Rollerdrome

Rollerdrome

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Weapon Breakpoints and tips - Rollerdrome
By G_raver
A list of breakpoints and notes on the applications of the weapons in Rollerdrome
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Introduction
Aim
The aim of this guide is to provide the breakpoint data for each enemy in the game with each weapon used. Observations and strategies gathered from the application of this data will be provided as well.
Damage Notes
Damage Overview
Damage seems to be fairly straight-forward in this game with a few exceptions discussed below.

Super Reflex
Super Reflex (entering reflex after a perfect dodge) appears to apply an increase in damage across the board to each weapon. However, this does not guarantee a lower breakpoint on an enemy or weapon. What this does mean is that killing an enemy quicker is possible by switching weapons.
Example: 2 Slug shots from the shotgun are required to kill a WARHEAD, regardless of the Super Reflex damage bonus. But the first Slug shot will do most of his health which then allows Kara to switch to the pistols and finish them off with 2 more shots. This method guarantees a quicker time-to-kill as well as a slightly more ammo-efficient method of eliminating a WARHEAD.

The Dual Pistols
The Dual Pistols are the only weapon that is incapable of damaging certain enemies, which will be stated in the entry for the respective enemies. However, the Super Reflex damage bonus does allow the pistols to damage the previously untouchable targets.

The Shotgun
Non-Slugshot damage with the shotgun appears to be dependant on the distance between Kara and the target, whereas damage with a Slugshot does not appear to be influenced by distance at all. It is due to this observation that the breakpoints for the shotgun will be listed as slugshots, as non-Slugshot damage is too variable to be presented in a concise manner.

The Grenade launcher
The grenade launcher's damage does not seem to be modified by achieving a direct hit upon the target or influenced by the distance between the point of explosion and the target, however this observation has not been thoroughly tested and verified. In the interest of being concise, the breakpoints listed for the grenade launcher will listed as close, indirect hits.

The Z-11
The Z-11's damage and target-penetration seems to be influenced by both the Super Reflex damage bonus and the level of charge upon firing the weapon. As this is a guide on Breakpoints, the variance in target-penetration will not be stated along with the breakpoints. However, the individual break points for the different levels of charge will be stated alongside the other entries.
Breakpoint entry example
Notes
Notes (if any) concerning the mechanics of an enemy that can influence the breakpoints of said enemy.

Weapon
hits required
hits required with SR
Dual Pistols
Shotgun
Grenade Launcher
Z-11 half charge
Z-11 full charge

Observations and Strategies
Any observations or strategies discussed regarding the enemy.
GRUNT
Weapon
hits required
hits required with SR
Dual Pistols
4
3
Shotgun
1
1
Grenade Launcher
1
1
Z-11 half charge
1
1
Z-11 full charge
1
1

Observations and Strategies
The GRUNT serves as cannon fodder and a means of maintaining a combo as shown by its rather low breakpoints. The most ammo efficient method of dispatching a grunt is a single Slug Shot from the shotgun or 3 shots from the Pistols in SR.
SNIPER
Weapon
hits required
hits required with SR
Dual Pistols
8
5
Shotgun
2
1
Grenade Launcher
1
1
Z-11 half charge
2
1
Z-11 full charge
1
1

Observations and Strategies
At best, The SNIPER can be a convenient method of activating Super Reflex almost anywhere in a level, and at worst the SNIPER can be an annoying pest. If you find yourself getting hit by them when dealing with other targets, make them a priority and take them out with the shotgun or at a distance with 1 half-charge shot with with the Z-11 in SR. The most ammo-efficient method for dispatching a SNIPER is an SR Slug Shot.
WARHEAD
Notes
Shortly after receiving damage, the WARHEAD activates a bubble shield that protects him from all damage for a small duration. The shield will eventually wear off with time but will fully refresh its duration upon fire from any of Kara's weapons; Either take him down before his shield activates or wait until the shield wears off.

Weapon
hits required
hits required with SR
Dual Pistols
10
7
Shotgun
2
2
Grenade Launcher
2
1
Z-11 half charge
2
2
Z-11 full charge
1
1

Observations and Strategies
As stated earlier, the most ammo-efficient method for dispatching a WARHEAD is a single Slug Shot and two Pistol rounds in SR. However, due to the Shotgun's breakpoints being the same regardless of SR, this allows the WARHEAD to be dealt with in a rather passive manner; Kara can lead with a Slug Shot, deal with other targets and priorities and finish them off with another Slug Shot later on with very little ammo being wasted. Alternatively, for a more time-efficient method, Kara can use a full charge Z-11 shot to instantly neutralise the WARHEAD.
RIOT GUARD
Notes
The RIOT GUARD effectively possesses two health pools; his shield and his health. Once the shield is broken, his health is able to be damaged. His shield's health pool will recharge after a few seconds if not fully depleted and will come back fully after being broken for a longer period if not killed after breaking the shield.
The RIOT GUARD's shield is unaffected by non-SR pistol fire as well.
Below are the breakpoints for the shield and the RIOT GUARD's health pool proper, respectively.

Breakpoints for the shield
Weapon
hits required
hits required with SR
Dual Pistols
N/A
5
Shotgun
2
1
Grenade Launcher
1
1
Z-11 half charge
2
1
Z-11 full charge
1
1

Breakpoints for his health
Weapon
hits required
hits required with SR
Dual Pistols
10
7
Shotgun
2
2
Grenade Launcher
2
1
Z-11 half charge
2
2
Z-11 full charge
1
1

Observations and Strategies
POLYBEAM
Notes
The POLYBEAM can be an extremely annoying enemy to deal with as they can deal a lot of damage if left unchecked and will teleport away from Kara if not killed very quickly. A second or two after receiving damage, the POLYBEAM will teleport away in the direction of the trail left behind.

Weapon
hits required
hits required with SR
Dual Pistols
15
10
Shotgun
3
2
Grenade Launcher
2
2
Z-11 half charge
3
2
Z-11 full charge
2
1

Observations and Strategies
MECHA BRUT
Notes
The MECHA BRUT's breakpoints are listed as the number of shots to kill *AFTER* destroying its flamethrowers. This choice was made as the flamethrowers are relatively easy to dispatch (see Observations and Strategies) and allowed for a more concise method of showing the breakpoints. The MECHA BRUT is also one of the few enemies that cannot be damaged by non-SR Pistol fire.

Weapon
hits required
hits required with SR
Dual Pistols
N/A
11
Shotgun
4
3
Grenade Launcher
2
2
Z-11 half charge
3
2
Z-11 full charge
2
1

Observations and Strategies
As the challenge in level 2-2 (Barbican Arena) implies, both flamethrowers of a MECHA BRUT can be easily destroyed with a single SR grenade shot placed in the middle of the body of the MECHA BRUT. This technique does become harder at longer ranges but it's still an excellent strategy. In addition to this, once both flamethrowers are destroyed the only attack the MECHA BRUT has is it's missile. Ergo, in lieu of a melee attack, Kara can safely be close to the MECHA BRUT to take down with her weapons. The most ammo-efficient method for dispatching a MECHA BRUT is two Slug Shots and one Pistol round, all in SR.
STOMPER
Notes
The STOMPER does not seem to take more or less damage when he is in the air or on the ground. However, the STOMPER does seem to be rather hard to hit with the Z-11 as he's the only airborne enemy in the game. Regardless, the breakpoints for the Z-11 are listed below.

Weapon
hits required
hits required with SR
Dual Pistols
19
12
Shotgun
4
3
Grenade Launcher
3
2
Z-11 half charge
4
3
Z-11 full charge
2
1

Observations and Strategies
The STOMPER can be momentarily stunned with two Slug Shots while he's in the air which can then allow Kara to more easily land a Grenade or Z-11 shot to follow up with. The most ammo-efficient way of dispatching a STOMPER is three SR Slug Shots.
To-Do List
  • Add clear pictures of each enemy
  • Add a better thumbnail for the guide
  • Add observations and strategies for each enemy
8 Comments
Bumblebot245 26 May, 2023 @ 8:41pm 
Y'know one thing I noticed when it came to the Polybeams is that using the Z-11 Full Charge in SR was a really good way of picking one of them off, as since their beam charges up into a dodge-able attack, you can dodge, trace where the beam is, and then proceed to capitalize by hitting them with the charge shot. Only issue is that this isn't a very ammo efficient method, but it worked well for me with getting through some of the later stages.
Cabelo 23 Apr, 2023 @ 2:12am 
One Observation, if you hit the RIOT GUARD with a Grenade Launcher, it will lower its shield temporarily, and then you can hit it with a shotgun or pistol, bypassing the shield.
G_raver  [author] 1 Sep, 2022 @ 5:06pm 
Sorry for the mega-rant but I enjoy a good exchange of ideas :)
And thank you again for the suggestions!
And sorry again for comment delete. Boy, steam's comment system is garbage:steamfacepalm:
G_raver  [author] 1 Sep, 2022 @ 5:04pm 
And yeah, polybeam's strat and observations section is probably gonna be the biggest as I plan to include the ammo-efficient kill data, a quick-kill strat and a strategy for getting them off your back as well.
I appreciate the suggestion for barrel damage as well but I most likely won't be including it since this guide primarily focuses on breakpoints. A source of damage that isn't repeatable, is largely situational and opportunistic, and doesn't outright kill most enemies in the game wouldn't really mesh well with the rest of the data here, especially when you consider the compromises I've already made in the pursuit of keeping this guide concise.
G_raver  [author] 1 Sep, 2022 @ 5:04pm 
As for ammo-efficient kills, I included the data as more of an observation than a strategy as the main intention for this guide was to provide the breakpoint data for players to use to formulate their own strategies, similar to your strategy for the RG's shield. The observations and strategies mostly came to me as I was putting the guide together and to fill the guide out a bit more rather than to just post a bunch of tables with no context.
G_raver  [author] 1 Sep, 2022 @ 5:04pm 
Anyway, my original reply was:

Hey man, thanks for the feedback. I will eventually finish this guide soon, probably in a few days time.
RD is definitely a game wherein you can be stylish, I kept thinking of Bayonetta and Vanquish when I first played it so I get where you're coming from. A single grenade for the riot guard's shield is a decent strat, however I prefer to go with the shotty because at a distance, I find the riot guard isn't really a problem which then allows you to focus on other targets; usually the riot guards are the last enemies I kill in a wave.
G_raver  [author] 1 Sep, 2022 @ 5:02pm 
omg, I'm so sorry, I accidentally deleted your latest comment and now i cant get it back. thanks steam
tatsudon 31 Aug, 2022 @ 8:54am 
Great info so far, hope you finish the guide, mate.
I used to break a riot guard's shield with a shotgun, which is ammo-optimal, but that tactic doesn't really appeal to me, it seems uncool somehow. I prefer using a single grenade for this: you can reach significantly farther that way and it still feels good to pull it off. Being able to do that from farther away makes up for the higher ammo cost, as you can usually refill on the way. Judging from your charts, it seems like dual pistols are also good for the job in SR. Should try it out.
I know the strategy sections aren't completed yet, but I think it's important to note that ammo-optimal kills aren't always the best in terms of score and just looking cool. However, you do have to kill those polybeams swiftly. You can do it in one cycle by firing your shotgun/grenade launcher/ z-11 once and then switching to dual pistols to empty that magazine in their face. If timed right, it absolutely demolishes them.