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Mine is one of the hacks which started gaining notoriety in open beta. Just make sure that you don’t find yourself left out to dry, as Shockwave will be less useful than other mobility hacks. Shockwaving enemies back into a collapsed sector or into the open where they can get collapsed on are both viable plays to make. If fired at your feet, Shockwave will give you a burst of height which can be used to traverse the map. While Shockwave looks like a primarily defensive hack, it has its fair share of offensive uses as well. The space that it can buy you to reposition can be crucial in a successful disengage. Shockwave is useful for resetting fights that your squad may not be having the best time in. When used, the hack sends all enemies near you flying back into the air, dealing a small amount of damage. Shockwave is the newest hack added to Hyper Scape. Additionally, players can use sound cues to track invisible players, making the hack much worse against aware opponents. Reveal was practically made to screw with invisible players and the homing Mine makes running away not an option. The problem with Invisibility is that it has a couple of really big hard counters. Invisibility also shares the same cooldown as Slam and Teleport, making it another viable movement ability. In terms of effectiveness, Invisibility is worse at engaging and better at disengaging than its Teleport counterpart, although both hacks play similarly. Invisibility allows players to instantly turn invisible, allowing them to reposition mid fight. However, it doesn’t bring the mobility of Slam and Teleport, putting it a solid tier below.
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Invisibility is another hack used for repositioning in fights. The usefulness of a maxed Heal cannot be understated, even if your squad is only running one. Having effective spammable health restoration is necessary for late game fights when teams tend to poke at each other. The amount healed is also increased with every upgrade. When fully maxed, Heal goes on a five second cooldown. Additionally, healing up in between fights is very helpful to prevent dying to third parties. The ability to reset your squad’s health bars is crucial in those moments. Hyper Scape’s gun fights are very erratic and can often be disengaged if they don’t start out favorably. Using Heal creates a circle which you and your allies can stand in to regenerate their health.
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Although it doesn’t have the same flashy damaging entrance as Slam, a tricky Teleporting player will sew the same amount of chaos.Īlthough Heal is in A Tier, every squad still needs at least one. Teleport can be much more disorienting in face to face combat. The hacks do have slight differences in how they allow you to approach fights. The cooldown is even equal to that of Slam, making Teleport a viable alternative. Engage, disengage, and mobility are all within Teleport’s wheelhouse. It is useful in many of the same ways as Slam. This hack allows players to warp a short distance in the direction they are facing. Teleport is the other top tier movement ability in Hyper Scape. Few hacks can stack up to Slam’s overall effectiveness. The seven second cooldown allows players to keep slamming in quick succession. It deals 30 damage base, up to 45 at max upgrade. When reactivated in the air, Slam sends the player to the ground at high speed, dealing damage to players in an AOE. Slam is also one of just three hacks which deal damage. The incredibly fast burst of height allows players to break enemies’ line of sight and reposition accordingly. Slam can also be used to disengage fights temporarily. Once you find a fight, slamming into the fray is a great way to catch enemies off guard. The massive jump that it provides allows players to navigate the map and search out fights more effectively. Slam is an incredibly versatile hack that gives both offensive and defensive options. Hyper Scape’s movement focused gameplay heavily encourages players to run movement-based hacks.