LordHypnos wrote:Hell, Stevens got like 90% of a 1cc thinking that the ship hitbox was somewhere it was not. I was trying to argue this at one point in another thread, but the shmup-o who I was arguing with wasn't buying it, for some reason
This is entirely true
It wasn't until I finally reached level 7 until I knew it was the white part and not the cockpit. MM is very forgiving in that aspect.
Family is in town from the west coast so I haven't played since Saturday. Looking forward to getting some credits in after they leave. It has been fun though!
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
Tonight's play just felt fucking unfair. Ketsui felt like a ball ache but I never expected to clear that, yet I know I can do progear and it's nowhere near as brutal as ketsui... Still can't fucking do it. Doesn't help that my scoring is shit.
I feel like i'm not understanding crimzon clover at all. Bosses take forever to kill. Simple which was apparently easy I find insanely hard :/ I feel like there's some sort of mechanic that i'm not understanding.
In the doujin version, Simple was a bit easier than Original, but it wasn't a "novice mode" or anything.
As for boss "time to die", make sure you're rapidly tapping and releasing the lockshot; you'll get more DPS if you lock on and release *right* after getting the first locks than if you try to get a full lock before releasing the lock. That said, I still wouldn't call the boss fights "short"; they're kinda "Raizing-without-milking"-like in length.
Squire Grooktook wrote:Bosses die pretty quickly, or about as fast as any other shmup. Are you using lock ons and break/double break?
that's holding down x right? Yeah but only occasionally when the enemies clutter up.
If you're not constantly using it during bossfights (and outside of bossfights too) you should be, there's really no reason not to. It's a significant amount of extra damage, and score too if you get good lock-on multipliers. The only downside is the reduced movement speed while charging it up, and that's not even really a downside as it can be negated by doing what Obscura said, or taken advantage of when you need more focused movement.
Last edited by Shepardus on Sat Mar 07, 2015 4:28 am, edited 1 time in total.
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Squire Grooktook wrote:Bosses die pretty quickly, or about as fast as any other shmup. Are you using lock ons and break/double break?
that's holding down x right? Yeah but only occasionally when the enemies clutter up.
If you're not constantly using it during bossfights (and outside of bossfights too) you should be, there's really no reason not to. It's a significant amount of extra damage, and score too if you get good lock-on multipliers.
Not always true; you move faster if you're not holding down lock, and the "normal" shot gives you more meter per amount of damage done, which can be important for scoring bosses (for instance, you'll probably get to the stage 1 boss with no meter; you'll have to refrain from lock shotting a fair bit in order to get two full meters for the double-break full-lock kill)
Squire Grooktook wrote:Bosses die pretty quickly, or about as fast as any other shmup. Are you using lock ons and break/double break?
that's holding down x right? Yeah but only occasionally when the enemies clutter up.
@CSstar I thought it apparently was?
You don't hold it down, you press it and than release it once you have all locks for a bit of spike damage.
If getting a fast boss kill is the goal, it's better to release it as soon as you have any locks at all and then immediately press it again, and repeat the process, rather than waiting for full locks. More DPS that way.
why is the second half of stage 3 in futari so brutal? I can nmnb stage 4 up to the boss consistently but that section of stage 3 consistently kicks my butt, I can't seem to find a route which deals with the shell beetle guys which shoot wide spread columns of bullets as well as the bigger bullet cancelling beetles.
Immryr wrote:why is the second half of stage 3 in futari so brutal? I can nmnb stage 4 up to the boss consistently but that section of stage 3 consistently kicks my butt, I can't seem to find a route which deals with the shell beetle guys which shoot wide spread columns of bullets as well as the bigger bullet cancelling beetles.
Get familiar with where the enemies appear, then speedkill them just as they come on-screen before they can get any/many shots off. IIRC if you prioritize the pillbugs whatever's left alive shouldn't cause much trouble.
The woodlice shots are all aimed spreads, so if you are having trouble sweeping them quickly with wide dodges (definitely the best way to clear them), you can also try using a wide shot type and making very tiny tap dodges. If you do this, the spreads are no longer an issue; you just need to make sure you're in front of the larger green bugs (mantises?) to kill them as their aimed shots are tight enough to be dangerous. They have little health though, so most shot types can kill them very quickly if you're in front when they appear. Reco in BL can basically hold down laser and make tiny tap dodges to avoid everything here (not ideal for score of course, but a good method until you are more comfortable).
The large gold beetles are invincible until they finish their first attack, so don't rush to get in front of them if it's not safe.
If its not forcing you to deal with enemies coming from every compass direction in an enclosed space whose corpses still hurt you on collision, it's the fucking slowdown and suddenly speeding up to slingshot you into a boss.
I was gonna post some essay length rant and give up on death roulette entirely.. but meh.
Okay, the powerup dodging has definitely lost its novelty at this point As has the chain deaths that are at least mostly related to the wide shot sucking. I swear if it didn't take like two ion shot powerups at least to get past certain parts of the game, I would have gotten at least to stage 6 by now. Fuck you Omega Fighter!
40 hours is hardly "a lot" of time to spend on a difficult game (people spend much longer than that on shmups, pieces of music, etc.). People do have limits but they generally don't reach them that quickly, nor is it even easily measurable what your limit actually is so it's not like you can ever say for certain that you can't improve any further.
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I finally get to the final fight with Volvox on 1 credit!
I got a decent amount of lives so that's plenty of bombs, but enough ring's to fuel them? I don't know at this point... But could this be it? Will I finally ALL this game?