Jupiter Hell Cheat Codes

Select your platform and your letter

0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z


Become a Patron!   Amazon.com    Gamesplanet Shop

Jupiter Hell Cheat Codes
Name of the file: Jupiter Hell Cheat Codes - Author: DAV - [PC]

Cheat Codes:
------------
Submitted by: David K.

Beginners Tips:
---------------
Written by Qetuth
In this guide I want to briefly go through some tips that might help newer
players die less often.

-=The main basic points to consider to live longer=-
* Pay attention to your chance to hit.
* Learn how weapon ranges and damage types work.
* Fight from cover. Don't let your enemies do the same.
* Don't forget about your class active skill.
* Carry some grenades, and use them to get out of bad situations.

-=Accuracy=-
Pay attention to your chance to hit!

The To Hit % in the top right corner is the most important thing to keep an
eye on when fighting. You are better off taking a turn to aim or re-position
in order to get one good shot, rather than spending multiple turns missing
the same low-chance shot.

When fighting multiple enemies at once, consider cycling through the enemies
with the next target button to see what each hit chance is, as well as which
ones are already injured, and maybe which ones have more dangerous guns.
By the time you kill the easier targets, the others might have moved to
better positions.

There are 3 big things that reduce your hit chance:

* Pain
* Range
* Enemy Cover

-=Pain=-
When you take damage you get a pain debuff, which reduces your chance to hit. If
your pain is too high, your hit chance will be too low to reliably hit. You can
use a medpack or the Marine skill Adrenaline to clear the pain, or else you're
better off waiting or fleeing.

The reason this is the biggest killer of new players is that your pain can quickly
go up during a shoot-out where you started in a good position with a nice chance
to hit, but end up not able to hit anything.

Also keep an eye out for the weapon perk Resilient, and the armor perk painkiller,
to mitigate the effect of pain.

-=Range=-
A weapon with range 3/6 has Optimal range 3, Max range 6. This means 100% base
accuracy for any target within 3 squares of you (diagonals calculated with
pythagoras), and a max range of 6, meaning it has 0 chance to hit at range 7.
For distances above 3 all the way up to 7, the accuracy falls off linearly
from 100 to 0.

This means when shooting a target at range 6 (maximum sight range on most levels)
a 3/6 weapon will have lower accuracy (25%) than a 5/6 weapon would (50%).

If you are using a lower accuracy weapon like a revolver, consider using the Aim
command before taking long shots, or using the terrain to force enemies to move
closer to you.

Some weapon types (auto, semi, rotary, launcher) give 3 ranges, e.g 2/4/8. Here
the 4 and 8 are the Optimal and Max range as above. The first number is the
minimum range. You have reduced accuracy against enemies closer than that range.
So with a minimum range of 2, 2 squares away is okay, but 1 square (i.e. adjacent)
you will have reduced hit chance.

Traits (from levelling up) and weapon perks (from modding or finding blue weapons)
are good ways to improve a weapon's ranges and hence improve the accuracy of all
your shots.

-=Enemy Cover=-
Unless you are using a weapon with splash damage (shotguns or launchers), you
are almost always better off moving to a better location rather than trying to
hit an enemy with good cover. Most enemies will follow you if you retreat, so
you get a chance to shoot at them while they are in the open.


-=Panic!=-
One of the harder things to get used to in Jupiter Hell is what to do in a
very bad situation. When a fight turns bad, it is easy to just keep shooting
and hope for the best.

The game offers a range of panic buttons, and even among experienced players,
many deaths occur with several handy options which could have saved them if
the'yd thought to use it.

-=Class skills=-
Each class has a skill which can be used to get them out of trouble. Don't
forget they are there! Scout and Tech can overcharge their class resource so
you are often losing mana you didn't use when you leave a level.

Marine: Adrenaline - Heals you a little, removes all pain, and stops you gaining
any pain for a few turns. This is a free action. Any time your pain is stopping
you killing an enemy, activating Adrenaline will solve most of your problems.

Scout: Stealth - Turns you invisible for a few turns. If you attack while
stealthed, you lose stealth but get a huge crit bonus on the attack. This is a
free action. This can be great for fleeing, for repositioning into better cover,
or for giving yourself a chance to reload and aim for one big attack.
Tech: Smoke Screen - Creates a cloud of smoke around you which obscures vision.
Unlike the other two this takes a turn to activate, but it will still stop non-
adjacent enemies shooting at you. Smoke cloud will also put you out if you are
on fire, and your regular smoke cloud will replace a poison cloud. It will even
stop demon enemies from tracking your scent.

-=Inventory items=-
Many of the items you can pick up count as panic buttons. Using items takes
time, but remember the tech only uses half a turn to use items.

Medkits and stimpacks: Medkits heal you, and removes most debuffs including pain
and poison. Stimpacks do all of that, and also reset cooldown abilities, restore
class resource, and give a nice buff for a few turns which increases speed, dodge,
and partial resistance to most debuffs. It is important to always keep a few
healing items handy.
Grenades: Damage grenades like Frag, Krak and Plasma can do large damage to many
enemies at once, and are especially good for hitting enemies through cover or around
corners. Smoke and Gas grenades block sight, while gas grenades also do a huge
amount of damage over time. EMP grenades damage robots while shutting them down
for several turns. Grenades are the #1 panic button!
CRI phase device: The phase device teleports you randomly to elsewhere on the
same level, and will try to put you somewhere out of sight of enemies.
This can give you plenty of time to heal, reload, and prepare to face troublesome
enemies from a better angle.

-=Weapon Choice=-
Early on, it can be a good idea to switch between several weapons depending on
the situation. Even in the late game with a well crafted weapon and a build
specialising in that weapon, the right alternate weapon on swap can help negate
a build's weaknesses.

One important thing to consider is how much damage the enemies you are fighting
can take. Many early enemies have 18-22 hp, so the difference between a 16 damage
weapon and a 24 damage weapon is very noticeable.

-=Swap time and reload time=-
When viewing a weapon stat block, the swap time is the time it takes to switch
TO this weapon. The speed of the weapon you are changing from has no effect.


When considering a weapon's reload time, you need to know how much of the weapon
reloads each time. Some like revolvers only reload one bullet at a time (but
do so very quickly), others like chainguns reload a set amount, most weapons
reload fully with one press. If you are using a weapon which is slow to reload,
or which runs out quickly, think about what your plan is to deal wit that in an
extended fight.

Pistols, Revolvers, and SMGs have a much shorter default swap time. If you are
using a long range weapon like a rifle, having a good pistol on swap can help
deal with anything that gets too close. They also make a good backup to finish
something off when a weapon which is slow to reload runs dry.

You can get very fast swap time on any moddable weapon with the use of a B-mod,
in order to craft an emergency shotgun or rocket launcher.

-=Shotguns=-
Shotguns stand out from other weapons in several ways. They often only have a
single shot before needing to reload, but they can hit multiple enemies with
each shot, and they are one of the only weapons that can shoot things outside
of sight range.

Instead of the normal system of accuracy giving a % chance to hit, shotguns
always hit things in their cone, but their damage is multiplied by the accuracy.
So instead of a 50% chance to hit with a pistol or rifle, you would have
guaranteed hit but 50% damage dealt with the shotgun..

When targeting an enemy, the amount of health they will lose is highlighted on
their health bar. This is especially important when using a shotgun, as the
damage can change just from the enemy moving closer. If you see that your
shotgun will fall just short of a kill, you may be better off waiting or even
advancing to get a kill shot, rather than shooting, reloading and shooting again.

-=Multiple shots=-
Some weapons, including Automatics, Rotaries, and some types of Pistol, fire
more than one shot with each round. A weapon with 9 damage, but 3 shots per round,
will do 27 damage if all 3 shots hit.

This has an advantage when you start getting weapon perks which increase your
damage by a flat amount (such as Cleaner or Longshot) as the flat damage is added
to each bullet. But it also has a disadvantage when fighting heavily armored
opponents - An SMS with 6x5 damage would do 30 damage to an unarmoured foe, but
only 10 damage to something with 4 points of armor as each bullet would do only
2 damage. If you are relying on a multishot weapon like this, it could be a good
idea to have a single shot backup like a sniper rifle.

-=Damage type=-
When deciding what weapon(s) to use, damage type can be an important factor.

Impact: This is the default damage type. Each point of armor the enemy has will
reduce damage by 1.

Slashing: Slashing damage does half damage to mechs, and armor is twice as
effective: non-mechs with armor will reduce damage by 2 points per 1 point of
armor.

Plasma: Plasma treats armor as half as effective - losing 1 damage for every
2 points of enemy armor.

Pierce: Piercing damage also treats armor as half as effective, and also does
double damage to mechanical enemies.

This means a 34 slash damage shotgun, at point blank range, will do the full
34 damage to a zombie but only do 17 damage to a bot. On the other hand, a low
damage pierce weapon like the 9mm calibrated with 16 base damage vs zombies will
do 32 damage to the same bot.

Slashing as a damage type is outright worse than the other damage types, but the
weapons that come with slashing tend to have higher base damage, and include most
of the weapons capable of AoE damage. So they are often situationally useful.

-=Branches and Terminals=-
The level structure of each moon follows the same pattern of 7 levels plus one
optional special level, but you have choices about how to get from start to finish.

Each moon will have 3 side branches, randomly chosen each game from 4 possibilities.
The entrances to these branches will be on levels 2, 3, and 4 of the main path,
and emerge back onto the main path at either the 6th or 7th level. Each branch has
a specific optional special level at the end of it, with greater challenge but set
rewards.

If you skip all 3 side-branches, the main path has a "default" special level of
its own, accessible from level 5. Each moon has 2 possible choices for which
default special level will spawn.

The difficulty and rewards of the different special levels, whether they require
red keycards to access all the rewards, and which monsters are more common in which
branches, are major factors in how more experienced players decide which branch
they want to take.

Using the Recon menu at a terminal will tell you ahead of time which branches and
special levels are available on your current moon.

-=Some examples from Callisto moon=-
Valhalla Terminal is often considered the hardest branch, with far more mech units,
but its special level Valhalla Command has some of the best rewards.
Callisto Mines has no mech units at all, so is suitable for a build which is weak
against mechs.
The main path special level Military Barracks has very difficult enemies for its
level, but a greater chance of finding a particular unique shotgun you might be
wanting to get your hands on.

-=Terminals=-
At a terminal, you can view emails which will give you hints about what is coming
up later on the moon. This can include specific side-rooms, items, or events, and
which branch they are found in. This can be helpful in deciding which side branch
to take. Emails with useful information are highlighted in the email list, and the
key information (what it is and what level it is found on) are highlighted in the
email text.

Some terminal messages mention two levels. This means that you can activate the
event or item on the first level, and find it in the second level. When you see
the "Commit Changes" option at a Terminal, this is referring to this kind of email
event.

You can save emails to read later by selecting them from the menu.
This will remove them from the terminal but add them to your journal which you
can check any time.

-=Miscellaneous Mechanics=-
Some features which many new players miss, which can be very helpful:

Doors can be destroyed, with enough damage. This can let you fight whatever is
on the other side from a better position than just standing on the doorstep.
Non-automatic doors can be closed again, with the Action button.
Cover (both your own and theirs) is only shown for the enemy you are currently
targeting.
Getting more than 100% critical chance continues to stack - giving a chance to
add the critical bonus damage multiple times!
Enemies become visible on the minimap when there are 3 or less enemies remaining
on the level. When a level is clear, the level name turns blue.
Most "builds" center around a Master Trait, which are in capital letters at the
bottom of the trait list. Looking at what a Master trait does, and what its
prereqs are, can give a good guide to building a particular archetype if you
aren't sure how to level up.
Some special level rewards are based on your "Favorite" weapon group. This means
the type of weapon you have the most kills with (listed on character screen)
when you enter the level.

-=Color Guide=-
Doors=-

Yellow: A normal door, open by bumping into it (or for some, walking near it).
Purple: Vault door: This is opened at a terminal.
Red: Secure door: Need a red keycard to open this.

-=Weapons=-
Yellow: Basic weapon (stats are always the same).
Orange: Basic weapon, 2nd weapon with the same icon, usually a slight variant or upgrade.
Cyan: This weapon is any basic type but with 1-2 random perks pre-modded onto it.
Purple: Exotic: A special weapon, with a specific perk unique to this weapon.
Green: Unique: A very special weapon, unmoddable.

-=Armor and helmets=-
Green: The most basic model.
Blue: The 2nd tier of armor.
Red: The 3rd tier of armor.
Cyan: Any of the above tiers pre-modded with 1-2 random perks.
Purple: Exotic: A special armor, with a specific perk unique to this weapon.
Green: Unique: A very special armor, unmoddable.

-=Chests=-
Blue: Ammo chest.
White: Normal chest: could hold anything!
Red: Medical chest: Medkits, stimpacks and health orbs.
Yellow: Special chest: Better rewards, sometimes specified by level.
Purple: Reward chest: Should be something valuable in here.

-=Lift colours (On lift / on minimap)=-
Yellow / Blue: Next level in current branch.
Green / Green: Switch to a different branch.
Pink / Pink: Optional special level.
Cyan / Cyan: Side-room - small sub-level, you return back to this level afterwards.
White / Cyan: Locked side-room - needs to be activated, maybe at a terminal.
Grey / Dark blue: Inactive lift - usually where you started the level.

View: 1752 times
Updated: 2021.08.11



Print the text!Print the text

Comments
Become a Patron!
Comments only in English or French or comments will be removed!

Add Comment

* Required information
1000
Powered by Commentics

Comments

No comments yet. Be the first!

Become a Patron! Buy me a Coffee!


Become a Patron!

VIRUS ALERT? CLICK HERE




Partners