Anonymous
8/21/2025, 2:01:56 AM
No.2125655
>>2125623
No lol. Some of it is really awful but most is pretty good to gamebreaking
Doomed Vest: Absolutely OP end game protection, almost lets you tank plasma reliably even after your shields are gone. Arguably makes Red codex the strongest late game path along with the unique red armor, you can just wade through levels and not care about taking hits.
Heartgrip Staff: Literally just psi-rape anything through walls with massive Bio damage that also ignores all armor (sadly not shields)
Staff of Explosions: Requires 144 freshness per use, which is hard to get with gals. But with my best gal it does 587-1762 damage, so... that's pretty neat. Kind of a gimmick but if you're willing to smoke a lot between uses its one of those silly weapons that can just take out half a ship that you don't feel like fighting through.
Hellgun: outdamages heavy plasma with good voodoo stats, can be shot 18x in a single turn. If you wanted the best "standard" universal pew pew loadout then you'd put this on everyone.
Rest of the guns are pretty good. Keep in mind that all ammoless weapons can be used with a leech item in the offhand (or with one of the armors that has inherent leech) to regen HP/energy, and morale naturally recovers if you're killing lots of things. So a lot of the costs can be managed and you can even heal hundreds of HP if you get a good turn with one of these weapons. I haven't really used the melee weapons because melee is just risky, but I haven't actually reached the end game with red codex so with red armor + doomed vest you probably just run around as an invincible asshole one shotting everything.
No lol. Some of it is really awful but most is pretty good to gamebreaking
Doomed Vest: Absolutely OP end game protection, almost lets you tank plasma reliably even after your shields are gone. Arguably makes Red codex the strongest late game path along with the unique red armor, you can just wade through levels and not care about taking hits.
Heartgrip Staff: Literally just psi-rape anything through walls with massive Bio damage that also ignores all armor (sadly not shields)
Staff of Explosions: Requires 144 freshness per use, which is hard to get with gals. But with my best gal it does 587-1762 damage, so... that's pretty neat. Kind of a gimmick but if you're willing to smoke a lot between uses its one of those silly weapons that can just take out half a ship that you don't feel like fighting through.
Hellgun: outdamages heavy plasma with good voodoo stats, can be shot 18x in a single turn. If you wanted the best "standard" universal pew pew loadout then you'd put this on everyone.
Rest of the guns are pretty good. Keep in mind that all ammoless weapons can be used with a leech item in the offhand (or with one of the armors that has inherent leech) to regen HP/energy, and morale naturally recovers if you're killing lots of things. So a lot of the costs can be managed and you can even heal hundreds of HP if you get a good turn with one of these weapons. I haven't really used the melee weapons because melee is just risky, but I haven't actually reached the end game with red codex so with red armor + doomed vest you probably just run around as an invincible asshole one shotting everything.