The really annoying part is that any random FPS drop or hiccup can cause your auto to fail, because of all the small, fast moving little shits that suddenly just make it through instead of getting blocked/killed like they normally would.
Took a couple of weeks off of Arknights, remembered the R6 event was starting, used the free 10-pull:
There goes all my gacha luck for the next little while.
Finally got a stable auto on OD-8, thank fucking god.
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.
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
edited April 14
For OD-8, I don't have an issue because I have a lot of powerful built units that still need trust farming from the past couple banners, so I only need to use a few units that are maxed and still have competent ops to field.
OD-8 cleared, I have noticed there's two patterns for the Auto though. In pattern one, Blaze has a small amount of health, dies in the boss' last explosion, then numerous little drones take the leftmost path. In the better pattern, Blaze has more life, dies a bit later, and only one drone takes the left path, which Projekt Red easily mops up. I need to watch the auto and discover why these variants are possible, I'm not sure what's causing it exactly...
Anzekay on
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
new standard banner netted me SilverAsh P3 in 3 pulls.
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.
OD-8 cleared, I have noticed there's two patterns for the Auto though. In pattern one, Blaze has a small amount of health, dies in the boss' last explosion, then numerous little drones take the leftmost path. In the better pattern, Blaze has more life, dies a bit later, and only one drone takes the left path, which Projekt Red easily mops up. I need to watch the auto and discover why these variants are possible, I'm not sure what's causing it exactly...
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?
No, but you end up with extra splosions and slugs if it doesn’t die/phase in time
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.
No, but you end up with extra splosions and slugs if it doesn’t die/phase in time
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...
I added edits, but I suppose it is possible and I didn’t notice.
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.
Can anyone confirm, are the Rainbows together in the Command Center in the base... ludicrously efficient? I have 3 out of the 4 assigned in there (Ash was pulled after the room assignment), and unless I'm going senile, it's lasted over 24 hours, easily. Maybe a bug, or maybe they're meant to be this good?
If you have all 4 the 5th person is literally resting. They never need to be switched out.
Anzekay on
+2
Orphanerivers of redthat run to seaRegistered Userregular
edited April 14
Co-op 3 Map Challenge mode really is just ass because of the gimmicks involved for the top map
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
If you have all 4 the 5th person is literally resting. They never need to be switched out.
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?
Anzekay on
0
Orphanerivers of redthat run to seaRegistered Userregular
If you have all 4 the 5th person is literally resting. They never need to be switched out.
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
Anzekay on
+2
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
edited April 14
Yeah, put Swire or Amiya in there for Trading post. Drop 1 of the R6 periodically for Dusk while you're running Rosmontis.
Anzekay on
0
Warlock82Never pet a burning dogRegistered Userregular
edited April 14
Man, fuck OD-8. I'll just look up a solution, I'm sick of trying to do it myself. It goes fine and then "Oh, here comes 50 little bug things at once that will leak through even multiple defenders because fuck you"
The keys to my strategy for OD-8 are:
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.
Anzekay on
0
Warlock82Never pet a burning dogRegistered Userregular
The keys to my strategy for OD-8 are:
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)
The keys to my strategy for OD-8 are:
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.
Anzekay on
0
Orphanerivers of redthat run to seaRegistered Userregular
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."
Anzekay on
+3
HiT BiT🍒 Fresh, straight from Pac-man'sRegistered Userregular
edited April 19
Possible Crisanta related new content hinted for Blasphemous?
I bought the first Axiom Verge the other day. I've got maybe 1.5 hours of gameplay on it so far (ish). It seems really good though. It came recommended to me through a friend at work. He claims it's a top tier Metroidvania so I figured I would give it a shot.
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.
I bought the first Axiom Verge the other day. I've got maybe 1.5 hours of gameplay on it so far (ish). It seems really good though. It came recommended to me through a friend at work. He claims it's a top tier Metroidvania so I figured I would give it a shot.
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.
Anzekay on
My favorite musical instrument is the air-raid siren.
I bought the first Axiom Verge the other day. I've got maybe 1.5 hours of gameplay on it so far (ish). It seems really good though. It came recommended to me through a friend at work. He claims it's a top tier Metroidvania so I figured I would give it a shot.
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.
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.
Posts
...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.