BIL wrote:I seem to recall ditching options via option-bombing will lower the rank a bit.
You have to use them more for bombing and less hang on to them for shot power? Hrm, guess I'll just have to bomb away whenever bosses show and see how that goes.
Yeah judging by the number of options that are dropped, it seems like this was the devs intention.
Hagane wrote:How does rank work, besides the option thing mentioned before? Power-up pickups? I was doing pretty well until 1-4 and then I got destroyed by 1-5, where the game suddenly turned into a bullet hell with a Konami hitbox.
Survival rank seems to factor in heavily - dying even once slows the bullets right down immediately as well as cuts down enemy rate of fire. Rank does not seem to be affected by how many/what type of powerups you get, other than having more options in stock appears to up rank a bit.
BareknuckleRoo wrote:Edit: It seems you need to deal enough damage before it moves too far to the right. If you get two fully powered options (by killing the second option-dropping enemy before grabbing an R/L/T powerup so it drops a large option instead of an option seed) and then plant them both in the Brain Golem ASAP it dies, even if you're using a weaker weapon like Ripple.
OK, that knocks out my "pointless milking" criticism, then! I didn't realize it could be killed. This will be especially good if I don't need to crank the autofire rate up to the rate where it interferes with normal shot spacing.
Got the Brain kill down. I'm not ready to post my score yet since I'm making too many sloppy mistakes like not counting my speedups, but overall this is quite fun and I'm enjoying it more than any other STGT game I've played, even Strikers. It's just so damn relentless, and the dodging is pretty fun. Too bad I'm real damn busy with school this week
My biggest complaint: restarting to get the correct powerup sequence does suck a fair bit, yes.
Last edited by RNGmaster on Mon Aug 13, 2012 9:47 pm, edited 1 time in total.
Brain Golem's extremely hard to kill without autofire. I've just barely managed to do it with 2 options, laser, dual missile. Basically, you want both of the options sticking in the body down where that tail is and you need to mash away like crazy if you're not using autofire - even with laser, you need to mash like crazy because the key is nailing the extra missile volley damage in which doesn't seem to fire fast enough to do full damage simply holding the shoot button even at pointblank ranges. Even then, I still had to option bomb it to get rid of it in time. If you don't get 2 large options you're pretty much screwed; I've never managed to kill it with only one full option.
I think the point it becomes invulnerable is when it passes the large tooth that pops up from the bottom of the screen. After that, no matter how many option bombs you drop on it or how much you damage it it always seems to float offscreen. It's the most annoying part of the game IMO, shame it's worth a good amount of points. :\
I am. I did it without autofire more to see how easy/possible it was to do without autofire cause Ed mentioned something about worrying about upping the autofire rate (and some people might be playing on PCB, etc).
ShadowWraith wrote:brain golem is doable point blank with twin laser and one option if you have autofire
I don't understand how the superplay on super-play.co.uk manages to get so many options in stage 1.
From what I can tell the trick is that you get full option drops when you have 0 options attached or are not using Ripple/Laser/Twin in addition to increased option drops. In this section, the superplayer dumps all options before a section full of red enemies. The fewer options you have, the more blue ships seem to be replaced with reds. I just got this trick to work. Just before you get to the section where there's a chunk floating in midair, immediately dump ALL your options and avoid picking the option seeds back up... a whole bunch of red enemies will show up and leave behind large option items. Then you can pick up all your seeds and large options, bombing and picking up partial ones again for points while leaving you with 4 options.
Eno wrote:How do you guys set up autofire for this one? No matter how much delay I put, it keeps firing slow as hell.
Also, pretty enjoying game, but no savestate support, really? Sucks to watch the ROM check screen every time.
Did you remember to turn the autofire key on? Are you setting one of the main buttons to autofire or are you setting a Custom button as autofire? Remember if you're setting a custom button that you have to tell it which buttons the Custom button are mapped to (in this case press 1 to map it to shoot). The default delay works fine for S2 - the two shots are not spaced out much with autofire, and each option can only have 2 shots in midair at once so it still looks a bit slow.
BareknuckleRoo wrote:
Did you remember to turn the autofire key on? Are you setting one of the main buttons to autofire or are you setting a Custom button as autofire? Remember if you're setting a custom button that you have to tell it which buttons the Custom button are mapped to (in this case press 1 to map it to shoot). The default delay works fine for S2 - the two shots are not spaced out much with autofire, and each option can only have 2 shots in midair at once so it still looks a bit slow.
Yes, all set up correctly here, it seems.
And I think I get it, autofire on the non-laser weapons is(or at least feels), for some odd reason, slower than manually mashing. Guess I'll have to learn to live with that until a laser drops.
Thank you anyway!
Eno wrote:And I think I get it, autofire on the non-laser weapons is(or at least feels), for some odd reason, slower than manually mashing. Guess I'll have to learn to live with that until a laser drops.
Thank you anyway!
Note that autofire appears to give you better pointblank damage, even when using laser because the button mashing increases the rate at which missiles get fired. If your options are on top of something (like Brain Golem) I think you're better off with autofire, even with the laser thanks to the upped missile damage (twin laser's a bit stronger anyways, at least from what I've seen against the large spheroid enemies in stage 2).
Does anyone know if it's possible to avoid dying in the fast section before the final boss if you're stuck at the lowest speed? I've no-missed up to St6 only to die right before the midboss due to the rank and there's no item drops to get after the midboss. ;_;
I've lost track of the number of times I've reached the final boss only to get smacked by one of those damn green bullets and die repeatedly. -___________________-
Still no idea on the first stage miniboss. I've gotten to 'im with a twin laser and plenty of options; alas, nothing really seems to work. Maybe I'm dodging too far to get in good hits.
The hitbox, the sedate pace at which you get confirmation of being tagged, and that ridiculous laser pattern he's got all make it frustrating as hell to try to point-blank him. Haven't taken him down once, and I'm not sure how close I've gotten. Maybe I ought to forget about it and just play the stages, but fuck this game's design.
Can't get this to run on any version of MAME without serious slowdown and stuttering, even when closing all other programs and giving it a high system priority. Any tips?
I am running 64-bit Win 7 with a dual-core AMD processor and a Radeon HD GPU.
dex, please make the per-game rules a tad more specific.
For example, which regions are permitted (some regions vary in difficulty and there is the problem of not knowing what's valid and not unless explicitly stated, though you did specify when you did Daioh for STGT '11, ), which ports are permitted (some seemingly-perfect ports actually change around some things), and what constitutes default settings (MAME has some odd choices in what constitutes defaults--I could be wrong about this). It's a little easier on everyone if all the vital information was contained in the starting post, instead of several posts or even pages down the line.