Great, that's pretty much buggered it then.sven666 wrote:autobomb is still there...

Great, that's pretty much buggered it then.sven666 wrote:autobomb is still there...
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
We don't have much to go on at this point, so it could always be optional now. Also can just play power mode..Skykid wrote:Great, that's pretty much buggered it then.sven666 wrote:autobomb is still there...
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
It happens when you perform the required actions to trigger the oldschool DDP boss encounters as mids.Skykid wrote:Just watched the vid. Had to tate my head.
Looks like a slight palette change, and did the 1st stage mid-boss always appear with that screen warping effect? Can't remember if it was there originally.
Wow, that's cool - didn't know it was there. What are these required actions?brentsg wrote:It happens when you perform the required actions to trigger the oldschool DDP boss encounters as mids.Skykid wrote:Just watched the vid. Had to tate my head.
Looks like a slight palette change, and did the 1st stage mid-boss always appear with that screen warping effect? Can't remember if it was there originally.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
This seems debated as most people say you need to collect all bees. But kill the silos in stage 1 (don't let enemy tanks do it or bomb) and don't reveal then leave the 3 bee's (not revealing or collecting is fine). Then all bosses will appear unless you reveal but leave a bee (though for the next stage) or die/manual bomb during the secret boss sections. If you miss secret boss 1-2 but still collect every bee then secret boss 3 will appear anyway. [My] silo route is something like this (with tanks), for when you're next down ;)Skykid wrote:Wow, that's cool - didn't know it was there. What are these required actions?
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T..o.. 8..7..
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..o..T ..6..5
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T...o. 4...3.
..o... ..2...
o..... 1.....
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It's this. When you use the new 'combo' laser type, your meter builds up. When you use regular laser or shot, it drops down. I think it's just collecting the final bee that makes it jump up a lot too. Getting the meter to red also makes your laser jack up your hit counter like crazy.Taylor wrote:Going to stop guessing what causes the bar to increase. Just seems to be lasering stuff or proximity. But when it goes over into red:
Shot+Laser. I have a feeling me pressing A+C for focus is going to cause problems!
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...
Yeah, this is what I thought. I haven't played DFK, but it seems the auto-bomb just smoothens the difficulty by preventing slippery slope if you die with a full stock, encourages diving into hard patterns to learn them, and is discouraged as you get better anyway. It's something I'd like to see more in general, and a thoughtful implementation would have certainly improved Mushi Futari's difficulty curve.Taylor wrote:it’s still better to devote yourself to a bomb [rather than auto-bomb].
Thanks! Unfortunately the screen I was filming at was of very low quality (some cheap LCD). It was impossible for me to stand behind the guy playing and not get caught by the Hey employees. The image from the Egret II was gorgeous!!t0yrobo wrote:Thanks for those videos, they look amazing in hq.
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
After Deathsmiles and DoDonPachi Daifukkatsu it's clear lowering the entrance difficulty level is something Cave want to do. While smart, given the state of genre, unfortunately this concession to accessibility requires spectators to actually distinguish between low and high level play, which a lot of people seem to have great amount of trouble doing. People bitch about DoDonPachi: Daifukkatsu 1.5 auto-bomb when you can select Power Mode and the previous versions bomb system was much more lenient, just like they bitched when Deathsmiles came out and you could Rank 1 and skip the canyon.WarpZone wrote:Yeah, this is what I thought. I haven't played DFK, but it seems the auto-bomb just smoothens the difficulty by preventing slippery slope if you die with a full stock, encourages diving into hard patterns to learn them, and is discouraged as you get better anyway. It's something I'd like to see more in general, and a thoughtful implementation would have certainly improved Mushi Futari's difficulty curve.Taylor wrote:it’s still better to devote yourself to a bomb [rather than auto-bomb].
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Yo dawg, we heard you like hypers, so we put a hyper in your hyper so you can hyper while you hyper.Taylor wrote:Can we just move on to complaining about hypers now?
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...
Great news.Taylor wrote:Auto-bomb is now optional on all modes
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Animaitor wrote:Gamer RET
http://www.youtube.com/watch?v=eLI8e_DOp9c
http://www.youtube.com/watch?v=ezOJPhjA788
Gamer A
http://www.youtube.com/watch?v=EB7hg9hbTiE
http://www.youtube.com/watch?v=1DtXSpKQMms
Gamer B
http://www.youtube.com/watch?v=x1ThC9FordI
http://www.youtube.com/watch?v=ta_oTdAKhco
Gamer C
http://www.youtube.com/watch?v=b98hKj5ZpBI
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...