Dread Chase: Difference between revisions

No change in size ,  19 March 2014
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*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using '''Dread Chase''' further away; by the time the first missile hits, the last missile is already seeking a target.
*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using '''Dread Chase''' further away; by the time the first missile hits, the last missile is already seeking a target.
**This also applies to the noted version. If its intended target dies before a missile splits and there are no other targets nearby, the smaller missiles will fly away in random directions.
**This also applies to the noted version. If its intended target dies before a missile splits and there are no other targets nearby, the smaller missiles will fly away in random directions.
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== Updates ==
*11/7/2013 KR
**Damage increased.
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*Basically a fusion of [[Chung]]'s [[Scare Chase]] and [[Sniping Ranger]]'s [[Guide Arrow]] that surpasses both.
*Basically a fusion of [[Chung]]'s [[Scare Chase]] and [[Sniping Ranger]]'s [[Guide Arrow]] that surpasses both.
**Will target the nearest target including obstacles and boxes like Scare Chase. This is dangerous in the lobby of [[Henir's Time and Space]] because the exit door is considered an obstacle.
**Will target the nearest target including obstacles and boxes like Scare Chase. This is dangerous in the lobby of [[Henir's Time and Space]] because the exit door is considered an obstacle.
<br>
== Updates ==
*11/7/2013 KR
**Damage increased.
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