DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

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Despatche
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Despatche »

ACSeraph wrote:I don't really want to imagine an even more brutal G.T. variant...
It gets even worse if you find those Chronicle missions. Might be in CS as well. I wonder if any of them require you to use Origin or Second...
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by AxelMill »

Despatche wrote:
ACSeraph wrote:I don't really want to imagine an even more brutal G.T. variant...
It gets even worse if you find those Chronicle missions. Might be in CS as well. I wonder if any of them require you to use Origin or Second...
Well, you fight Gigantic Bite with the Origin somewhere on the left. I'd imagine a G.T.B somewhere else.
James Wragg at Pyramid said that no one finished that (8-Zone long) mission on Steam, last week.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by CloudyMusic »

ACSeraph wrote:I've also settled into Gaiden as my ship of choice. I never really considered it before since I enjoyed the Burst laser mechanic so much, but actually there's a lot to be said for straight up classic Darius dodging, and the bomb gives you just enough slack to get through sections that would prove very difficult with Second or Origin. I definitely feel like you end up with a stronger grasp of boss fight strategies when you don't have a laser wall to depend on.
Gaiden love :mrgreen: The BHB is just really fun to use. It always makes a big impact whenever you drop one.

It's good not to rely on Fixed Burst too much if you're planning to play for score anyway, so I didn't have too much trouble adjusting to playing without it.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Obscura »

After spending some time last night messing around with the various ships (haven't had much time lately, since my musical endeavors have been demanding all of my time), I currently feel like Next is probably the best for survival, once you get the feel of it.

Managed to kill Violent Ruler for the ADH clear with that ship last night, and I have no clue how I'd have done it with anything else.

Tried CS mode again, still don't like it. Arcade or bust, IMO.

Out of curiosity, what does Gaiden do that Assault doesn't just do better?
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by CloudyMusic »

IMO Assault is much trickier to use if you're trying to score well, but it also has a higher score ceiling to match. If you're playing for pure survival, Assault is probably better just because it destroys stuff so quickly.

Personally, I just tried to find the ship I enjoy the most, then work on decent scores within that context.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by cave hermit »

When I first used the Next ship, I thought the game was glitching, because the way the fixed burst rotated was so weird compared to the standard ships. Once I read up on how the next burst worked, it quickly became a favorite due to how quickly I could set up laser walls.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Obscura »

Yeah, not only does the wall get angled to the right place faster, but it's a lot more useful to have it pointing towards you rather than away from you.

With Legend and the half-ranged ship I can't remember the name of, if you place the burst and tap down + back to set up a wall, not only is it slow to get to position, but it also isn't covering you; you have to take an additional amount of time to get behind it once it's set up. With Next, not only does the wall get set up fast, but you're already pretty much in position relative to it.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Zaarock »

Legend and Formula can set up the wall nearly immediately too, but your ship has to be facing left. if you move over the burst unit it rotates clockwise so moving over it to the left will set up a wall facing upwards. Formula does this slightly faster since it's the fastest ship.

The weakness of Next is the damage output I think as the missiles barely do anything. In comparison Legends bombs when point blanked do about as much as Second point blanking (except you can even do it from below or above bosses).
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Shepardus »

Obscura wrote:Out of curiosity, what does Gaiden do that Assault doesn't just do better?
Gaiden has a maximum base multiplier of x24, compared to Assault's x16, making it score better on stuff not killed with a burst/bomb, and its black hole bomb gives the same total multiplier as Assault's burst finish without a counter (bomb = 24 * 4 = 96, spark = 16 * 6 = 96) while lasting longer than a burst finish. I also find Gaiden easier to use in general since the bomb doesn't start right in front of the ship like it does with Assault and covers a larger area than Assault's spark burst.

The real question is, what does Origin do that Second doesn't do better?
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by CloudyMusic »

The WRs for Origin are very slightly (very slightly) higher than Second. So, probably something, but I'm not sure what. But yeah, Second is so much stronger.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by ATTRACTS »

Shepardus wrote:
Obscura wrote:Out of curiosity, what does Gaiden do that Assault doesn't just do better?
Gaiden has a maximum base multiplier of x24, compared to Assault's x16, making it score better on stuff not killed with a burst/bomb, and its black hole bomb gives the same total multiplier as Assault's burst finish without a counter (bomb = 24 * 4 = 96, spark = 16 * 6 = 96) while lasting longer than a burst finish. I also find Gaiden easier to use in general since the bomb doesn't start right in front of the ship like it does with Assault and covers a larger area than Assault's spark burst.

The real question is, what does Origin do that Second doesn't do better?
Second is the best. 50x multiplier, no pussified laser/counter silliness (zing!).
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by trap15 »

Origin has a higher multiplier.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Obscura »

Keres wrote:The WRs for Origin are very slightly (very slightly) higher than Second. So, probably something, but I'm not sure what. But yeah, Second is so much stronger.
Does the game give points for tick damage (I haven't been paying attention to score at all)? If so, then I could see a weaker ship having a higher score potential, just from being able to rack up a few more tick points.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Shepardus »

Obscura wrote:
Keres wrote:The WRs for Origin are very slightly (very slightly) higher than Second. So, probably something, but I'm not sure what. But yeah, Second is so much stronger.
Does the game give points for tick damage (I haven't been paying attention to score at all)? If so, then I could see a weaker ship having a higher score potential, just from being able to rack up a few more tick points.
There's no tick-points in the game, and the popcorn enemies that bosses fire don't give points either. In fact, unlike previous Darius games most bosses can't be milked at all beyond destroying all their parts.
trap15 wrote:Origin has a higher multiplier.
Really? I thought it was x60 for both.
Last edited by Shepardus on Tue Dec 15, 2015 6:51 pm, edited 2 times in total.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by CloudyMusic »

Mostly just a small curiosity, since the margins on most of the routes are like 1-2% I think.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Icarus »

trap15 wrote:Origin has a higher multiplier.
Origin and Second both have an x60 base multiplier. The likely reason why Origin scores higher than Second is because it has a weaker shot with a very narrow range, giving it an advantage on bosses with milkable score enemies eg the Gluttons.
sauce: http://www24.atwiki.jp/darius/pages/54.html
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by EmperorIng »

Thanks for all the posts explaining properly the advantages of the Next ship - though I agree that its missiles feel pretty weak. I guess ships have to be balanced somehow.

Now if only I could get the timing for counter-bursts down. I know this has been talked about to death, but it feels weird that you have to basically let the thing hit you before you activate it.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Icarus »

EmperorIng wrote:Now if only I could get the timing for counter-bursts down. I know this has been talked about to death, but it feels weird that you have to basically let the thing hit you before you activate it.
Why do you think it's called a "counter burst"? Because you're countering the hit from the enemy's Burst Laser with your activation. The only thing you have to be mindful of is the activation delay for the different Burst Units. Once you understand that, countering any beam - be it a static beam, or one that sweeps around wildly (eg Lightning Prison) - becomes far easier. The counter system in G.Darius was fun but kind of lazy, the only thing you needed to do was mash (or use autofire), while the counter system in Burst is much more involving and actually requires some level of skill to utilise, especially if you use mid-stage counter bursts for scoring.

I posted this on Twitter a few weeks ago. It should give you a good visual idea of how it is achieved.

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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Steelix100 »

Shepardus wrote:The real question is, what does Origin do that Second doesn't do better?
Keres wrote:The WRs for Origin are very slightly (very slightly) higher than Second. So, probably something, but I'm not sure what. But yeah, Second is so much stronger.
Origin gets piercing bullets earlier, and it has a forward-firing piercing shot. As a result, it can clear weak enemies easier, particularly earlier in the game.
Obscura wrote:Out of curiosity, what does Gaiden do that Assault doesn't just do better?
Gaiden gets piercing bullets the earliest out of all ships, and then keeps them for the rest of the game, and has a dramatically higher max bullet cap than all other ships, making its firing rate almost never diminish.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by xxx1993 »

Sparrow wrote:Gigantic Bite's Arrow bullets are hard to dodge. It's like fighting against lightnings.
...I need some serious help on how to fight that boss.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by mamboFoxtrot »

Woo B-E-I clear! With Assault again, though I'd been trying with other ships, as well. Maybe Assault is the best for survival? Though it helps that I actually evaded Ancient Barrages attacks properly for once!
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by xxx1993 »

https://www.youtube.com/watch?v=6gtw0KVctVc

What do you mean there's another mission in the game? I thought the finale was taking down Gigantic Bite...
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Obscura »

How the fuck are you supposed to dodge Phantom Castle's small bendy lasers when he goes into his last form? There's so many of them that there's absolutely no way to get inside the turning radius of all of them; too many little angle offsets.

Also, I'm absolutely unable to figure out the counterburst timing with Next. Making it different for the different ships was a REALLY dumb idea.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Shepardus »

I've dodged Phantom Castle's lasers a couple times but don't have any really consistent strategy for them yet. However, I saw on Icarus's stream that if you're careful about taking out the pieces without triggering the last form (I'm not sure how this works, perhaps someone can help me out here and explain?), you can deal a lot of damage to the main body while it's still in the first form and take it out almost immediately after triggering the last form.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Sparrow »

I watched all Gigantic Bite videos. Now I figured out about that flash bomb cannons.
It's easy to tell the difference in the timing of its cannon charging.
If it fires without charging or without warning meaning it will fire at short range
If it charges shortly, it means it will shoot at middle range
If it charges slightly longer, obviously it will fire at far range

The problem thing is, during the bullet pattern flow, it's impossible to shake off its flashy cannons because two of its bullet pattern may give you a chance to land near Gigantic Bite to dodge however it could fire without warning at such times making it impossible to predict like that... I thought that flashy cannons only fire the circle of flash bombs within the whole screen but I was wrong. It does shoot outside of the whole screen. I'm deaf... So it's up to you to listen the sound effects and let your reflexes decide.

Arrow bullets... Yup impossible to shake off.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Steelix100 »

Obscura wrote:How the fuck are you supposed to dodge Phantom Castle's small bendy lasers when he goes into his last form? There's so many of them that there's absolutely no way to get inside the turning radius of all of them; too many little angle offsets.
They're a pain to dodge for sure, but they're far from impossible. It's quite complex to explain, but it's not as bad as it seems at first. And if you're using Next, you can just lazy it out and defend yourself with the Fixed Burst.
Obscura wrote:Also, I'm absolutely unable to figure out the counterburst timing with Next. Making it different for the different ships was a REALLY dumb idea.
I'm like 99% sure there is no different burst counter timings for different ships. Some ships have different movement speeds (ftr Legend and Next are the same and the slowest in the game), so that can mess up your timing with the cut-in type burst counter if you're not used to it.
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Post by Zach Keene »

So, uh.. what's supposed to happen when I score over 65,000,000 points on Uinda? Done it three times now and I don't seem to have uncovered any new routes, alternate or otherwise.
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Dumple »

ACSeraph wrote:Finished all of the AC Original 1ccs last night. Killing G.T. felt real good 8) It's a lot easier to work through everything when you can experiment without pumping tons of cash into the cabinet. Gonna enjoy taking what I learn on console to the arcade.
Congratulations!

I just finished the AC original 1ccs too - it's a lot of fun. Now for Original EX mode! ORV course was pretty easy. Not sure how scary the difficulty curve gets later...
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by Obscura »

Steelix100 wrote:They're a pain to dodge for sure, but they're far from impossible. It's quite complex to explain, but it's not as bad as it seems at first. And if you're using Next, you can just lazy it out and defend yourself with the Fixed Burst.
Fixed burst won't get you through there with Next; you won't regenerate enough energy to protect yourself more than twice.
I'm like 99% sure there is no different burst counter timings for different ships. Some ships have different movement speeds (ftr Legend and Next are the same and the slowest in the game), so that can mess up your timing with the cut-in type burst counter if you're not used to it.
Then why on earth can I do the "three pings"-style counterburst nearly every time with Legend, but almost never with Next?

(I can't figure out the cut-in style with any ship -- and, yes, I've seen Icarus's image. The problem is, there's literally no feedback on a counterburst for what you did wrong, only that you did something wrong, so there's no real way to learn how to do it properly.)
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Re: DARIUS BURST CHRONICLE SAVIOURS (STEAM/PS4/Vita)

Post by ACSeraph »

Dumple wrote:Congratulations!

I just finished the AC original 1ccs too - it's a lot of fun. Now for Original EX mode! ORV course was pretty easy. Not sure how scary the difficulty curve gets later...
Thanks, you too!

Yeah ORV was easy coming off of CGL, but it was also really badass. I really love the design and music of Ruler, and ORV feels good to play compared to how reserved everything is in ADH. I'll probly be playing it a lot in the arcade now that I've "graduated".
Obscura wrote:(I can't figure out the cut-in style with any ship -- and, yes, I've seen Icarus's image. The problem is, there's literally no feedback on a counterburst for what you did wrong, only that you did something wrong, so there's no real way to learn how to do it properly.)
Dunno if this will help you, but coming from a fighting game background the cut-in timing feels about the same as a parry in SF3 to me. You gotta just kind of feel it rather than try to do it visually.

This is just speculation based on what I've experienced while playing, but I think the timing for the 3 ping method depends on how far away you are from the point of fire actually, since it takes a few more frames to connect if you are far away. That makes it much much harder to gauge the timing unless you are always attempting it from point blank range, which is why cut-in is usually the safer, preferred method.
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