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For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
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T H E S U N T H E S U N T H E S U N T H E S U N T H E S U N T H E S U N
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...Ify, did you do all your homework already? You can meet the new operators later.
Roll 1 - 4*
Roll 2 - 4*
Roll 3 - Ash
Nice, okay. Wait where are my 5*s?
Roll 4 - Frost
Roll 5 - Blaze P2
??
Roll 6 - Blitz, Blitz P1
There we go.
There goes all my gacha luck for the next little while.
Oh well, I’ll have ash next week I guess.
They key was realizing that boss damage before the third phase doesn't actually matter, as long as you have a good setup with high ground ops that can quickly clear the tumor mobs that give the attack speed slow. So I just place everyone done, burn through the first two phases with incidental cleave damage, and make sure to save Silverash skill 3 (more for the wave clear than boss damage) + at least one mine that will hit at the start of phase 3.
prefarm purple chips during non-event times is what i usually do
also my solution to OD-8 is as always, overwhelming force
I've finally got a steady auto for OD-8, but it was harder than any others for me, I kept having random operators die since I wasn't managing to get the boss down fast enough during phase 3.
I've enjoyed using Lappland for this event.
Okay, giving Blaze two more levels seems to have eliminated the existence of the variant. I have no idea what the cause could have been, can Surtr or the boss crit at some random percentage, perhaps?
If you’re relying on a medic to stay alive they could be healing one target while another dies, sometimes. I was having that happen. Every few runs I’d have a death.
I do wish I had Blaze, but Texas and Lappland hold the left side well. This map felt tight on DP.
That's why I ask about crits. My auto goes like this:
-Surtr hits the exposed right side, retreats at phase change.
-I plant a bomb on the left side. The second it's ready, I detonate it and then drop Projekt Red. Red leaves at the next phase change.
-I set another bomb on the left side and Surtr on the right side. Surtr begins skill 3 attacking as soon as that's possible, the bomb goes off as soon as it's allowed to. The boss dies at a certain point soon after the bomb goes off.
So I'm wondering what could be causing the change there. My only guess is critical hits...
My issue was Angie dying because TeaApplesauce healed someone else since I wasn’t getting through phase 3 fast enough.
I agree, healing can be an X factor, but I don't think that's the case here because Blaze receives no healing whatsoever by the design of my layout. In the previous event, Ptlop could sometimes explode and die every 7th or 8th repeat of the grinding level, never got a grasp on why, but it didn't matter because it was seldom and only cost 1 sanity to fix.
I ended up running a DP rush strat with both Myrtle and Elysium to get enough DP to get healers out so I could stabilize control over the valves and kill all the gas trucks I could
Robin was very useful for all of the co-op maps so far because her mines are a cheap way to occupy the activation tiles for gimmicks that don't take up deploy limit
Is there a benefit to making the 5th person a Command Center specialist, or would it be smarter to just jam someone who could use the daily trust in there instead?
have you put in Swire or Amiya for the 7% trading post efficiency?
if you want daily trust then you can just put whoever in dorms whenever, or training center/workshop if you're not actively using those
A) hit the boss from the correct side with your strong attacks, note that this changes each time the phase changes (and there isn't a correct side in the last phase, you have to max out damage there).
and B ) Be extremely prepared for the entry of the spawner enemies, first from the top left, then from the top right. I specifically set Blaze and Eyja to take each side (respectively) out of the equation.
None of that has really been a problem (well I mean, they were but those were easy enough to fix). It's just at the very end where the boss just starts vomiting out a million bug things. There aren't even any extra things coming in - I killed all those. It doesn't help that the boss also loves to spam screen nukes at this time that can be annoying to heal through (but that hasn't been the main issue - it's just the sheer volume of enemies)
Doing point A correctly means the boss shouldn't be around at the end. Mine is dead at the 25 kill mark. If you just mean "at the end of the boss' life", the existing blocks you had up the whole round SHOULD be able to cover for its death throes. Healing on the left and the right side should cover your units from exploding as the boss explodes, unless they're super squishy.
I'm not sure if this is right or not, but the gamepress wiki seems to make it look like the 120th pull guarantees an Ash, regardless of already pulling one or more along the way.
If that is the case, one more pull for a dupe sounds a good idea.
I think that's incorrect, you get 1 guaranteed Ash within 120 pulls only once as stated in the gacha details ingame. It's not worded "you get an Ash at 120 pulls."
@BlasphemousGame
"And thus shall your name be erased under the heavens."
🖥️Steam Profile
So far so good. It seems like the weapon progression is very fast though? I'm barely into it at all and I already have 4 guns which feels very odd to me to have that many weapon choices this early in the game.
It's both a strength and a weakness of the first Axiom Verge that it has so many guns; it's cool that they exist, but for the most part they have similar damage profiles to one another, you get more damage out of accumulating Power Nodes than you do by getting new weapons, and the basic Axiom Disruptor and Kilver you get in the main sequence are perfectly serviceable for the entire game. Worse, there's something like three or four guns that only become available with the final movement upgrade, at which point you only have maybe one or two major combat challenges you might actually need them for.
I'm "kupiyupaekio" on Discord.
I'd argue that Axiom Verge isn't a Metroidvania, it's just plain Metroid. It hews so close to Metroid that it single handedly balances out all the games in the Metroidvania genre that almost always feel closer to Castlevania.
One thing it does do differently from Metroid though is that your gun is not tied into progression outside the first few that let you shoot switches at odd angles. That's one of the few aspects of it that's closer to Castlevania but since it's a pretty short game like Metroid games are you get those new weapons at a really quick pace.
I played through it myself in the last few months and really enjoyed it outside of a useful minimap and a clunky to use grappling hook.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Speaking of which, got my Ash with the 120th pull, currently training S2M2.
Which, in really glad this banner had a 120 pity, because good God was it not kind to me otherwise.
Yeees, more Blasphemous would be excellent. Grime was too hard for me, but Blasphemous has just the right amount of teeth-gritting challenge to it.