Difference between revisions of "Strategy:Enviroboots"
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Enviroboots do come with a hefty movespeed penalty of -25%, as well as knockback reduction of -50%, so you should definitely keep your [[Tactical boots]] or whatever else boots you have to raise your move speed and wear them as your primary boots, while putting on the Enviroboots when you need/want to go in fluids or are fighting near fluids and are at risk of being knocked into them. | Enviroboots do come with a hefty movespeed penalty of -25%, as well as knockback reduction of -50%, so you should definitely keep your [[Tactical boots]] or whatever else boots you have to raise your move speed and wear them as your primary boots, while putting on the Enviroboots when you need/want to go in fluids or are fighting near fluids and are at risk of being knocked into them. | ||
− | Compared to the [[Cerberus boots]], which has the same practical effect of making you immune to fluids, the Cerberus boots have a slightly greater movespeed penalty of -30% but with a bit less worse knockback penalty of -30%. However the Cerberus boots, which always require [[Whizkid]] 2 to make, will be able to modded once more, while the Enviroboots can't be modded at all since they're a Unique. Applying an [[Agility mod]] to the Cerberus boots will improve its speed penalty to -20%, which when combined with it having less a detriment to your rocket jumps, makes Cerberus boots slightly superior to Enviroboots. So if you're playing an Angel of 100/666 run, you should still go and make the Cerberus boots even if you find Enviroboots. In a normal game though if you find the Enviroboots, where mods are a lot less plentiful, the slightly better movement potential of Cerberus boots isn't worth all that mod investment, so you should keep the Enviroboots and use all those mods you would need elsewhere (assuming you were going to get Whizkid 2 and make Cerberus boots to begin with). [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 09:48, 10 April 2017 (UTC) | + | Compared to the [[Cerberus boots]], which has the same practical effect of making you immune to fluids, the Cerberus boots have a slightly greater movespeed penalty of -30% but with a bit less worse knockback penalty of -30%. However the Cerberus boots, which always require [[Whizkid]] 2 to make, will be able to be modded once more, while the Enviroboots can't be modded at all since they're a Unique. Applying an [[Agility mod]] to the Cerberus boots will improve its speed penalty to -20%, which when combined with it having less a detriment to your rocket jumps, makes Cerberus boots slightly superior to Enviroboots. So if you're playing an Angel of 100/666 run, you should still go and make the Cerberus boots even if you find Enviroboots. In a normal game though if you find the Enviroboots, where mods are a lot less plentiful, the slightly better movement potential of Cerberus boots isn't worth all that mod investment, so you should keep the Enviroboots and use all those mods you would need elsewhere (assuming you were going to get Whizkid 2 and make Cerberus boots to begin with). [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 09:48, 10 April 2017 (UTC) |
Latest revision as of 16:05, 10 April 2017
Game Data | Strategy |
An invaluable find for any build, as being able to walk through and stand in fluids without damage can provide some significant tactical advantage, as few monsters will be able to go through the fluids after you, thus giving you new avenues of escape and more chokepoints to use among other tactical advantages. It also makes you more RNG-resistent, as no longer will having lava barrels everywhere or being forced to go through lava be a problem. It additionally makes the Lava Armor, Acid Spitter, and Napalm launcher a lot more practical, as you can now recharge the former two at any time without hurting yourself, while you can drench enemies in lava with the lattermost without any concern of trapping yourself in lava. Not to mention The Lava Pits/Mt. Erebus become a lot simpler when you no longer have to manage radsuits.
Enviroboots do come with a hefty movespeed penalty of -25%, as well as knockback reduction of -50%, so you should definitely keep your Tactical boots or whatever else boots you have to raise your move speed and wear them as your primary boots, while putting on the Enviroboots when you need/want to go in fluids or are fighting near fluids and are at risk of being knocked into them.
Compared to the Cerberus boots, which has the same practical effect of making you immune to fluids, the Cerberus boots have a slightly greater movespeed penalty of -30% but with a bit less worse knockback penalty of -30%. However the Cerberus boots, which always require Whizkid 2 to make, will be able to be modded once more, while the Enviroboots can't be modded at all since they're a Unique. Applying an Agility mod to the Cerberus boots will improve its speed penalty to -20%, which when combined with it having less a detriment to your rocket jumps, makes Cerberus boots slightly superior to Enviroboots. So if you're playing an Angel of 100/666 run, you should still go and make the Cerberus boots even if you find Enviroboots. In a normal game though if you find the Enviroboots, where mods are a lot less plentiful, the slightly better movement potential of Cerberus boots isn't worth all that mod investment, so you should keep the Enviroboots and use all those mods you would need elsewhere (assuming you were going to get Whizkid 2 and make Cerberus boots to begin with). Omega Tyrant (talk) 09:48, 10 April 2017 (UTC)