

The marine can remove pain (helping with (2)), but his 'angry mofo' skill and inbuilt healing is pretty much a direct solution to (1) (particularly on top difficulties). Soldiers are better than surveyors and mechanics when it comes to fighting wars with demons! It's also important to know that not all classes were created equal. I find that achieving 1), then 2), and then finally 3), tends to guarantee victory. In short, when you are able to not bleed health from the little fights (1), and able to survive the big fights (2), 'spare' points should be invested for the future. This area covers 'pay now, benefit later' skills like whizkid, scavenger, and army surplus. Often through intelligence (tracking enemies, exploiting route choices, using modpacks, or on Nightmare+ difficulty just knowing the map!) or resouce-gathering (ammo etc). If a single 'unfair' encounter ends your runs, you're probably not getting enough (2).ģ) Extra skills should be invested to power the character up for the late-game. High defense, escape (stealth/smoke) and AOE (grenade) options can be skills or items. Unlike 1v1 situations, a player unlucky enough to run into a huge enemy ambush, reaver patrol, nasty exalted pack, or warlock/medusa nemesis can find survivability and emergency options most important. These moments come maybe once every floor or 2. It's possible to over-invest, so a sort of 'ideal' needs to be reached, where *most* easy encounters can be beaten without bleeding medpacks, but you don't have to waste traits trying to 1-shot everything - all levels restore some HP, so it's OK to get a bit hurt! If you usually run out of medkits, you're probably skimping on (1) and will 'bleed' health until medkits run out, and you lose.Ģ) A character needs enough durability or 'emergency' options to survive the 'oh no' moments. Early on, a hunting rifle + SMG strategy can be enough, but as time goes on you need traits. Skip this section if you're here for more detailed guidance.ġ) A character needs enough damage and durability to deal with 1v1 fights, without losing medkits.

Be very ready to skip the next chapter if you're getting wins and want a proper, detailed guide.įirst, here's a VERY short (1 chapter) guide for new players that want to start winning most of their games on normal and hard. (There's also an old, rather outdated tips and tricks video I made almost 2 years back, but maybe you'll get something from it? here: )īefore more detail, I'm going to post a 'short' guide, to get new players winning.

While I was by no means anything like 'the best', at Doomrl (that's Tormuse!), and likewise there are plenty of JH players way better than me (Deemzul especially, but tons of others), I at least try to keep my finger on the pulse when it comes to tactics and strategies, and hope I can do a good job of sharing them so that we can all be awesome at this fantastic game! I've been working on this for a good while, in the hopes of creating a decent resource that covers enough areas of top-level play. I played Doomrl with a similar competitive drive, along with a handful of other players that pushed the limits of the achievements in that game. In fact, I was a *huge* fan of the game's spiritual predecessor, Doomrl. I'm Sylph, a big Jupiter Hell fan, always trying to push myself to play at the most competitive levels I'm able. I also just recorded a more advanced video with commentary, that explains tactics and game mechanics you might have missed: I wrote a guide years ago for Doomrl, and I'm hoping this guide can be as useful for JH players!įirst of all, I have a video featuring a bunch of Jupiter Hell tips that you might want to check out here: My intent here is to cover a lot more depth and detail than I managed in my basic tips video (which is linked in this section, and I'd recommend watching it before reading too much further.) I hope it's somewhat helpful. This is a basic first attempt at a Jupiter hell guide.
