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 Post subject: RQ: Truxton weapon effectiveness
PostPosted: Mon Feb 03, 2020 3:50 pm 



Joined: 01 Mar 2008
Posts: 77
Location: Finland
What are the pros and cons of each weapon?
Are there sections where certain weapon is dominant?

It seems a lot of enemies are bullet sponges and really like to go up close and personal on you, so what is the best weapon vs. the more durable enemies?

From what I've observed:
* Green seems to pierce smaller enemies, does this have the best DPS vs. larger foes?
* Blue does not seek to smaller enemies but will obliterate them; it also has great reach when fully powered up. But it seems to be less effective vs. larger enemies
* Red feels the most effective when you pitbull enemies

I know the Extend targets require specific weapon.


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Mon Feb 03, 2020 9:09 pm 


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Joined: 22 Sep 2016
Posts: 543
for the first half of the game, right up til the speed section in stage 3 you'll want to use a mix of red and green, but mostly red. Green is needed for the 1up in stage 1 and it's not bad for the midbosses right before that. Green will also obliterate those enemies that come down in horizontal rows that show up after the lightbulb section in stage 2, and so will blue, but green is good to have for the following midboss too. from the speed section in stage 3 forward the zako get pretty relentless so it's best to have level 2 or 3 blue from then on and just bomb bosses and tankier enemies as needed.

edit: i believe point blank red will do more damage than green, as long as we're talking about the same power level
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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Mon Feb 03, 2020 9:23 pm 


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Joined: 13 Jul 2019
Posts: 62
Green and blue also destroy those glass bulbs in stages 2 and 3 in one hit, whereas red doesn't.


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Mon Feb 03, 2020 10:08 pm 


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Joined: 18 Jan 2017
Posts: 27
I run Red most of the time since the spread gives it good crowd control, while still doing decent damage to bosses.

Green definitely knocks out bosses quickly though.


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Tue Feb 04, 2020 8:32 am 



Joined: 01 Mar 2008
Posts: 77
Location: Finland
Thanks for the info!

Played couple of runs yesterday and observed couple of thing:
* It seems red bullets lose DPS over range
* Game is actually very memorization heavy and methodical; the main threat being ramming to enemis
* You really need to have speed up and use all available screen space to herd bullets
* This game gives you a ton of bombs and looks like many waves are designed to crowd controlled by a bomb
* Speedkilling stronger enemies in space sections spawns nasty waves of small enemies
* Bosses are actually quite simple as they do not actively try to ram you etc. At least the 3 first bosses have just simple spread pattern and couple of turrets you can knock down with green shot quite easily.

What I've heard is that in most of the Toaplan games powering up adds actually mostly visual flavour to make player *feel* to be more powerful. Like with the red shot, DPS seems not to be directly relative to the # of bullets; like the first level 3-way weapon does a lot of more damage per shot than its powered up cousins.


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Tue Feb 04, 2020 10:31 am 



Joined: 20 Apr 2018
Posts: 156
Location: St Louis, IL, USA
Interesting thread, thanks for posting.

I'm just now getting into this game for the firs time ever (posted my all time high score of 190k!)

Anyway,

That's interesting about the bullets losing DPS over distance. How were you able to measure this?

Also, do you guys recommend getting ALL the speed ups? I feel like the last one makes it riskier to play, or am I just not good enough yet? (if ever!)


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Tue Feb 04, 2020 10:56 am 



Joined: 01 Mar 2008
Posts: 77
Location: Finland
Use the speed level you are comfortable with. But at the max speed the excess speed up pickups will give nice boost to your score (5000 each). You get them aplenty at stage 3.

For the DPS loss over distance, it's just an observation; it seems that when point blanking with red, you need definitely less hits to take down tougher enemies. It is easily noticeable with the "train" things before st2 boss


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Tue Feb 04, 2020 11:38 am 



Joined: 20 Apr 2018
Posts: 156
Location: St Louis, IL, USA
OK thanks, still haven't made it to stage 3!

Is point blanking mean like point blank shooting? Like right up on an enemy?

Also, what is the general consensus with using auto fire with this game? I tried about 50 games on manual, but man...

Turbo fire is waaaaaay easier, but also makes point blank firing kill the bigger enemies way easier, is this the way it was meant to be?


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Tue Feb 04, 2020 12:19 pm 



Joined: 01 Mar 2008
Posts: 77
Location: Finland
Autofire is must; but you need to have it toggled somehow as blue weapon will not shoot if autofire is enabled.
Megadrive version has extra button mapped to full auto.


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 Post subject: Re: RQ: Truxton weapon effectiveness
PostPosted: Fri Feb 07, 2020 6:06 pm 


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Joined: 14 Aug 2019
Posts: 361
Location: BW, Germany
I think the previous contributions make for a fine summary already. As for choice of weapon, my approach is essentially in accord with mycophobia's outline. Previously, I used blue for a while to deal with the 2. midboss and part of the following canyon in stage 1, but switched to red eventually, which seemed more natural (though the dance around the two ships was cool). The same applies to the barrel section before the stage 2 boss.

Also worth mentioning is the strategy to delay usage of Lv3 weapons until the beginning of stage 3 for the purpose of rank control. Otherwise the barrel section can get pretty unwieldy. For the longest time I had committed to a fixed route on the basis of Lv3 for that section. But that was somewhat inconsistent - Vludi's run during 1CC Marathon 2019 then brought me around to incorporate that rank management squiggle.

pieslice wrote:
Like with the red shot, DPS seems not to be directly relative to the # of bullets; like the first level 3-way weapon does a lot of more damage per shot than its powered up cousins.

Interesting observation; I had suspected that for a while but didn't bother to investigate, so this reinforces the assumption.


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