Рет қаралды 125
This run went unexpectedly well, but I did have a couple hiccups here and there.
Run / weapon breakdown:
The Diver Mine is the most interesting weapon for its unique utility. When it contacts an enemy and explodes on the outside of their hitbox, it won't do much damage. The real damage potential is when you hit an enemy, and the resulting splash explosion connects fully with an target. Alternatively, if you can make the splash connect fully alone - even without direct contact, it does decent damage. You can couple Dive Mine shots with the use of Full Partial Charges by shooting a Diver Mine when you release your charge, and repeat. This particular method of attack has the capability to deal more damage than straight Energy Shots - which is impressive.
Homing Missiles will mostly be used for convenience but they ended up having a good utility on the Egg fight in Stage 6. Otherwise you'll see a run with a lot of Full Partial Charges (charge released just before full to create a significantly damaging projectile). Full Partial Charges or "FPCs" are your go-to form of damage output when it comes to the Heavy Machinegun and Diver Mine only runs. This creates a more execution demanding run with some different routing / position choices for clearing sections and bosses quickly.