It's an interesting theory for sure.jehu wrote:When I was finding this out for myself and researching the clear, I was struck by many of your old posts where you were seeking to disabuse the community of the idea that Metal Black was a brutal, unforgiving clear. The 30hz clear came pretty quickly for me, so I thought the apparently widespread community consensus of Metal Black's difficulty was strange. But then I began to infer that the prevailing opinion must have been based on no-auto attempts. Is this right, do you think - or is this just a bad inference?BIL wrote:I will say, whichever approach you prefer (0/10/15/30hz), Metal Black is genuinely a different game via manual fire.
Community opinion on Metal Black seems to have changed quite a bit since then. I'd theorize that's because of the more universal move to 30hz, but I'm not sure why I think there would have been so many more no-auto pumper players then. Has there been a community-wide change in stance towards the AUTO question over the last 15ish years, or am I just imagining?

My (unabashedly romanticised

It's impossible to say at this point, with it being pretty much muscle memory, but I'd like to think a grasp of that hit area remains vital no matter your shot frequency (indeed, that's how the ST was always written). Out of curiosity, did you find yourself relying on oblique attack/defense in your credits? From my 30hz credits, the main benefit was punching through ordinarily-gnarly buggers like Drio-kun (not nearly as like to nom up enough NEWALONE for a seeker barrage), Mr. Caterpillar (a terrifying - though hitbox-illustrative! - squeeze averted), and st4's resurrected Green Mambo midboss (he'll sullenly bugger off fast, aiming to shoulder-check you on the way out, if you don't bash his ugly mug right-quick

Coincidentally, I had a very similar experience with Gun.Smoke, the other STG I've put significant time on. That's another built around oblique close-quarters action. It's also an STG where autofire is less instantly-attractive; pointblanking is rarely a thing, and with the emphasis on mid/short-ranged combat VS tenacious zako, the shot limit will leave spray n' prayers hanging. Coming to pure STGs from a Contra/Metal Slug background, where you're constantly improvising around short-ranged oblique threats, MB and G.S were both comfy fits... I suspect that "home court advantage" is why players vastly more skilled than myself sometimes find G.S unfriendly, before inevitably going on to the ALL, once they've adjusted to its idiosyncrasies.
Fuckin hell, I wish it weren't so late here.

Actual footage of me forgetting this vital info: "God damn! These letters aren't easy to catch without bombing! I think I figured 'em out, though! Waitaminute. Fuuuuck!"Fuck, did I not know this? I knew this, right? I need to get back to TD2 - I've always hated 2P, but I rather doubt I turned off my full-auto settings when switching from P1. Might open up the game again.BIL wrote:I'd be A-OK with a manual and autofire ship choice. This is how Thunder Dragon 2 works, with 1P benefiting from 30hz, and 2P the exact opposite - 30hz will cripple its natural 60hz autofire, causing awful Euroshump feels.


Must be the STG equivalent of autoerotic asphyixiation? Turn off the autofire and you'll cut through the bastards like butter.

NAO DAS B THA STUF BOYEEEEEE


Spoiler
