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2016年11月7日星期一

Pest Hunter 2 Guide

Pest Hunter 2 is a browser-based shooting game, it can be played on the NotDoppler site.

The control is simple, you move left and right with the A and D on the keyboard and aim with the mouse. But this simplicity doesn’t make it any less enjoyable.

There are 10 weapons and 5 bonuses in the game, each can be upgraded up to 12 times. All weapons and bonuses cost the same to upgrade:

Table 1: upgrade costs
Level
Cost
1
150
2
650
3
1150
4
1650
5
2150
6
2650
7
3150
8
3650
9
4150
10
4650
11
5150
12
5650


Weapons
The pistol is always available, all other weapons are added to your gun when you grab weapon bonuses. All weapons are unlocked by default.

Pistol – The default weapon, it fires fairly fast and does decent damage. Prioritize upgrading it since it’s always available.

Uzi – Fast firing but inaccurate. Somehow it seems to appear less often than most other weapons, so I don’t recommend upgrading it unless you have money to burn.

Shotgun – Fires 3 spread shots each doing the damage listed in table 2. Very powerful when you’re close enough to hit an enemy with all 3 pellets.

Machine Gun – Fastest firing rate in the whole game more than makes up for the apparently low damage.

Blaster – Similar to the machine gun, just fires slower but hits harder.

Flamethrower – Short range and the flame often hides incoming bullets. While it can deal continuous damage to whatever it hits, the laser does it better. Easily my least favourite.

Grenade-gun – Hardest hitting weapon in the game, somewhat tricky to aim and slow. It either explodes on impact with an enemy or detonate after some time on the floor. Ideal for ground targets.

Plasma Gun – Powerful shots that travel pretty fast, the firing rate is pretty slow so aim carefully.

Laser – Continuously hits every enemy in its path, it is basically the flamethrower without the drawbacks.

Missiles – Slow, powerful homing missiles that picks their targets automatically.



Table 2: Damage per hit and weapon upgrades
Weapon upgrades
0
1
2
3
4
5
6
7
8
9
10
11
12
Pistol
12
16
21
25
29
33
38
42
46
50
55
59
63
Uzi
17
23
29
35
41
47
53
59
65
71
77
83
89
Shotgun
22
29
36
43
50
57
64
71
78
85
92
99
106
Machine Gun
10
13
16
19
22
25
28
31
34
37
40
43
46
Blaster
20
27
34
41
48
55
62
69
76
83
90
97
104
Flamethrower
7
9
11
13
15
17
19
21
23
25
27
29
31
Grenade-gun
150
200
250
300
350
400
450
500
550
600
650
700
750
Plasma
50
67
84
101
118
135
152
169
186
203
220
237
254
Laser
7
9
11
13
15
17
19
21
23
25
27
29
31
Missiles
90
120
150
180
210
240
270
300
330
360
390
420
450


Bonuses
Shield – Protects you from all damage for a while, best bonus to invest in.

Freeze – Stops every enemy on the screen from moving or shooting. Enemies that enter after it activates are unaffected, though. A potential life-saver.

Double Power – Your weapons hit twice as hard when this is active.

Bomb – Damages all enemies on the screen. Sounds good in theory, but the damage is hardly noticeable.

Medicine Chest – Restores some hit points.

Upgrades
Instead of money, these are improved using stars obtained from leveling up.

Hit points – Increases your max hit point. Upgrade when you find yourself unable to avoid getting hit and die repeatedly.

Earnings – Increase amount of money from killing enemies. Useful, but the other options are just better.

Number of bonuses – It appears that you can only have one bonus active at a time, upgrade after you have enough weapon bonuses.

Number of Weapons – It appears that you can only have three weapons (including the pistol) active at the same time. Upgrade until you reach that point.

Bosses
The boss splits into two browns, then three greens each which in turn splits into three purples each. Also note the uselessness of the flamethrower.

First boss (Wave 20):
Splits into two smaller enemies when it takes enough damage, which could split further into three smaller ones twice. Thus it is possible to have (2 x 3 x 3) = 18 enemies on the screen at the same time. It is easier to kill off some of them before splitting the bigger ones.

Laser hits through the claws like it's nothing. Otherwise you'll have to pull off some tricky shots to damage it with its claws up.

Second boss (Wave 40):
There are few ways to damage the crab with its claws up. Deal with the blue bugs so they don’t pile up and attack the boss when its claws are down.

Go for the eyes!

Third boss (Wave 60):
Shoots from its opened eyes. Stay at the sides as the spread shots from the middle are much harder to dodge. Shoot it in the eyes to damage it, they all share a single hit points bar so it doesn’t matter which eye you hit.


Despite how much I enjoy playing this, there is definitely room for improvement. 

First, there should be a way to pause with the keyboard, having to click on the pause icon when aiming with the mouse is just not excusable. 

Second, endless mode is not really endless. After beating the 3rd boss in wave 60 it just loops back to wave 1 without raising the difficulty. And the record still says the best I’ve done is beating wave 60. 

Last, it never shows how many hit points you actually have, so you have to guess how many hits can your take before dying. Given how infrequent it is to come across decent browser games these days, it is still a pretty good time-killer.

2016年9月23日星期五

Dangerous Adventure 2 Walkthrough part 9 – Useless Trivia, Known Bugs and a short Review

Useless Trivia
Everyone has the same stats in the tutorial.
You’ll still have the starting skills and a plain garb even if you skip the tutorial.
You can click the cat in the potion shop to make it meow.
The background in the top part of the screen changes depending on your location.
It is possible to tell apart stones of different colors by the icons on them. But color blind people will still have trouble with the color of shields.
No two enemies will have the same color at the beginning of a battle.

Known Bugs
In Map 5, some of the enemies’ names do not match their graphics and stats, a group of enemies in Map 7 have the same problem.
In Map 6, Ogreps' skills appear in the queued action, but the icons do not deploy onto the field, making their skills completely useless.
Sometimes the game appears to freeze mid-turn, and the only thing you can do is running from the battle.

Review
This game really could use some better documentation. The ways many skills work are far from intuitive (Fist of Fury comes to mind), and the only way to find out is to test them on the battlefield. It gets worse with boss skills, ordinary enemies have their skills listed on the cards, but bosses don’t. When a great part of the challenge comes from figuring what the bosses can do, it feels like the game is about finding missing pieces of a puzzle rather than solving the puzzle itself. I am not sure this is a good design.

Obviously I still consider this a good game, or I wouldn’t spend three weeks on and off writing a walkthrough for it. A marked improvement from the original Dangerous Adventure is that there’s little need for level grinding. With a good understanding of how the game works and maximizing the effectiveness of meals and items, I only had to level grind to fight the Acolyte Master, which was entirely optional. I also appreciate the effort put into details like the changing background and the tutorial is pretty effective at teaching the basics.

Dangerous Adventure 2 Walkthrough part 8 - Understanding some Game Mechanics

Action Priorities
Tamed monsters attacks and active skills act instantly

Your passive healing skills → Enemy passive damage skills
The good news is that you can heal before the enemy passives can kill you, the downside is that you won’t have full HP when the enemies’ normal attack hit.

Your passive damage skills → Enemy passive healing skills → your normal attack → poison/bleeding →enemy normal attack

The characters (heroes or enemies) always act from top to bottom. So if your Blue and Red heroes hit hard enough to kill a Purple monster, your Purple hero doesn’t have to attack it, and you can make better use of the move.

It also means killing an enemy attack booster on the top is really important as you will have to face up to four boosted attacks right away. If the attack booster acts last, you’ll only have to worry about boosted enemy attacks next turn.

Damage calculation
Damage is simply your Attack Multiplier times the number of matching colored stones played. Adjacent color do only half damage (rounded down). Adjacent colors modifier stacks multiplicatively with front/back row modifier. i.e. adjacent color does 75% damage to enemy in the front row and 25% to enemy in the back row.

Power calculation
The amount of mana a hero gets is equal to the Power Multiplier (PM), which shows up when you hover your cursor on a character during battle, times the number of matching colored stones played. A character’s PM is calculated by dividing the Power Percentage (PP) on the character stats screen by 20, rounded up.

Example 1:
A Wizard with 285% PP will have a PM of 15.
Since 285/20 = 14.25, which is 15 after rounding up.

Example 2, consider this situation:



The sword is obviously inferior to the dagger. But is the 6 attack from the scimitar a worthwhile trade-off for 5% power from the dagger? Let’s do a little calculation to find out.

PM with dagger: (186 + 25)/20 = 10.55, rounds up to 11
PM with scimitar: (186 + 20)/20 = 10.3, rounds up to 11

It turns out there’s no trade-off in this case, the scimitar is objective a better choice since it hits harder and gives the same amount of mana.

Also, the power increasing effect of meals apply to the PP instead of the original PM. So in the case of 60% power boost, the Wizard in example 1 will have a new PM of:

(285 x 1.6)/20 = 22.8, rounds up to 23 instead of
15 x 1.6 = 24

Escape
If you run away from a battle, power gained in that battle by playing stones will be lost. But power gained by meals and potions will not be lost. Used power and lost HP will not be recovered, and meal duration will still decrease. There are also several bosses that require restarting the map for a re-match if you run. (Blue Dragon, Acolyte Master, Yellow Dragon)