you two options to play.

1. Will you use a 'strong melee weapon' to slice enemies like butter?

2. Will you sacrifice a melee weapon to 'insta-kill' an enemy?

And yes, you can kill enemies with any melee weapon, only by pressing 'E' for a takedown.

Your takedown will destroy a single corpus of an enemy, which means 'G0L3M's with one corpus will be killed with a single takedown.

You can also teleport towards far away enemies. You are invincible while doing teleports and takedowns, and your melee weapons are twice as deadly. You are practically a 'teleporting chainsaw'.

If you worry about getting hit from enemy bullets, your tac-bar will be restored 2~3 times as much while you are slicing on and on through your enemies.

Don`t worry about getting hit as Disquieted. Worry about 'how to restore your health' by killing more enemies.

If you like melee weapons, this Origin will be the best option for you.]

- - - - -

7. Tinkerer :

[Focus Skill] : Ranged - You can obtain 'Ranged' expert skills.

1. Mobile accuracy : Your bullet spread does not get affected by your movements

2. Perfect Sights : Your bullet spread while shooting are fully recovered whenever hitting an enemy

3. Precision shooter : Your sweet spot(the green area of your aim direction) will be a death zone for the enemy, almost instantly reducing their tac-bar to zero.

[Weak Skill] : Unarmed - You cannot obtain over 'Unarmed Lv.3' skills.

[Special Trait & Bonuses] :

1. [+1] Extra magazine(applies to all ranged weapons).

2. (Special) You can use any ranged-weapon parts to any ranged-weapon.(Ex : Rockets to a regular pistol)

[Drawbacks] : You recieve 20% more damage from unarmed & melee attacks

[Two word commentary] : Most Overpowered

['Tinkerer' is an origin with allows you to have the [u]most customizable ranged-weapons[/u] in arena mode.

To understand this, you have to know that each ranged weapons has its own weapon parts.

For laser rifles, those have laser batteries. For dissonant weapons, those have dissonant batteries.

Normally, these specific weapon parts cannot be equipped with other weapons. There are boundaries.

But Tinkerer does not have these boundaries. Which means you can now attach lasers to cheap pistols, rockets to auto-rifles... and so on. You can make a pistol that shoots 35 enemy-melting dissonant missiles, or make a smg which has 150 bullets for each clip. You can hold these with BOTH HANDS(♥♥♥♥♥♥♥♥♥).

The workbench provides so much nonsense for Tinkerer, its better off testing each feature by yourself. Why do you need a black market, when you can build that rocket launcher with your own hands?

The only downside the tinkerer has is that he kinda sucks at close combat. But his overall insane firepower can exterminate anyone in the field before they even have a chance to get close to you.

'G0L3M's? Pfffft. Just shoot some rockets with your pistol to dust them out of the map.

Tinkerer is by far the most overpowered origin in arena-mode, hands down.]

2-4 [Imprint Required Origins : Part 2]


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 150

8. The Massive :

[Focus Skill] : Unarmed - You can obtain 'Unarmed' expert skills.

1. Stunning Fist : Unarmed combo over 10 will have greater chance to make your enemies dazed for a short period of time. It is possible to do takedown after takedown, while gaining more and more combo counts.

2. Dodge Tackle : Enemies will be knocked down when you do a normal-dodge onto them(not snap-dodge).

3. Guard Melee : You can guard against even melee attacks, countering those attacks is also possible.

[Weak Skill] : Acrobatic - You cannot obtain over 'Acrobatic Lv.3' skills.

[Special Trait & Bonuses] :

1. Your resist against dizzying attacks is increased by 50%

2. (Special)Your corpus count(Max : 10) and body size will be bigger everytime you unlock a core skill. This special does not give you any benefit with core skills from Acrobatics(This means you have nine core skills to get bigger and stronger).

3. (Special)Your stats will be very biased on [Strength] and [Endurance], and you can only upgrade those two stats when you are unlocking new skills.

4. You will perform half-mag charge ups rather than unarmed and melee charge-ups.

[Drawbacks] : Non-Auto guns are shot 50% slower each bullet. & Your Ranged accuracy will be cut by -40%.

[Two word commentary] : Walking Tank

['Massive' is slow. And that I mean 'extremely' slow.

Leveling him up is slow, his walk speed is slow, his voice is slow, like nearly everything made for this origin is slow.

But that slowness also comes with a extreme upside.

You are a beast on both health and raw power.

About [Health] : Unlike the other origins, Massive's maximum corpus will go up to 10. Making you one of the most toughest beings in the arena-mode itself.

About [Raw Power] : Your charge-up attacks become half-mag charge ups. You can knock every single enemy in your way with the 1st charge up, and get to far away/higher places with the 2nd charge up. Also, your kicks will be extremely deadly and even pierce through 'G0L3M Armor' if your stats are right.

Sacrificing your speed, will become a unfair boss-mob itself.

You will make enemies tumble at your feet, giant or non-giant.

And you will absolutely feel like a boss while stomping your unlucky foes.

Just keep on mind that your 1st charge up will also damage your hirelings, and falling from even small heights will damage you.

Even though your ranged weapons will have more spread, you will have no downsides on the damage itself. So its basically not that big of a deal if you use the 'sweet spot'.

So, if you don`t mind being slow now and then, try the Massive.

You will become a 'Tank' that is made out of flesh, and trample through hordes of lesser beings.

3. Sub-Stats(Attributes)

By now, you would know what stats(Attributes) are.

[Strength], [Endurance], [Dexterity], and [Tactics]... And they are the numbers that really impact the gameplay.

Sub-Stats are a bit different. They do impact the gameplay, but not greatly like the 'major-stats' These sub-stats also gives you chances of doing certain stuff. For example, your 'Force' will increase your chance of knocking down enemies when swung. Here are all the sub-stats and what they do in-game.

[Force] : The average between Strength & Endurance - Recoil Reduction : Recoil will be slightly reduced for every point. (Very minor)

- Unarmed Damage : Your fist`s damage scale is increased slightly for every point. (Minor, but high force enables to instantly kill weak enemies)

- Blunt stun : Your chance to knock enemies to the ground is increased for every point. (Only for blunt weapons)

- Weapon Speed;Big : Your large melee weapons(ex:dragon slayer) are swung a little bit faster for every point. (Extremely minor.)

- Unarmed Armor Piercing : Your fists with heavy swings can do damage to armored enemies if this sub-stat is extremely high.(Possible for Massive)

[Lethality] : The average between Strength & Dexterity - Melee Damage : Your melee damage scale is increased slightly for every point. (Very minor, high lethality enables to instantly kill weak enemies)

- Throw Distance : You can throw weapons and throwables a bit further.

- Melee Armor Piercing : Your heavy-swung melee weapons can pierce through armored enemies if this sub-stat is extremely high.(Possible for Disquieted)

[Critical] : The average between Strength & Tactics - Unarmed Stun : Your unarmed attacks have greater chance to 'daze' your enemies. (This means a lot for patient or massive)

- CQC Crit Damage : Your Critical damage will be greater for every point. (Damage seems to be a bit random)

- Slash Stun : Your slashing weapons will have greater chance to make your enemies 'dizzy' (Unlike unarmed stun, this does not daze your enemies.)

[Athletics] : The average between Endurance & Dexterity - Sprint Speed : Your movement speed by sprinting will increase.

- Block Power : Your health handle much more from blocking.

- Resist Knockdown : Your chance of being knocked down will be reduced for every point. (Minor, as most knockdown damage such as explosions and half-mag charge are guaranteed for the player to be knocked down)

- CQC speed : Your melee and unarmed attacks are faster for each point (Major, as even a bit quicker attack means you hit your target first and cancel its attack)

[Strive] : The average between Endurance & Tactics - Trauma Recovery : Your corpus repairs a bit faster for each point.

- Knockdown Power : Your chances to knock down an enemy will be increased. (This stat is not yet confirmed if it does make an impact)

- Recoil Recovery : Your recoil recovery will recover faster after you stop shooting. (Minor impact in-game)

[Senses] : The average between Dexterity and Tactics - Ranged Crit Damage : You deal more crit damage with your firearm and throwables. (Seems to be random at times, as your damage varies for what part you hit your target)

- Aiming Walk Speed : You can walk a little bit faster while aiming for every point. (You can move a bit even you press both [Shift] and [Right mouse] when you have enough points)

- Reload Speed : you can reload faster. (Does impact majorly)

- Ranged Accuracy : Your bullet spread decreases for every point. (Does give you more accuracy)

[Tip : Some origins depend on some sub-stats, so look on eye whether you want to upgrade a stat or not.]

4. Tokens


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 205
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 206
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 207
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 208
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 209
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 210
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 211
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 212
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 213

[Token is a currency that lets you purchase customizables or weapons, armor and upgrades. And you can obtain these tokens in only two ways finishing a mission with a high difficulty(this can be done only once per gameplay), or by killing token robots.]

-------------------------------------

[What is a 'Token Robot'?]

-------------------------------------

A 'token robot' is a mob in game which appears in most chopper-dave missions, and if a player is playing on high difficulties(Tough or Madness) & high waves(Usually on the end-waves).

Most of the time it only appears once every wave, and its appearance is indicated with an unusual green highlighted circle.

It`s spawn location seem to be totally random, so it is best advised to play on small maps like slaughter time to farm from these robots, as some missions make players difficult to reach every location on the map.

The robot will stay for a few seconds and then disappear, so it is advised to destroy it first before it goes away.

When you succeed to destroy it, it will leave a single token like the bonuses of arena-mode.

The token will also disappear after a short time if you don`t grab it first.

-------------------------------------

[What can I do with a Token?]

-------------------------------------

Tokens let you buy exclusive items and changes from the 'Fence' and 'Loft mirror'

[About Fence]

'Fence' will be automatically appear in the front of your base after you`ve finished the fickle friends mission. He sells the Director`s Cape, Three exclusive melee weapons, and Augments, and some paints that you can colorize you and your hirelings` armor.

Here are the names of 'Must-Buy' Alphaware.

Chameleon Veil : Lets you have 200% tac-bar when equipped. Extremely useful for ranged-based origins that tends to avoid close combat.

Nano-Respirators :

It lets you have 300% health regen for each corpus. Extremely useful for close-combat origins, for they require fast healing between executions.

Binary Sword :

The initial durable is 200, and once it is broken, you have a second short-versioned binary sword that has less durable and range, but still does the same damage. It is also the sword that 'Jesus' carries in the madness series. You can hold it with two hands.

[Nexus Blade] :

The best elemented-melee weapon in arena mode. Durable is highest 300, and counts as an explosive when broken. Negative damage instantly deletes enemies when the last hit removes a corpus. You can hold it with two hands.

[About the Loft Mirror]

The 'Loft Mirror' lets you have costumes for you to look differently.

You can change your appearance, such as 'Hank', or a 'Zed', or different body colors.

These appearances tends to be a bit expensive, so do mind of the price.

5. Weapons (Not Yet Finished)


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 244
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 245

[This section will come soon - we are making some lists :D]

Just for now, I`ll show you the grand prize of all.

The Minigun, of course.

6. Further Gameplay Tips


[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 250
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 251
[Arena Mode] Expert's Guide (Origins & Imprints/Sub-Stats/Tokens/Weapons/Gameplay-tips) image 252

----------------------------------

About 'Charge-Cancel'

----------------------------------

'Charge-Cancel' is a technique you can use while charging up either a melee weapon or your unarmed attack.

These are the requirements to perform this.

1. [Punch, Charge-Up] /or [Swing, Charge-Up] skill.

2. [Snap-Dodge] skill for acrobat.

Whenever you are charging up 1~2 on unarmed or melee, you can snap dodge(quickly taping space bar) away from an enemy to quickly avoid getting hit and being canceled. Use 'W.A.S.D' on your keyboard to make your snap dodge head to a certain direction.

This cancel is very useful in [Murder Room], as there are a lot of grabbing and melee based enemies.

As your charge will be canceled when getting hit by unarmed or melee, just use this technique to avoid damage.

----------------------------------

How to hold 'Charge-Up'

----------------------------------

Hold [Ctrl] on your keyboard while charging up your unarmed or melee.

You can save your level.2 charge-up infinitely.

----------------------------------

Partial Akimbo

----------------------------------

You would know about holding two guns in two hands, or two swords in two hands.

But what about one gun and one sword for two hands?

You definitely can!

Just have [Dual Wield Melee] and [Dual Wield, Ranged], and you can use a gun and a melee weapon at the same time(light/advanced skill depends on what weapon you choose).

Know that you can use melee weapon by pressing [middle mouse] button.

You can do some cool things with this technique.

Demonstration by my character :

----------------------------------

About 'Ragdoll-Cannon'

----------------------------------

'Ragdoll-Cannon' is a technique(made by me :D) that you do by combining 'dodge' and 'K' button. If done correctly, your character becomes a ragdoll that jumps up a 'little' bit higher then your normal dodge jump. You can do some wacky things like this.

Also, you can basically 'yeet' yourself by doing this while falling from highgrounds and take twice the falling damage!! (Why does anyone does this? I don`t know.)

-----------------------------------------------------

About making '0.1% Bullet spread'

-----------------------------------------------------

Some heavy-weapons like the N-60, and the minigun has very large bullet spread.

You can negate this bullet spread to a near zero by following these steps.

1. Required Skills (All Ranged)

- [Stationary Recovery]

- [Off-Hand Aim]

- [Auto-Fire Compensation]

Or maybe even

- [Headshot](optional)

- [Cover Bracing](optional)

2. While keep shooting your gun, press [right mouse] button and stand still(or go behind cover if you have cover bracing). Your giant spread will quickly reduce into a perfect storm of bullets right into the middle. Combine with [Shift] if you have [Headshot] skill available.

--------------------------------------------------------------

Having only Thug And Gymnast Hirelings

--------------------------------------------------------------

You would say, 'Hey, you should hire gunman for shooting.'

But no, I don`t think that gunman is very viable for a hireling.

The most important stat in your hireling is 'how much damage they can endure'.

Not how much damage they can do to your enemies.

Lets face it. Even if you bring a hireling max squad, it is more likely for you to do 70% of the damage.

Hirelings, they do stupid things. Even if you give them each commands, they will be dumdum and become gumgum fast.

You don`t bring a hireling expecting that somehow they`ll kill an enemy that you cannot kill.

You bring a hireling to make enemies turn away from you, so you can kill it yourself.

If you have a gunman or a clubber as a hireling, there are chances that they cannot wear some high-quality armor because their [Endurance] & [Encumbrance] are low.

Health first. Damage next.

Reviving your hirelings takes a lot of bloody money(if you do not have insurance).

I do not like hiring gunman at all. If you have a good gun, give those guns to Gymnast and Thugs.

They will have almost the same ammo like gunmen if you give them the right equipment.

Sometimes bringing 1~2 melee or unarmed hirelings would be nice, as those attacks stuns the enemy on the spot.

[EX.] People Who Have Helped Me Throughout Making This Guide

TV :He is currently helping me to refine rough edges and add information to this guide. He helps me most on Origins. Huge thanks for him for lending me a hand.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2635285318					

More MADNESS: Project Nexus guilds