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Yes, that's normal.
rocks, locks, and invisible blocks
So I'm a little confused as to how I would pull off a two pool, do I want to hit him with the power bomb and plasma shot on the same frame? or should I shot the plasma shot after he starts taking damage? all the ways I've tried just make him invulnerable sooner and he takes even less damage then just using a power bomb <_<
I guess you're hitting him too early, I'm pretty sure it should done after (or the same frame as?) the PB does enough damage to stun him.
rocks, locks, and invisible blocks
I'm trying putting on the Xray visor so that the plasma shot and power bomb hit on the same frame and its not doing any extra damage T_T
rocks, locks, and invisible blocks
oh oh shit I got it
ANKOKU
Wait a minute...
Am I missing something? You said he's visible after you PB. And the plan is 2 PBs 2 Plasma Charges.

Does that mean that the X-Ray isn't needed anymore for OP? O_o
rocks, locks, and invisible blocks
no, you still need Xray to damage him
rocks, locks, and invisible blocks
Miles, any idea why the second power bomb doesn't do as much damage?
Because you're stunning him sooner. Normally it takes over 100 damage to stun him, but some of the damage from the previous pool's PB is counting against that.
MP2 also a bit MP1 speedrunning
i have no idea what youre talking about i want to see a video lol.
Edit history:
Hazel: 2012-12-20 05:24:06 pm
rocks, locks, and invisible blocks
I wasn't able to actually do half Omega Pirates hp on the second pool, I still don't really understand why <_<, but once I get home tonight I'll upload a video of the first pool.

Edit:
Audio for the first half the video is all weird and desynced, not sure how/why <_<
It shouldn't be 300 first/300 second; you can't do as much damage with the PB in the second pool. You need to do 350 first/250 second.
rocks, locks, and invisible blocks
So in other words, its not possible? I don't think any more damage can be done at the first pool >_>
If by "it's not possible", you mean "you've done it", then yup, it's not possible.
ANKOKU
<3 miles' sarcasm.
rocks, locks, and invisible blocks
Quote from MilesSMB:
If by "it's not possible", you mean "you've done it", then yup, it's not possible.

Would you mind telling us how its done then? because there is only one frame that plasma does anything at all and that frame happens to be the one where it puts him at 300 hp <_<
https://docs.google.com/spreadsheet/ccc?key=0AoVqC1jrYPrhdEhMTFBJSWd6QnNQdU1Ld1pWSVZId1E

Found a list of room states/layers in the game data. Everyone, don't forget to REMOVE THE SPIKES!!!!
FINALLY found drop rates. >_> Man, I've been looking for them for so long... Went ahead and checked all of my potential PB sources in Phendrana pre-Thardus, since that matters for 100%. The Flying Pirates in Phendrana's Edge, Hunter Cave, and Frozen Pike are all 30 Large/40 Missile/20 PB/10 Ultra, and the Bombu in Transport Access is 45 Small/50 Missile/5 PB. Yeah, those 20% chances certainly don't look good. :\

If anyone wants me to check a specific source then feel free to ask, I don't feel like going through every room right now as it's kind of tedious to check.
Quote from MilesSMB:
https://docs.google.com/spreadsheet/ccc?key=0AoVqC1jrYPrhdEhMTFBJSWd6QnNQdU1Ld1pWSVZId1E

Found a list of room states/layers in the game data. Everyone, don't forget to REMOVE THE SPIKES!!!!


Any thoughts on what the "do not load" layers are? I assume layers that during development were chosen to be unused.. Is it possible to load them?
I think it is connected rooms during cutscenes and the frigate escape, maybe? So they don't accidentally load at the wrong point.
not evil,just hungry
many of the 'do not load's appear in rooms with puzzles or cutscenes.  i'd imagine most of them are there for meta logic stuff.
Lots of "don't load"s are unused room states, like an extra platform at the other side of Biotech Research Area 2 that was there in the demo, or Shriekbats in the room before Artifact Temple. There's some pretty cool unused states, but I never got around to recording them...
Some stuff about drop rates:

- Drop rates are on a per-room basis. Some rooms have multiple sets of drop rates; for instance, in Central Dynamo, the Ice Troopers and the crates would use a different set each.

- There's not a percent chance that something won't drop. From my experience it works on a counter of how many enemies you've killed in that room/set. For a random made-up example, the first enemy will always drop something, the second will never drop something, the third will never drop something, the fourth will always drop something... There are times that I've had nothing drop and I'm not sure why, I don't know what causes that to happen (though most of the time it's because that source can't drop a missile when you're full on missiles, etc.).

- Most rooms have drop rates that add up to 100, but that doesn't seem to be important. From the rooms I've checked, Fungal Hall A totals to 90, and I've seen several that total to 5 or 10. I'm guessing that, for instance, if a small refill had a drop rate of 45, and everything totaled to 90, it would have a 45/90 = 50% chance of dropping.


https://docs.google.com/spreadsheet/ccc?key=0AoVqC1jrYPrhdGs4WmhUbUxvZUI1TV9WME15cXVyV1E

Here's drop rates for most of the lower Mines area. MQA is excluded because it has 6 sets which is ridiculous, but fortunately the rest of the rooms only have one set each. I probably won't do much more unless I figure out how to automate this.
Why can't this be prime 2
https://docs.google.com/spreadsheet/ccc?key=0AoVqC1jrYPrhdGs4WmhUbUxvZUI1TV9WME15cXVyV1E

Updated, if there's anyone interested.