MADNESS: Project Nexus Hireling Basics – Classes – Equipments – Advanced Guide

MADNESS: Project Nexus Hireling Basics - Classes - Equipments - Advanced Guide 2 - steamsplay.com
MADNESS: Project Nexus Hireling Basics - Classes - Equipments - Advanced Guide 2 - steamsplay.com

MADNESS: Project Nexus Hireling Basics – Classes – Equipments – Advanced Guide

Hey there, fellow MADNESS fans! Today, we’re diving deep into the world of hirelings in MADNESS: Project Nexus. Whether you’re a newbie just starting out or a seasoned pro looking to up your game, this guide’s got you covered. We’ll explore everything from the basics to advanced strategies that’ll turn your ragtag bunch of recruits into a lean, mean, fighting machine!

Quick Answer: Hireling Essentials

Hirelings in MADNESS: Project Nexus are AI-controlled allies you can recruit, equip, and command. They come in four classes (Gymnast, Gunman, Thug, and Clubber), each with unique strengths. You can equip them with armor and weapons, and issue basic movement and attack orders. Proper management of hirelings can significantly boost your chances of success in both Arena Mode and Story Campaign.

Getting Started with Hirelings

Before we jump into the nitty-gritty, let me share a quick story. When I first started playing MADNESS: Project Nexus, I was all about going solo. “Who needs help?” I thought. Boy, was I wrong! After getting my butt kicked one too many times, I finally gave hirelings a shot. Now? I can’t imagine playing without my trusty squad backing me up.

To get your hands on some hirelings, you’ll need to:

  1. Complete the “Pilot Episode” Contract Mission
  2. Talk to Bossman in the lobby
  3. Choose from a free pool of 3-4 potential recruits

After this initial freebie, you’ll need to shell out 50 bucks each time you want to summon new recruits. This will replace your current pool, so choose wisely!

Hireling Classes: Choosing Your Dream Team

Alright, let’s break down the four hireling classes:

Class Specialization Strengths
Gymnast Acrobatics Endurance, Dexterity
Gunman Ranged weapons Dexterity, Tactics
Thug Unarmed combat Strength, Endurance
Clubber Melee weapons Strength, Tactics

Pro tip: Gymnasts tend to have the best survival rates in most stages. They’re like the cockroaches of the MADNESS world – hard to squash!

Gearing Up: Equipping Your Hirelings

Your hirelings are only as good as the gear you give them. Here’s a quick rundown on equipment:

Armor

Works just like your own armor. But remember, lighter is often better – your hirelings need to be able to dodge and sprint effectively.

Weapons

  • Gunman: Stick to ranged weapons
  • Clubber: Melee weapons all the way
  • Thug: Start with non-unarmed weapons, then switch to Claws or P.Unker glove armors late game
  • Gymnast: Avoid unarmed weapons like the plague

Back Weapons

Throwing daggers, axes, shurikens, or madarangs are your best bet. Steer clear of AoE back weapons like grenades – unless you want to turn your missions into a friendly fire fiasco!

Fun fact: Only Gunmen are smart enough to use their back weapons when they run out of ammo. The other classes? They’ll just pretend those back weapons don’t exist and go all fists and fury!

Hireling Healthcare: Keeping Your Squad Alive

Even the toughest hirelings sometimes need a little TLC. Here’s how to patch them up:

  • ICU Bed: The old-school method. Costs a bit, but gets the job done.
  • Cloning Tanks: The fancy way. Quicker and cheaper revivals. Three tanks are usually enough to match the number of hirelings you can deploy in a Helipad mission.

Combat 101: Hireling Behavior in Battle

Once deployed, your hirelings will generally handle themselves. They’ll engage enemies, use back weapons, and even perform takedowns. But there are a few quirks to keep in mind:

  • They won’t attack enemies you’re fist-fighting (they’re polite like that)
  • They can’t harm you, so feel free to provide supporting fire
  • Bigger groups are better – bring a full squad to Helipad missions for best results

Barking Orders: Commanding Your Hirelings

Mastering hireling orders can be a bit like herding cats, but it’s worth it. Here’s the lowdown:

  • Ctrl + LMB: Send units to a location or item
  • Ctrl + MMB: Make units hold position
  • Ctrl + RMB: Select individual hirelings

Advanced Maneuvers

Ready to level up your command game? Try these:

  • Shift + Ctrl + LMB: Create a series of waypoints
  • Shift + Ctrl + MMB: Set up a patrol route

Personalization: Naming Your Hirelings

Want to give your hirelings some personality? While the game doesn’t officially support renaming, you can edit your save files with a hex editor. Just be careful – one wrong move and you might accidentally name your toughest Gunman “Fluffy”!

Hireling Hacks: Maximizing XP Gains

Here’s a neat trick: use your hirelings to focus on one type of XP per stage. For example, if you use unarmed attacks on one enemy and let your hirelings handle the rest, you’ll get all the stage’s XP for unarmed combat. It’s like having your cake and eating it too!

Wrapping Up: From Lemmings to Legends

And there you have it, folks – everything you need to know about hirelings in MADNESS: Project Nexus. With these tips and tricks, you’ll be turning those Lemmings into legendary fighters in no time. Remember, a well-managed hireling squad can be the difference between victory and… well, madness!

Now get out there and show those enemies what you and your newly upgraded squad can do. Happy hiring, and may the MADNESS be with you!


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