How To Defeat Every House Player In Rollerdrome

2022-09-17 08:04:49 By : Ms. Joanne zhang

Rollerdrome has quite the rogues' gallery, let us show you how to make it a rogues' mortuary.

While Rollerdrome may share a lot of DNA with titles like Tony Hawk Pro Skater and Jet Set Radio, there is one substantial component that separates it from its peers: combat. Sure, you will be pulling off tricks, flipping through the air, and grinding rails; however, you will also be shooting dudes as you do so. And these enemies aren't going to just sit there and take it (except for maybe the Grunts).

As you progress through Rollerdrome you will be placed in increasingly intense situations. The enemies will really start to pile on. Knowing how to dismantle them optimally is a big part of how you will find success. Thankfully, we have all the info you need right here. We'll show you how to bring the house down on these so-called "House Players".

The Grunt has a single attack: they swipe at you with their bat. The only way for this to hit you is if you are being careless and skating too close to them.

These dudes are, for all intents and purposes, barely enemies. They obviously will attack you, but since your weaponry is filled with guns, their bats don't tend to be particularly dangerous. When you are low on health, these are the guys to look for, as they are an easy source of it. Similarly, they are great for extending a combo.

The best strategy for getting a high score tends to be to let a few of these guys wander around while you take care of the real enemies, and then when you need health, or a quick kill to prolong your combo, you will have them to turn to. Every weapon in the game is effective against them. However, it is a waste to use anything other than your Dual Pistols or Shotgun.

If you see a number of Grunts clustered, you can take them out with a single Grenade Launcher round, and you will be rewarded with a multi-kill bonus. This is a great way to earn a higher score. This is the only time you should waste a grenade on them.

The Sniper can hit you from anywhere in the map. As long as there isn't an object blocking their view, they can peg you. Thankfully, when they are locked on to you, you will be able to see their laser sight. A single dodge will shake them. If you dodge when the laser turns white, which is when they are just about to fire, you will get the "Super Dodge" which will allow you to enter into your "Super Reflex Time".

While these foes may appear tricky at first, they are another enemy that you will eventually start to actively want to keep on the battlefield, as they make it easy to enter into Super Reflex Time. Up close and personal, they are easily dispatched with by either your Dual Pistols or your Shotgun.

However, if you are far away from every other enemy, and you absolutely need a kill to prolong your combo, you can use the Crossbow to hit them from a great distance. Just point the reticle at the source of the Sniper's laser, and you will be able to easily line this shot up (even on the other end of the map). A single fully charged shot will take them out. Otherwise, keep them around. They will come in handy.

The Warhead will shoot missiles at you. These missiles will track you, so you are going to want to dodge them. When you attack a Warhead, they will put up a shield if you leave any gaps in-between shots. This means that if you fight them using any of your single-hit weapons—that isn't your fully charged Z-11—you will have to deal with their shield, which will make them completely invulnerable momentarily.

Warheads are an enemy type that is an extreme nuisance. Their missiles will dog you, and they can create a ton of chaos on the battlefield. Fighting them with anything that isn't your Dual Pistols, or your Z-11, is a mistake. You don't want to waste your time having to circle back around when they no longer have their shields up. If you are planning to take a Warhead down with your Pistols, just make sure you have a full ammo clip. Otherwise, the Z-11 does a wonderful job eliminating them at a distance.

Related: Rollerdrome: All Civetta Summit Challenges

The Riot Guard has two attacks. Their first attack has them lob groups of landmines in your direction. Their second attack has them create a shockwave that will hit everything in front of them. Worse yet, you can't damage a Riot Guard until you have worked through their shield. Your Dual Pistols are incapable of damaging his shield (unless you are in Super Reflex Time, that is).

While the Riot Guard can be a real headache when you first encounter them, and will likely be the cause of you losing your combo many times over early on, they actually do provide a number of pretty easy attacks to dodge. If you dodge the moment you enter into the radius of a landmine, you will get the Super Dodge. If you dodge their slam attack when the giant indicator on the ground turns white, you will also get a Super Dodge. And, of course, a well-timed dodge leads to the oh-so-desirable Super Reflex Time.

Normally, you would want to take these guys out using your Shotgun. The Slug Shot will make short work of them. However, once you get to the point where you are able to comfortably enter Super Reflex Time, you will be able to just empty your Dual Pistols into them, as Super Reflex Time buffs your Pistols' damage enough to be able to destroy their shield. Both weapons are good at taking care of them. Generally, it isn't a terrible idea to keep these guys around, as those landmines are very, very easy to get a Super Dodge off of, which will help you fight the more brutal enemies.

The Polybeam is like a Sniper, except for two things: their attack is a laser beam that stays active (even after your dodge it), and they teleport once you hit them. You can use Polybeams in the same way you can use a Sniper. They provide an identical opportunity to dodge. However, their attack is way more of a nuisance. Especially since it sets surfaces on fire. Whether you keep them around so that you can farm them for dodges, or take them out so that you can keep the playfield less cluttered with dangers, is up to you. We tend to want to remove them from the battlefield as quickly as possible.

The Polybeam will withstand every weapon you have in your arsenal (outside of Super Reflex Time). Their teleport works very similarly to the Warhead's shield. Any pause between shots will see them zip away. So, that means that if you unload your Dual PIstols into them, you will still have to track them down again to finish them off. Since the Shotgun takes four shots, that means that you will have to track them down three times.

The best weapon for dealing with them is your Z-11. Not only is it easy to hit them with it, as their laser sights will lead your straight to them, but once they teleport away, you can just shoot them again, as the Z-11​​​​​​​'s range is limitless. The second shot doesn't need to be fully charged, the single charge will do. Even better, enter into Super Reflex Time and a single fully charged shot will take them out. Bam.

The Mecha Brut is a later game enemy. They have flamethrowers, and once you take those out, the Mech Brut will start firing missiles. Don't play around with these guys. They take a ton of hits and flood the arena with missiles. As soon as one enters the arena, take them out. The last thing you want is to have to deal with more than one of them at a time.

Here is where your Grenade Launcher truly shines. With any other gun, you have to take out their flamethrowers independently. But with the Grenade Launcher, you can just aim for the center mass and obliterate both flamethrowers with two grenades. If you take them out from a distance with your Grenade Launcher your life will be considerably easier. Trust us.

Like with the Riot Guards, if you are in Super Reflex Time your Dual Pistols will damage the Mech Brut. However, just because you can doesn't mean you should. You are far better off using your Grenade Launcher in Super Reflex Time instead. This will kill a Mech Brut in short order.

The Stomper is the final enemy introduced in the game, and they are easily the most intimidating. ​​​​​​​They hover above you and then stomp down on top of you. That is their only attack. However, it is worth noting that they also leave a pool of acid behind after they stomp down. Oh, and if they land on you, it is likely game over. Their stomp attack is extremely powerful.

The stomp will give you the chance to dodge. If you perform a Super Dodge, you can kill them with a single clip from your Dual Pistols or your Shotgun in Super Reflex Time. However, you are playing with fire, as one misstep could be the end of your run. You are far better off taking them out from a distance using your Z-11. The Grenade Launcher will also work.

While it takes two fully charged shots of your Z-11 to beat them, if you hit them out of the air with the first one it will leave them dazed. This will give you enough time to perform tricks and get your ammo back so that you can finish them off. The best possible scenario will see these enemies die long before they get close enough to cause problems.

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James is a writer for TheGamer. He typically spends his time playing games, thinking about games, overanalyzing games, and sleeping. While he has an appreciation for all genres, he is especially interested in fighting games and RPGs. He also enjoys reading books and watching movies and will happily overanalyze those as well.