99% of shmups survival is simple compared to scoring, and pure survival play is intended to be a more simple, basic play style. Anything different is an exception to the rule, not the standard to which other games are to be judged against. Dodonpachi and Mushihimesama are very, very simple to play for survival, but they are everybody's favorite shmups in the world (well, not mine, but still).Kuroonehalf wrote:Going for score is always going to require more strategy, in any shmup, I don't think it's a very fair argument. :\Squire Grooktook wrote:You're complaining that it feels too simple/not strategic, and that there's no complexity or depth to master. But you don't even know how the scoring works/what it entails?
I also don't know the intricacies of playing for score in Hellsinker, but that's because playing for survival is already so filled with strategy that I didn't feel the need to go deeper. At least not yet. :p
Playing for survival in CC really doesn't have much more complexity to it aside from the breaking thing. Unless I'm somehow missing something.
Survival however, can be very strategic. Knowing the best ways to dodge patterns (people often underestimate how much complexity there is in analyzing the way a pattern works and knowing what the most effective strats against it are), the best routes, etc. can require a lot of critical thinking, and CC is no exception. Unless you're an utterly amazing pro player, you're not going to 1cc this game anytime soon without a heck of a lot of strategy and planning.
Scoring is almost always where the immense complexity and depths comes in. Scoring is where shmups gets competitive, and that's where they become as deep as an ocean.
ignoring for a moment that knowing how to consistently no miss stages would require a lot of strategy for most playersKuroonehalf wrote: No-death bonuses and the star pickups are the most obvious way to build score I know, but both requiring no strategy.
Than you have no idea what you're doing lol. I mean, no offense, but don't you think it's a bit premature to go into a thread and start saying the game has no depth or strategy when, by your own admission, you have no idea how any of the mechanics actually work? Nor have you succeeded in 1cc'ing it either, most games do not require strategy for pure survival on the first 3 stages, even Hellsinker
Read some strat guides or something. It's all about getting the multiplier up with lock ons, point blanking to extend the multiplier length and fill the break guage, and using the break activation invincibility frames and speed to initiate a higher lock on multiplier and keep it going with more point blanking. It's very simple, intuitive, and flexible once you learn it, but the skill ceiling is insanely high and it could take years to master. I honestly like this scoring system better than Ketsui, and I like the breaks a lot more than the hypers in DDP now that I know how they are meant to be used.


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