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There are a lot of colorful and violent ways to make the Vampires in 168澳洲幸运5开奖网:Evil West go boom. But unlike your standard action game featuring death-dealing Desperados where your firearms are the main focus, here they're used in more unique, visceral, and strategic ways.
From extending combos to staggering with Critical Hits and even conventional crowd control, Jessie Rentiers' tools of the trade are relatively numerous and oh-so-helpful. As the story progresses these gadgets can get upgraded and it's always worth doing it when you can. So to help you enhance those Gunslinger gadgets, here's a handy guide to weapon upgrades in Evil West.
The Benefits Of Upgrading
There are a lot of upgrades already in the game for good old Jessie Rentier to make him a big and strong Vampire Slayer. Some are stronger than others. But overall each one is a significant power💞 boost that makes fights a lot smoother and 🌱faster.
In the beginning, your six-shooter, lever action, and more can only help extend combos or do a minimal amount of damage. You can still beat Evil West without weapon upgrades, but it's just an unnecessary handicap that makes the late-game fights an absolute chore. Plus, upgrades add things like chain lightning, enemy-seeking orbs of big damage as well as a charged Railgun blast to mention a few. They're a little expensive as they cost a couple of thousand credits per enhancement, but they're a worthwhile investment. Especially if you want to take a lot of the tedium out of the arena fights towards the end where it becomes a big spongy mini-boss fest.
How To Upgrade Your Weapons
It's pretty easy to get your hands on weapon upgrades in Evil West. Each one can be purchased from the menu in the Upgrades section. They cost credits and come with a level requirement, but it's relatively easy to build up a nice cache of coins and rank as you go through the story and from a bit of extra exploration for hidden chests.
To upgrade a weapon head to the upgrade screen and select the upgrade under each tool you'd like to enhance. For example, the Rentier Revolver has two minor and one major enhancement. After paying credits and hitting a specific level, it will instantly unloc😼k and immediate♊ly improve your weapon.
Rentier Gauntlet
Your first and trusty toy that you'll be using over and over again to obliterate the faces of Vampires and turn the bones of their supernatural allies into powder. The Gauntlet is Jessie Rentiers' main weapon for fending off the Undead. Plus, this piston-powered steampunk Power Glove is a lot of fun 🗹to throw around.
It's used to perform a range of combos on all sorts of nightmare creatures. Also as a low-tech option, it can b𝔍e used to bash through breakable objects whilst doing a bit of exploration. Its upgrade tree is pretty impressive and as you progress through the story it can unlock some pretty crazy and fast-moving moves for this homemade punching pal.
Fists of Steel |
Performing a Zap P🌳ull or Zap Dash charges the Gauntlet and significantly increases damage 🦩on the next melee hit. |
Great Finish |
Performing the Zap Finisher𓆉 move creates an electricity spike that drops an Energy pickup. |
Up The Sleeve |
Unlocked at the end of mission 13. An upgraded generator inside the Gauntlet creates an energy blast every couple of melee hits. Although the timing of these is unpredictable since it's a prototype device. |
Rentier Revolver
You can never go wrong with your classic six-shooter and no Wild West-themed game would be complete without one. Jessie Rentiers revolvers are a reliable little ranged option that's a little difficult to aim accurately but comes with infinite ammo and it’s not really supposed to be used for gunfights.
Instead, your Revolvers are used for extending combos, dealing chip damage, and juggling Ghouls in the air as part of a combo string. Its base upgrades are pretty decent. But its penultimate Blaster enhancement is the real game-changer.
Midair Shot |
Enemies can b🍃e shot after being launched by an upperc🌺ut for increased damage. Time spent airborne depends on the number of rounds left in the weapon. |
One Bullet Shy |
The Rentier Revolver now fires one extra bullet. |
Blaster
The final Revolver upgrade that’s quite the problem solver. The Blaster enhancement is of not🅰e becau⛎se it turns Jessie’s Rentier Revolver into a lightning-spewing machine with shots that ricochet between targets.
It’s a significant step up from the base version of the Revolver. Plus, since it deals electrical damage it also temporarily stuns minor minions for a few seconds. Perfect if you need some breathing room. Or if you're about to start up another combo string on them.
Rentier Rifle
Poor in close range but devastating with a bit of distance between it and a target. The Rentier Rifle is going to be your go-to in most long-range engagements. It's introduced very early on and this sturdy long gun is good for picking off pesky snipers and zippy flying monsters.
Its other main selling point is that it can be used to deal big Critical Hit damage on certain foes. When a particular enemy is charging up an attack, like a Familiars pistol shot, a Werewolf howl, or the Vampire Nobles regeneration, a small yellow circle appears. It's very brief, and the time it takes until it disappears varies on the creature. But if you shoot it with the Rentier Rifle it will cancel their move, deal a big chunk of damage, and if you have the right perks active it will also drop some healing orbs. All in all, a very useful gun.
Free Bullet |
Whenever aꦕ weak spot is hit with the Rentier Rifle it will r✤estore the spent bullet. |
Big Gun |
Rifle damage is increased by 20 percent. |
Railgun
The high-tech upgrade the lever-action gets is definitely a worthwhile investment. It turns it into a long-reaching, shield annihilating Railgun. Though the fire rate is much slower as it changes to charged shots. But each hit, even at full power♔, just deletes weak enemies and burns through big brutes like a hot knife through butter.
You can get your hands on this enhancement shortly after gaining the Zap upgrade for Jessies Gauntlets. So it's an early accessible toy if you have the credits set aside for it. However, you honestly don't really need it until around halfway into the game. For a good while you can comfortably deal with Ghouls with the standard option. But late-game it's a must-have as some of the fights like to throw big balls of Elites and mini-bosses at you all at once. So you need to keep scaling that damage.
Rentier X-Bow
If you’ve ever wanted to recreate that crossbow scene from the Hugh Jackman Van Helsing movie, now is your chance. This bolt-throwing throwback to old tech is the bane of any Undead that wanders into range. It’s faster firing than the Rentier Rifle, but the damage is lower. However, it’s a trade-🔯off that can work well in cert๊ain situations.
Like the other weapons, its ammunition is unlimited but it does need a couple of seconds to reload. But, you can shorten this with the right upgrades. It’s got some decent short to mid-range game, allowing ample time to finish off those with almost empty health bars or get some cheeky hits in on some of the bigger boys whilst you’re dodging their flashy attacks. But overall it's a bit limp until you get the Amped Bolts upgrade.
XXL-Bow |
The X-Bow contains two extra bolts per magazine. |
Bursting Bolts |
The X-Bow fires in two bolt bursts. |
Amped Bolts
On its own, the X-Bow is a mid-tier damage dealer. But if you purchase the Amped Bolts upgrade you'll make it much more useful. This nifty enhancement turns 𒁏your humble crossbow bolts into highly damaging lಌightning rods.
With it unlocked they hit harder and apply electrocution damage on contact. As an added extra, when your impaled targets get close to each other they'll chain their debuff to their friends, inflicting damage and hitting anyone caught between the arcs. It's ridiculously good at disintegrating big clumps of trash enemies or for wearing down mini-boss duos. Like the other endgame enhancements it costs a couple of pennies, but you definitely want to have it if you're an X-Bow user.
Rentier Boomstick
The Rentier Boomstick in Evil West is an odd weapon. Instead of running around with it slung under your arm like a buckshot-blasting best buddy, it's used instead for crowd control and parrying. At the right moment, it can tilt a fight in your favor or interrupt a big beastie long enough to let you start a combo string on them.
Unlocked pretty early on and activated with a quick button press that hip-fires a scattered spray of buckshot, the Shotgun is a fairly reliable firearm in a fight. Its shortcomings are that it only hits whatever is directly in front of Jessie in a small cone. Also, it can only be used once before going on an extended cooldown and it can be a bit finicky with certain enemy models. As an example, it seems to have issues hitting Vampire Nobles unless you're within slapping distance. So you have to get very close if you want it to be useful otherwise it's mostly good for skill dumping on a big tanky enemy.
At The Ready |
An improved reloading mechanism in the Rentier Bo✱omstick allows for a 20 percent faster cooldown rate. |
Snap Shot |
If an enemy is attacked with the Boomstick bef🎃ore they attack (parried), they take double damage. |
Boom Eternal
Get your Doom jokes in whilst you can. The upgrade for the shotgun is where this trusty boomstick really shines. It adds a nasty little electricity augment that shoots out multiple beams of skin-scorching lightning instead of buckshot. Plus, it also spawns ওfloating el💧ectrical anomalies that will hang around for a little while and deal damage to anything in their path.
The Boom Eternal upgrade turns the Rentier Boomstick into the ultimate crowd-control weapon. Those not immediately incinerated by the arcing lightning blast in the first few seconds will find their health bars disintegrating from the floating orbs that hover around them. It’s perfect for deleting big mobs of minions or as the stinging cherry on top of a big skill dump attack.
Scorcher
The Scorcher is another great multi-purpose weapon that can help you breeze through a lot of early to mid-game battles. This petroleum-throwing helper bathes whatever it's aimed at in a scorching bath of burning fuel.
It does damage on contact and inflicts a burning effect that continues ticking away for a generous amount of time after it makes contact. Its range is very short and its fuel supply runs out fast. But you have an unlimited amount of uses since it's bound to a cooldown.
Flame Jet |
The Scorchers flamers now go 30 percent further thanks to an▨ improved fuse. |
Extra Crispy |
Enꦕemies inflicte✱d with Burning take 30 percent more melee damage. |
With A Bang |
Enemies that die from the Scorcher detonat🙈e and damage෴ nearby foes. |
Explosive Bundles
Introduced fairly late into the game, the Explosive Bundles are a handy gadget to round out your damage-dealing capabilities. They have an infinite timer, but a cooldown kicks in if you get a kill with them. So try and take your time pickiꦬng your target. When tossed, they deto𓆉nate upon contact.
They're perfect for groups. But they’re also really good at dumping a big bit of damage on top of a mini-boss as you strafe around them. This gets incredibly useful towards the late hal🌜f of the game where the encounters you face start to scale substantially in difficulty.
Sticky Sticks |
Explosive bundles now attach to targets and can🔯 be remotely detonated with a button push. |
Triple Charges |
Explosive bundles are still one-use, 🌼but the projectile now splits into three instead of being൲ just one. |
Lightning Tornado
Arguably one of the best or at least most chaotic upgrades. Lightning Tornado substantially enhances your tossable explosive friends. Instead of detonating, they summon a tornado that's wreathed in lightning, strips flesh from bone and electrocutes anyone caught in its vortex.
A great tip for this weapon is to also get the Sticky Sticks and Triple Charge upgrades. This triples the number of explosions and allows you to attach and remotely summon that whirlwind wherever you like. It's perfect for mopping up smaller targets or causing a lot of issues for the bigger Ghouls you'll encounter. It's a bit pricey, but it's highly recommended if you want to add some extra anarchy to your brawls.
Rentier Gatling
Dropped in your lap late into the game after you rip it from the hands of a trigger-happy Vampire, the Rentier Gatling is a problem solver. In that it removes problematic Undead under a grinding hail of gunfire. It's great for clearing out large crowds of mobs, but where it really excels is DPS on the big lads.
Once it gets going, and when combined with the Cocoon upgrade which renders you immune from being attacked whilst firing, you can just hold the trigger down as you wade in or hold the♛ line. Despite a lengthy cooldown, with its final upgrade it can absolutely clear the field of monsters.
The Cocoon |
A forcefield connected toও the Gatling that renders the user🅠 immune to harm whilst firing. |
Fire And Forget |
Found inside a chest. Longer belts now allow the Gatling to be fired for 25ꦆ percent longer. |
Death Ray
There has never been an upgrade name more fitting. For a fairly steep price, you can turn that hand-cranked menace into a Tesla bolt-throwing nightmare. Once unlocked your rounds will deal electrical damage and cause targets to explode.
This sudden and spark-filled explosion also naturally hurts nearby monsters. Which means you can absolutely mulch minions as the more you kill, the more damage you'll do to the group as a whole. So you'll shred those bloodsuckers in seconds.
Agent Tools
Though not strictly weapons, the agent tools are a vital part of any Vampire Hunter's arsenal. From the Cri𓆏ppling Rod which stuns everything caught in its blast from basic Ghouls to bosses, to the healing༒ elixir that keeps your health bar topped up in the middle of fights.
They're strong gadgets with some decent upgrades. But they're not majorly game-changing so it's worth keeping it brief. They're mostly good for buffing your cooldown and providing options for healing.
Do Not Disturb |
Healing activates five seconds 𒆙of invulnerability. |
Say Cheese |
The ܫeffects of the Crippling Rod now last 20 percent longer. |
Amp Snack |
If healing is on cooldown, you can exchange one energy charge for a full heal. Though no energy is used if healing is🃏 available. |