Re: Upgrades Discussion: 80s Action Hero Upgrades!
The thoughts on the upgrades:
Targeting Arrows: Not the best and sort of situational, although really cheap so can be worth using for sure. It will not do anything if enemies get healed, although if you did not get a chance to use Can't-Miss-ile on your enemies before you get vanquished, you get another chance. I use this upgrade frequently!
Critical Tag: This can be super useful, as you can land all of your tags on an enemy with a single shot, even if uncharged, the only requirement being that you need to land a critical hit. Critical hits can be easy to land, so just aim for your critical hits and you should fully tag an enemy in almost no time.
The Huntsman: Simply needing to land a fully charged shot, even if it is splash damage, to fully tag an enemy, is really quite useful. Simply charge up your shots and shoot into an enemy groups and you can likely fully tag multiple enemies instantly. This upgrade could cost less to match Critical Tag, or the other way around.
Bow Master: This is great for landing tags on your enemies more efficiently or to make your primary weapon way more powerful, regardless of how you vanquish your enemy. During this time, you can drastically improve your overall damage and you can get easier vanquishes. This is especially useful if you can utilise your Bow Blaster well.
Leg Day: The ability does not work properly sometimes, as the dynamite will activate, although you will not get the mobility. When it works, the additional distance is great for escaping or getting back to a fight. Save your Dynamite Dodge for when you need it and you can take advantage of the extra jump height when you want to get to higher vantage points.
Track Star: The ability to instantly give multiple enemies full tags at once is actually insane. You can leap into a group of enemies, and then use your Dynamite Dodge to provide the tags, and use Can't-Miss-ile for game! Alternatively though, use this when you start to get surrounded by your enemies and you can escape and leave missiles and dynamite behind.
Free Ride: This upgrade is sort of a double edged sword. While it allows you to continue using Rocket Ride by vanquishing enemies, it could leave you vulnerable for longer. The longer duration is great though as you can deal even more damage to enemies or vanquish additional enemies. Just have Dynamite Dodge handy if you need to cancel your Rocket Ride membership.
Remarkable Rockets: Against single targets, this upgrade does not do that much, although against grouped enemies, you can land tons of tags on enemies in a short time. Just try to hit each enemy in a group at least once or twice, and after you can follow up with Can't-Miss-ile for game! It does require you to not vanquish enemies with Rocket Ride for best results.
Improved Tracking: This upgrade will allow you to consistently maintain tags on your affected enemies until they are vanquished or healed. This along with the reduced refresh time of Can't-Miss-ile by dealing damage, can allow you to use Can't-Miss-ile close to all the time, almost like a primary weapon. Super cool!
Super Payload: You can use this upgrade to deal additional damage to tagged enemies and to improve the chances of landing successful hits on those enemies. This may not be needed in certain situations, although this upgrade is super insane as you can easily tag multiple enemies and have missiles coming out everywhere.
80s Action Hero primarily has upgrades that allow him to tags enemies much more efficiently and with much more power. Some of these upgrades almost seem too good though, having upgrades that allow him to retain tags for longer and to keep tags even after launching the Can't-Miss-ile over and over again. If you choose your upgrades well, you can have a great time vanquishing many enemies in quick succession.