Más tutoriales de Painkiller
Valoración: 5
Guía de items y armas

A continuación vamos a explicar un poco los valores y acciones de cada uno de los distintos items y armas que complementan el juego Painkiller.

Lo hemos dividido en los siguientes 4 apartados: Municiones, Salud, PowerUp's y Armas.


Municiones

Munición ChainGun
Munición para la ChainGun. Para usar con el fuego alternativo del Lanza-Cohetes. Un arma tan poderosa que empuja a su opositor hacia atrás. Sale cada 15 segundos.



Munición ElectroGun
Munición para el laser del arma ElectroDriver. Sale cada x segundos.





Munición Grenade
Munición para usar con el Lanza-Cohetes o para el fuego alternativo del StakeGun. Las cajas son más grandes que las que contienen cohetes. Sale cada x segundos.



Munición Nitrogen
Capsulas de Nitrogeno para usar con el fuego alternativo de la Shotgun. Sale cada x segundos.





Munición Rocket / ChainGun
Munición tanto para el Lanza-Cohetes como para la ChainGun (fuego alternativo). Sale cada 60 segundos.




Munición Rocket Launcher / Grenade
Munición para el Lanza-Cohetes / Lanza-Granadas. Para usar como cohetes y granadas. 8 unidades por caja. Sale cada 15 segundos.



Munición ShotGun
Cartuchos de escopeta para usar con la Shotgun, obviamente. x unidades por caja. Sale cada x segundos.




Munición Shuriken
Munición para el Shuriken, fuego primario del ElectroDriver. x unidades por caja. Sale cada x segundos.





Munición StakeGun
La munición preferida por los jugadores más sádicos. Las estacas pueden hacer mucho daño, pero es díficil de acertar en distancias largas. 10 unidades por caja. Sale cada 15 segundos.



Salud

25 Health Pack

Si necesitas un poco de vida, esta cosita blanca y amarillenta te puede ayudar dandote hasta 25 de vida. Sale cada x segundos.




50 Health Pack
Si necesitas bastante vida, esta cosita verde reluciente va a ser de mucha ayuda, ya que te aumentará hasta 50 de vida. Sale cada 20 segundos.




Armadura de Bronce
Bronze Armour. If you cannot pick it up use a rocket/grenade to hurt yourself slightly to pick it up. (You picking it up stops others getting it instead). Value of 100 armour and respawn of 20s. Damage absorbtion is 33%.


Armadura de Plata
Silver Armour. If you cannot pick it up use a rocket/grenade to hurt yourself slightly to pick it up. (You picking it up stops others getting it instead). Value of 150 armour and respawn of 20s. Damage absorbtion is 60%.


Armadura de Oro
Gold Armour. Yummy gold armour for maximum protection. If you cannot pick it up use a rocket/grenade to hurt yourself slightly to pick it up. (You picking it up stops others getting it instead). Value of 200 armour and respawn of 20s. Damage absorbtion is 80%.


Megahealth
Megahealth. Adds 100 to your health each time, up to 250. Value of 100h, respawn of 60secs.




PowerUp's

Immunity

Pentagram type powerup. Player cannot be killed whilst using this powerup. Beware the Quad Pent man! 3.5 mins respawn.




Rage
Quad type weapon. Increases weapon fire by 4x. Screen goes negative and players are viewed in Red. Teamplayer colour is yet to be checked. 60 secs respawn.



WeaponModifier
Weapons Modified as below:
Pain: TBD
Killer: Beam always shows even if not looked at
Painkiller Combo: TBD
Stake: Catch fire earlier, fly straighter
Grenade: Napalm effect on explosion. Fire remains for period of time
Stake/Gren Combo: Combination of above
Shotgun: Pellets fire in tighter spread
Nitro: TBD
Rocket Launcher: Rockets fire faster
ChainGun: TBD
Rocket/Chain Combo: TBD
Driver: Shurikens have explosive properties on hitting object
Electro: Seeks nearest player within a specified distance of aim
ElectroDriver Combo: TBD



Armas

Nail Gun / Lightning Gun / Electric-Nail Combo

Combo comes in 2 flavours. If you hit the floor with the nail whilst firing Electricity also, it embeds and zaps whoever gets close enough within 5 seconds. If you hit a person, lightning radiates from them to the nearest people for 5 seconds. Demo movie to follow.


Pain / Killer / Painkiller
Pain = Spinning Blades Killer = Grapple type weapon with Beam enhancement. This puppy is the game's base weapon - but don't let that fool you. The bottom firearm in many FPS titles is either worthless or useful only in isolated situations (like when you're out of ammo and about to be blown to bits). But the Painkiller holds it own throughout the entire game. Painkiller Combo - combination of both firing schemes. The Pain sections whirls up and then fires out like the Killer. Range is less than the Killer secondary fire and is slower to fire out. Can produce good effects in a crowd

Rocket Launcher / Chain Gun / 4x damage combo
Combo seems to be fire a rocket at a player's feet and send him into the air, then shoot him with the chaingun for 4X damage (in single player). RL is 100 damage max. On pickup RL ammo is 5, chaingun is 0. RL reload is about 0.75s, chaingun fires about 15 rounds a second. Direct rocket hit is 100h damage, minimum chaingun hit is 25 (2 rounds?).

Shotgun / Nitrogen Capsule firer / Instant Shot/nitro together combo
Shotgun fire is standard pellet spread. Not too wide. Nitrogen removes armour from the enemy. Combo is instantanteous shotgun fire and nitro capsule fire. Will strip the enemy bare after a few shots Shotgun has 80h damage, firing time of about 0.5s.


Stake Gun / Grenade Launcher / Stake Rocket
Hitting the Grenade with the stake while in flight causes the stake to speed up and become explosive on hitting anything (single player). Hitting the grenade on the floor with the stake causes instant explosion. Demo to follow. Non-flaming stakes cause 200 damage, flaming causes 250 damage. Grenades are spammy like most games. Firing reload time of 1.5s for stake.


asdf asdf FIN !

11 Jun 2005, 14:50
#1

O_O

08 Sep 2006, 22:09
#2

siq saves mucho de este juego si fuera una prueba te pondria 1000000000

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