Though Charge is primarily oriented towards launching the player into the midst of battle, attacking a lone enemy at a distance can work as an escape maneuver.It is best to either prepare or follow up with a stunning attack so as to allow for more leeway. Charging into a group of enemies may end up with the player taking serious amounts of damage if they don't have a plan to back up their move.Likewise, explosive weapons such as the RPG or the Volley Gun will damage the player if used in proximity to their blast radius, and so they are also discouraged. In a similar vein, it is generally not advised to have a long-range weapon on hand (such as a Sniper Rifle or a Carbine) when using Charge, as they will be not as effective at such short ranges.Shotguns are by far the most complementary weapons to Charge, as they work best in close quarters.As Charge is essentially an augmented melee attack, it will benefit from Gear items that apply effects on melee hits.Alternatively, the player can charge into a group and then charge Return to Sender to pick up the resulting gunfire before firing it back at a priority target. Creating a shield with Return to Sender immediately preceding or following a charge will grant the player a few more seconds of bullet immunity.Distracting a group of enemies with Murder of Crows can allow Booker to charge into them safely, potentially even as a means of escape.Undertow can throw extra enemies away from Booker after charging, in case the player finds themselves surrounded.Electrifying an enemy with Shock Jockey before charging them will double the damage of the attack, effectively killing most enemies in a single combo without having to rev up the attack.Charging into an enemy ignited with Devil's Kiss will cause them to erupt like a volcano, sending out fiery fragments all around them and igniting any other nearby foes.If the target doesn't fall off the edge of Columbia, they'll take increased fall damage. Charging into an enemy suspended in the air with Bucking Bronco will deal increased damage and send them flying through the air. Sometimes enemies will become hostile if they walk into the invisible player, but they will not attack.09 October 2013 Vigor Combos Official.By holding the Plasmid until you turn invisible and then releasing after you do so, you effectively gain a "free use" of Peeping Tom's abilities, effectively rendering the other Plasmid upgrade useless. If you travel to the Manta Ray Lounge and pick up the Peeping Cloak Mod, which allows you to remain invisible without draining EVE (while remaining still), you can effectively use the ability to see through walls for free as well.Houdini Splicers are immune to the X-ray vision aspect of the Peeping Tom Plasmid while invisible.You can reload your weapon, change weapons or Plasmids without breaking invisibility.
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