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 Post subject: RQ: Strikers 1945 2
PostPosted: Sat Feb 19, 2005 9:40 am 


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Joined: 25 Jan 2005
Posts: 3529
I'm curious about the rank system. If I'm using the hayate and fully powered up (meaning I went from 4 to 6 lasers) does collecting more powerups make my shot more powerful? Does it increase the rank? Thanks...


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 Post subject: Re: RQ: Strikers 1945 2
PostPosted: Sat Feb 19, 2005 7:04 pm 


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Joined: 25 Jan 2005
Posts: 3601
Neon wrote:
I'm curious about the rank system. If I'm using the hayate and fully powered up (meaning I went from 4 to 6 lasers) does collecting more powerups make my shot more powerful? Does it increase the rank? Thanks...


All Psikyo shmups use a rank system. Once fully powered-up the rank will increase. To decrease the rank, run into an enemy or two to power-down. This will cause various bullet patterns to move slower while dispersing others.

Yes, the more power-ups you have, the more damage your craft can deal. However, the biggest advantage is that your charge meter increases faster the more powered-up you are. The Syusui that launch from the Hayate can really add to that charge speed (especially on tougher enemies).
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 Post subject:
PostPosted: Tue Feb 22, 2005 6:55 am 


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Joined: 26 Jan 2005
Posts: 861
Location: San Francisco, CA USA
Kiken said it all.

I just want to add it seems to me that when you point-blank those medium green bombers while you are level two or full level, it takes about the same time.

Fun fact: There's a type of a bullet train in Japan that's nicknamed the "Hayate"(Swift Wind). When I see the name on the electronic info board I always thought of Strikers. :D


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 Post subject: Strikers 1945 II
PostPosted: Tue Feb 22, 2005 3:28 pm 



Joined: 30 Jan 2005
Posts: 137
Location: Atlanta, Georgia
I just wanted to mention that when using the Hayate, I don't think it's an advantage to be fully powered up. Yesterday I read the guide on Beepreying, where Bernard advises to only have 2 or occasionally 3 powerups. I still need to practice, but following his advice I've definately improved at the game and I have new hope of getting a 1CC before too long.


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 Post subject: Re: RQ: Strikers 1945 2
PostPosted: Thu Feb 18, 2010 1:37 am 



Joined: 09 Jan 2006
Posts: 278
Location: Caserta, Italy
I'll bump this thread because I'm playing this game right now. There are some advices about rank managing? BER suggests to use only two or three powerups with the Hayate, but how much with the other planes? I ask if there is a different rank increasement for any single plane. Also, I ask where I can find the BER's guide.

Thanks!


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 Post subject: Re: RQ: Strikers 1945 2
PostPosted: Thu Feb 18, 2010 6:18 am 


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Joined: 28 Jul 2008
Posts: 217
I've played about 6 of Psikyo's shmups and the rank control works pretty much the same in each one, it seems. If it starts getting too hairy for you, run into an enemy craft but not a bullet, and power down. Rank will go down as well. It never seems to matter what ship you use either; the rank is very consistent.
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 Post subject: Re: RQ: Strikers 1945 2
PostPosted: Thu Feb 18, 2010 11:38 pm 



Joined: 09 Jan 2006
Posts: 278
Location: Caserta, Italy
Thank you. It seems to be preatty intuitive. Of course, the latter stages are hard even on low power ups, but the power down seems to be mandatory especially with slower planes, like the Mosquito.

Little off topic: did your nickname refere to sunburst basses??? I play the bass and I'm a big fun of Jaco, so I always wished to have a sunburst Fender Jazz Bass :)


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 Post subject: Re: RQ: Strikers 1945 2
PostPosted: Fri Feb 19, 2010 3:57 pm 


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Joined: 30 Jan 2005
Posts: 1367
Location: UK
BER's guide is here using the wayback machine stratos:

http://web.archive.org/web/*/http://shm ... beepreying
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 Post subject: Re: RQ: Strikers 1945 2
PostPosted: Tue Feb 23, 2010 6:23 pm 



Joined: 04 Feb 2005
Posts: 394
freddiebamboo wrote:
BER's guide is here using the wayback machine stratos:

http://web.archive.org/web/*/http://shm ... beepreying

More specifically, it's here:

http://web.archive.org/web/20060207003831/shmups.com/beepreying/old/mini/index.html

You can get away with maintaining Hayate's shot level at two, because the plane can build the charge gauge quickly to Lv.1 even at that shot level and the charge shot is powerful anyway. This way, large enemies go down quickly without firing anything too frightening.

I don't know how well all this applies to the other planes. You have to consider how quickly you can build up your charge gauge and how powerful your normal shot and your charge shot are. Try going through the game underpowered and again at full power. If enemies aren't dying fast enough while you're underpowered, but are when you're at full power, then stay at full power -- rank control won't help you (it's like in Gunbird 2).

I don't know whether keeping your power level at two with the Hayate works well in the second round, though.
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