Difference between revisions of "Flight"

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m (Added the mutations listbox template.)
(Cut some fluff and awkward formatting, split ambiguous "tips" section into mechanics sections on the sky, flak, and chupacabras, cleaned up info on both.)
 
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   {{cmd|climb}} : Increase your altitude.
 
   {{cmd|climb}} : Increase your altitude.
 
 
   {{cmd|dive}} : Decrease your altitude.
 
   {{cmd|dive}} : Decrease your altitude.
 
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   {{cmd|fall}} : Stop flying and fall to the ground. Largely useless.
   {{cmd|fall}} : Stop flying and fall to the ground. Don't do this, dummy.
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   {{cmd|fly}} : Launch yourself into the sky.
 
   {{cmd|fly}} : Launch yourself into the sky.
 
 
   {{cmd|land <any>}} : Land on something.
 
   {{cmd|land <any>}} : Land on something.
 +
  {{cmd|dock with <any>}} : Dock with another flying object, like the [[Skydock]].
  
  {{cmd|dock with <any>}} : Touch dicks with another flying object, like the [[Skydock]].
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While in flight, mutants can move from tile to tile by entering {{cmd|east}}, {{cmd|north}} and so on. It is also possible to enter and exit planes in midair.
 
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Most of these commands are analogous to [[Pilot]] commands.
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== Advantages ==
 
== Advantages ==
  
* '''You can fucking ''fly.''''' Flying is really fun. You don't need a plane to zip from sky tile to sky tile, and if you do have a plane, you can step outside of it and fly around/to/from it. Be cautious about leaving your plane unattended however because the sky is a red zone.
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* '''Flying.''' It's really fun. You don't need a plane to zip from sky tile to sky tile, and if you do have a plane, you can step outside of it and fly around/to/from it.
* '''Flying requires no investment,''' aside from getting [[Leapfrog]] first of course. It only costs hunger to fly, and food is easy to come by.
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* '''Flying requires no investment,''' aside from getting [[Leapfrog]] first. It only costs hunger to fly, and food is easy to come by.
* '''You don't need a jetpack.''' Pedantic types will tell you that leapfrog and flight both suck because you can leap with aperture boots (see [[Leapfrog]]) and fly with a jetpack. The truth is that jetpacks are craft-only, require science to use, are super slow, and have an obnoxious habit of blowing up every time a chupacabra clips your back. Flight is much, much better.
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* '''Excellent synergy with [[Zombie]].''' Zombies don't take damage from being at max hunger, so there's no disadvantage to flying at all.
* '''Excellent synergy with [[Zombie]].''' Zombie is a mutation of dubious strength after recent nerfs, but if you do take the path of the branes-muncher, Flight fits you like a glove. You don't take damage from being at max hunger (in fact, it buffs you!) so you can fly around to your heart's content.
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* '''Works great with Yeti Fur,''' as well. Yetis get buffs when they're in a cold place, and the sky is cold. The buffs will last for a little while after they touch down too. The beat soak also counters the beat vulnerability from [[Leapfrog]]. Chupacabras are slightly more dangerous on account of poor fire soak, however.
* '''Works great with Yeti Fur,''' as well. Yetis get buffs when they're in a cold place, and the sky is cold. The buffs will last for a little while after you touch down too. The beat counters the beat vulnerability from [[Leapfrog]]. Watch out for chupacabras with your negative fire soak though. Lots of people take Yeti Fur for the exclusive +1 brawn bonus, so this is a nice little package.
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* '''Ghetto [[Phaser]].''' Flight mutants can {{cmd|fly}} and then {{cmd|land}} straight away to arrive neatly back at any landing tile in the same sky tile as the one they launched from. This doesn't cost any hunger, so it's great for either getting around in a hurry or simply saving time.
* '''You can use it as a ghetto [[Phaser]].''' Flight mutants can {{cmd|fly}} and then {{cmd|land}} straight away to arrive neatly back at any landing tile in the same sky tile as the one they launched from. This doesn't even cost any hunger and is very quick, so it's great for either getting around in a hurry or simply saving you a little time traipsing back to your plane/cum fort. This goes hand in hand with the fact that...
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* '''Flight doesn't care about phaseblock.''' If a mutant can reach the sky from where they are, they can launch into flight there (barring a couple obscure exceptions). This means a Flight mutant's mobility isn't inhibited when flying to/from the Necropolis Heart and similar areas, where Phaser and Blink are locked out.
* '''Flight doesn't care about phaseblock.''' If you can reach the sky from where you are, you can launch into flight there (barring a couple obscure exceptions). This means your mobility isn't inhibited when flying to/from the Necropolis Heart and similar areas, where Phaser and Blink are locked out.
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* '''Can scout [[Skydock]].''' A flight mutant is vital for boarding the Skydock conveniently; the FoF code there cannot be scouted by [[Clairvoyance|clairs]], and must be manually observed by a flight mutant looking at the indicators. Skydock runs are rare, but Flight mutants are valuable for this specific purpose
  
 
== Disadvantages ==
 
== Disadvantages ==
  
Flying is awesome; the problems associated with the Flight mutation are not awesome.
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* '''The sky is cold.''' Flying without any sort of warm clothing, hot drinks or [[Yeti Skin]] can kill.
 
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* '''Aggressive chupacabras can be found in the skies.''' Basic chupacabras are aggressive, and can hit for 30+ fire damage. Chambocabra is the miniboss of the chupacabras, and wields an AK-7.
* '''Flight requires [[Leapfrog]],''' which makes you more vulnerable to beat damage.
+
* '''Hunger.''' It's not uncommon to randomly go from 0 hunger and no full status to being food-deprived by 150 units after traveling through a single sky square.
* '''The skies are a cold, cold place.''' Flying without any sort of warm clothing, hot drinks or [[Yeti Skin]] can kill you.
+
* '''Poor synergy with [[Vampire]].''' Vampires get the crazies if they get too hungry, and flying costs hunger.
* '''Aggressive chupacabras can be found in the skies.''' Seriously, they're like fucking flamethrowers and can hit for 30 or more fire damage easily. Chambocabra is the chupacabra boss who carries around an AK-7 and can be relied on to kill you over the ocean or wasteland.
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* '''Flying is impossible if you're carrying more than 50% of your max load.''' This means that builds that lack [[Brawn]] often have a lot of trouble using flight. Some Flight mutants take [[Mule]] to counter this.
* '''Flying increases food requirements.''' It's not uncommon to randomly go from 0 hunger and no full status to being food-deprived by 150 units after traveling through a single sky square.
+
* '''Flight is sometimes restricted.''' Some outdoor tiles, despite apparently being open to the sky, won't allow you to fly. The most obvious example of this is the [[Gulf of Stockton]].
* '''Flight has poor synergy with [[Vampire]].''' Vampires get the crazies if they get too hungry, and flying costs hunger. The problem here should be obvious. If you're dumb enough to fly around during the day you'll also be, y'know, closer to the sun. Vampire isn't a very popular mutation but it's undeniably very strong, so either take a different mutation or plan your flights very carefully if you're one of the few nightcrawlers.
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* '''Flak cannons''' attack Flight mutants, just like everything else in the sky. They hit with explode damage and can instagib people, scattering their possessions and implants to the four winds.
* '''Flying is impossible if you're carrying more than 50% of your max load.''' This means that builds that lack [[Brawn]] often have a lot of trouble using flight.
+
* '''You can't fly everywhere.''' Some outdoor tiles, despite apparently being open to the sky, won't allow you to fly. The most obvious example of this is the ocean.
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* '''Flak cannons will try to blow you up''', just like everything else in the sky. They hit with explode damage if you go into a sky tile where there is flak. Try not to get killed by them or they'll insta-gib you, scattering everything you're carrying to the four winds and destroying your implants.
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== Tips for Aspiring Fliers ==
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== Mechanics ==
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The core mechanic of Flight is flying, but aside from the commands detailed above, there are some other factors to successful flight.
  
Flight's downsides need to be dealt with intelligently, or you'll find yourself spiraling from the clouds to your doom. Here's a few neat tricks to help you out in the skies.
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=== Chupacabras ===
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Some important points on the monsters of the sky:
 +
* Chupacabras hit very hard, dealing a mix of stab and burn damage; they have two attacks that they alternate between (their flamethrower mouths and their bites), and both have huge damage potential. However, they also have very little health and generally poor defences. High-DPS weapons put them down very quickly.
 +
* Chupas also respect [[Stench|musk]].
 +
* Using the {{cmd|look}} command works the same as it does on the ground; cautious mutants can {{cmd|l w}} and so on to check adjacent tiles for chupacabra threats.  
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* Before launching, it's also possible to {{cmd|l sky}} to check for chupas in the sky, though poor weather may obscure visibility.
  
* A travelling cloak, two Bedrock shelter suits from the FC museum, or double-stacked balaclavas and heavy gloves will protect you well from the cold. That final combination can also be worn with dodge gear for maximum convenience, so you don't have to change your entire wardrobe every time you fly.
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=== The Sky and Flak ===
* When on the ground, {{cmd|look sky}} will allow you to see if anything (i.e. a chupacabra) is in the air, though bad weather will obscure anything that's flying. While in the air, you can look in any direction to see if chupacabras are waiting to set you on fire.
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More on the art of not dying in flight:
* Chupacabras are very squishy glass cannons, so if you can get some solid DPS on them they'll go down very quickly. They also respect {{cmd|musk}} if you have [[Stench]].
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* The Sky is a [[Challenge System#Types_of_Zone|red zone]]; while PvP between flight mutants in the sky is extremely rare, it's quite possible for flight mutants to barge into the planes of their targets.
* The whole food problem can be solved by simply eating until you're full before you fly and carrying plenty of food. Although vampires can't carry their food around with them most of the time, this works for them too. If you're a fanger, just feed a whole bunch before you fly and you can make occasional long trips.
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* A travelling cloak, two Bedrock shelter suits from the FC museum, or double-stacked balaclavas and heavy gloves will protect well from the cold. That final combination can also be worn with dodge gear for maximum convenience.
* There isn't much you can do about the 50% carrying capacity cap for flying aside from getting more brawn, it's set in stone. You can at least take [[Mule]] for that 30kg boost, which adds 15kg to your effective flying capacity.
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* Flying at maximum altitude will prevent mutants from being targeted by [[Necropolis Gate]] flak, but ''not'' [[Skydock]] flak.  
* [[Silicone Skin]] mitigates the damage of flak extremely well; a silicone mutant can stand around the Skydock getting plinked all day by the cannons with only minimal heals.
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* Flak misses flight mutants a lot more than it misses [[Pilot|planes]] (since people are a smaller target).  
* If you don't have Silicone, just make sure you're keeping up on your endocrines for that 60HP cap and don't linger in tiles that have flak. If you want to be super safe, fly to max height and you'll be out of range. Also note that flak will often shoot and miss you completely, because unlike your neighbour's Fatton, you're a really small target.
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* [[Silicone Skin]] soaks a large chunk of flak's damage. Non-Silicone mutants can still survive it well enough, so long as they don't linger and have 60 health.
* Speaking of Flak, flight mutants are the only people that can scout the [[Skydock]]'s FoF code without poking around the [[Das Kochenhammer]]. Clairvoyants can't see the FoF code while projecting and the place is blink-blocked, so it's all up to you and your thunderous leaper-thighs to check the code for your friends pottering around in vulnerable planes. This is really handy and saves people a lot of time, so keep it in mind towards the endgame.
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{{MutationsListbox}}
 
{{MutationsListbox}}
  
 
[[Category:Mutation]]
 
[[Category:Mutation]]

Latest revision as of 11:08, 9 June 2019

Combining your enhanced legs and bones with a focused psychic boost, you can actually leap into the air and take flight.

Flight is a second-tier movement mutation that requires Leapfrog to get.

Location

Located in the skies above the Necropolis Gate. Ironically, you'll need to figure out how to fly in order to reach the mutation point.

Effects

Flight gives the following commands:

 climb : Increase your altitude.
 dive : Decrease your altitude.
 fall : Stop flying and fall to the ground. Largely useless.
 fly : Launch yourself into the sky.
 land <any> : Land on something.
 dock with <any> : Dock with another flying object, like the Skydock.

While in flight, mutants can move from tile to tile by entering east, north and so on. It is also possible to enter and exit planes in midair.

Advantages

  • Flying. It's really fun. You don't need a plane to zip from sky tile to sky tile, and if you do have a plane, you can step outside of it and fly around/to/from it.
  • Flying requires no investment, aside from getting Leapfrog first. It only costs hunger to fly, and food is easy to come by.
  • Excellent synergy with Zombie. Zombies don't take damage from being at max hunger, so there's no disadvantage to flying at all.
  • Works great with Yeti Fur, as well. Yetis get buffs when they're in a cold place, and the sky is cold. The buffs will last for a little while after they touch down too. The beat soak also counters the beat vulnerability from Leapfrog. Chupacabras are slightly more dangerous on account of poor fire soak, however.
  • Ghetto Phaser. Flight mutants can fly and then land straight away to arrive neatly back at any landing tile in the same sky tile as the one they launched from. This doesn't cost any hunger, so it's great for either getting around in a hurry or simply saving time.
  • Flight doesn't care about phaseblock. If a mutant can reach the sky from where they are, they can launch into flight there (barring a couple obscure exceptions). This means a Flight mutant's mobility isn't inhibited when flying to/from the Necropolis Heart and similar areas, where Phaser and Blink are locked out.
  • Can scout Skydock. A flight mutant is vital for boarding the Skydock conveniently; the FoF code there cannot be scouted by clairs, and must be manually observed by a flight mutant looking at the indicators. Skydock runs are rare, but Flight mutants are valuable for this specific purpose

Disadvantages

  • The sky is cold. Flying without any sort of warm clothing, hot drinks or Yeti Skin can kill.
  • Aggressive chupacabras can be found in the skies. Basic chupacabras are aggressive, and can hit for 30+ fire damage. Chambocabra is the miniboss of the chupacabras, and wields an AK-7.
  • Hunger. It's not uncommon to randomly go from 0 hunger and no full status to being food-deprived by 150 units after traveling through a single sky square.
  • Poor synergy with Vampire. Vampires get the crazies if they get too hungry, and flying costs hunger.
  • Flying is impossible if you're carrying more than 50% of your max load. This means that builds that lack Brawn often have a lot of trouble using flight. Some Flight mutants take Mule to counter this.
  • Flight is sometimes restricted. Some outdoor tiles, despite apparently being open to the sky, won't allow you to fly. The most obvious example of this is the Gulf of Stockton.
  • Flak cannons attack Flight mutants, just like everything else in the sky. They hit with explode damage and can instagib people, scattering their possessions and implants to the four winds.

Mechanics

The core mechanic of Flight is flying, but aside from the commands detailed above, there are some other factors to successful flight.

Chupacabras

Some important points on the monsters of the sky:

  • Chupacabras hit very hard, dealing a mix of stab and burn damage; they have two attacks that they alternate between (their flamethrower mouths and their bites), and both have huge damage potential. However, they also have very little health and generally poor defences. High-DPS weapons put them down very quickly.
  • Chupas also respect musk.
  • Using the look command works the same as it does on the ground; cautious mutants can l w and so on to check adjacent tiles for chupacabra threats.
  • Before launching, it's also possible to l sky to check for chupas in the sky, though poor weather may obscure visibility.

The Sky and Flak

More on the art of not dying in flight:

  • The Sky is a red zone; while PvP between flight mutants in the sky is extremely rare, it's quite possible for flight mutants to barge into the planes of their targets.
  • A travelling cloak, two Bedrock shelter suits from the FC museum, or double-stacked balaclavas and heavy gloves will protect well from the cold. That final combination can also be worn with dodge gear for maximum convenience.
  • Flying at maximum altitude will prevent mutants from being targeted by Necropolis Gate flak, but not Skydock flak.
  • Flak misses flight mutants a lot more than it misses planes (since people are a smaller target).
  • Silicone Skin soaks a large chunk of flak's damage. Non-Silicone mutants can still survive it well enough, so long as they don't linger and have 60 health.