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Rollerdrome Cheats for Playstation 4

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Rollerdrome Cheats and Cheat Codes
  • Developer: Roll7
  • Publisher: Private Division
  • Genre: Action Shooter Third-Person
  • Release: Aug 16, 2022
  • Platform: Playstation 4
  • ESRB: Not Set

Hints

All 13 Grab and Grind Tricks

It can be challenging to find out all the various Grab Tricks you can carry out in Rollerdrome, this guide will reveal you quickly how to get the "Every Trick in the Book" gold trophy or achievement if you "Carry Out every Grab Technique in a single Match".

All 13 Grab Tricks

It can also be challenging to find out all the various Grind Tricks you can carry out in Rollerdrome, this guide will reveal you quickly how to get the "Strike a Pose" gold trophy or achievement if you "Perform every Grind in a single Match".

All 13 Grind Tricks

Jasonl0l, Aug 26, 2022

Weapon Breakpoints and Pro tips

A list of breakpoints and notes on the applications of the weapons in Rollerdrome

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.

Weapons
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

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 most ammo-efficient way of dispatching a STOMPER is three SR Slug Shots.

G_raver, Aug 28, 2022

Unlockables

Trophies

To unlock the following Trophies, complete the following tasks:

Unlockable:How to Unlock:
All in a Day's Work (Gold Trophy)Finish every Match in the Out For Blood Campaign
Champion (Gold Trophy)Complete the main Campaign
Completionist (Gold Trophy)Complete 100% of the Challenges in the main Campaign
Debut (Bronze Trophy)Finish your first Match
Every Trick in the Book (Silver Trophy)Perform every Grab Trick in a single Match
Finalist (Gold Trophy)Reach the Final
Glutton for Punishment (Gold Trophy)Complete 100% of the Challenges in the Out For Blood Campaign
Half Way (Silver Trophy)Complete 50% of the Challenges in the main Campaign
I Am Kara Hassan (Platinum Trophy)Obtain every other Trophy in the game
Killstreak (Silver Trophy)Finish a Match in a single Combo
Never Outgunned (Gold Trophy)Beat the Spider Tank Mk. I without taking any damage
One for the Record Books (Silver Trophy)Perform a single Combo worth more than 3,000,000
Quarter Finalist (Silver Trophy)Reach the Quarters
Ready for Anything (Silver Trophy)Complete every Tutorial exercise
Semi Finalist (Silver Trophy)Reach the Semis
Slugger (Bronze Trophy)Finish a level using only Slug Shots
Strike A Pose (Silver Trophy)Perform every Grind in a single Match
Three's a Crowd (Bronze Trophy)Eliminate 3 House Players with a single Grenade
Two Birds (Bronze Trophy)Eliminate 2 House Players with a single Z-11 shot
View Complete List »

TDGK, Aug 13, 2022

Game Walkthroughs

Added on: 08-23-2022
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