An overview of some game mechanics which might not be immediately obvious.
Jupiter Hell has a number of mechanics which are not immediately obvious. You really don’t need to know about most of these to beat the game and are probably better off focusing on better positioning and inventory management if you are a new player. That said, knowing about everything in this guide will help a lot for attempts at Ultraviolence and beyond.
This is a work-in-progress – if there are any mechanics you’re not sure about, feel free to leave a question in the comments.
Warning: this guide contains minor spoilers.
Often provides better positioning. With a melee weapon and good awareness, you can break a door and move into a doorway to be adjacent to an enemy on the other side without giving them a turn to attack you first. With a ranged weapon, you can save yourself a turn of moving into cover.
This also works on locked vaults except on some special levels and during the “Secure Vault” level event. Not spending time finding or running to the terminal can save you a bunch of turns on Nightmare, limiting respawns.
Line of Sight and Targeting
There are some exceptions, however:
1. Shotguns can’t miss. This means you can hit things beyond the edge of vision with them if they have enough maximum range. This won’t do much damage on its own unless you have a shotgun with huge optimal range, but it can allow you to apply status effects to helpless targets at the expense of ammo.
2. Splash damage also can’t miss. This means you can shoot a rocket at a wall and damage whatever happens to be nearby, even if you can’t see it.
3. You can’t miss terrain. This includes explosive barrels.
4. While vision-blocking effects like smoke and toxic gas limit what you can see, you can still fire through them with manual targeting and hit things, assuming you know where the enemies are (and they’d be visible if the cloud wasn’t in the way.
Why Fiends, Reavers, etc. always end up behind you
Clouds of smoke and toxic gas will break your scent trail and confuse them, as will teleportation. Scent-tracking exalted enemies with the HUNTER trait can still follow you through gasses.