Removing and refining "Expert" difficulty notables#2005
Removing and refining "Expert" difficulty notables#2005osse101 merged 5 commits intovg-json-data:masterfrom
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| {"notable": "X-Ray Access Ice Bridge"}, | ||
| "canTrickyUseFrozenEnemies", | ||
| "canCarefulJump", | ||
| "canTrickyDodgeEnemies", |
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This would keep this in Expert, but it would not be notable. It does require ice and 3 spikes, so you'll still typically go for the d-boost strat instead. This one is awkward though, because this can still be expected if the d-boost variant is turned off. So it could be kept notable if that's going to be a problem.
| "requires": [ | ||
| {"notable": "X-Ray Access Tricky SpringBall Jump"}, | ||
| "canTrickySpringBallJump", | ||
| "canSpringFling" |
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the spring fling keeps it in expert, but is no longer notable. The spring fling is a bit of a stretch though. I wonder if it should also have some sort of quick morph?
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You don't need much of a quick morph with a second fling. It does make timing the jump harder without a quick morph.
| "requires": [ | ||
| {"notable": "X-Ray Access SpikeJumps with HiJump"}, | ||
| "HiJump", | ||
| "canTrickyJump", |
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removes this from being notable, which moves the spike variant from expert to VH
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The problem with this in VH is that no one other than me does this strat, so they would expect logic to want them to damage boost over.
The practical difference between the two is that you can retry the hijump jump once you make it this deep into the room, but the damage boost strat you cannot. And dboosting to this point and not to the door doesn't look modelled, so you have extra health if you do that.
| "Once approaching the wall, be sure to jump again to continue through all of the bomb blocks.", | ||
| "If HiJump is available, it is much easier to use the blue space jump strat from the ground." | ||
| ], | ||
| "devNote": "Although there is a larger runway available, minimizing the speed is important." |
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this strat was kinda useless and especially shouldn't be notable. I combined it with the other strat as a note for an alternate variant instead
| @@ -1840,16 +1829,6 @@ | |||
| "Aiming down or morphing before hitting the wall can help make the jump slightly less precise." | |||
| ] | |||
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I was actually wondering if there was a good way to remove this one as well, but didn't look like it.
| {"notable": "Cross Room Jump with Spring Ball, Bomb Boost"}, | ||
| "canSpringBallBombJump", | ||
| "canCrossRoomJumpIntoWater", | ||
| "canInsaneJump", |
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pushes it up to extreme and removes it from being notable
| "canBombJumpWaterEscape", | ||
| "canCrumbleJump" | ||
| "canCrumbleJump", | ||
| "canInsaneJump" |
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also pushes it up to extreme and removes it from being notable
| "link": [3, 1], | ||
| "name": "Speedy Jump", | ||
| "requires": [ | ||
| {"notable": "Speedy Jump"}, |
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moved this to be the tech video (instead of warehouse entrance, since that's just a walljumpless strat)
| "requires": [ | ||
| {"notable": "Speedjump (Right to Left)"}, | ||
| "canTrickyDashJump", | ||
| {"heatFrames": 150} |
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this is not just a walljumpless strat, as it should also save heat frames
| "requires": [ | ||
| {"notable": "X-Ray Access Tricky SpringBall Jump"}, | ||
| "canTrickySpringBallJump", | ||
| "canSpringFling" |
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You don't need much of a quick morph with a second fling. It does make timing the jump harder without a quick morph.
| "requires": [ | ||
| {"notable": "X-Ray Access SpikeJumps with HiJump"}, | ||
| "HiJump", | ||
| "canTrickyJump", |
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The problem with this in VH is that no one other than me does this strat, so they would expect logic to want them to damage boost over.
The practical difference between the two is that you can retry the hijump jump once you make it this deep into the room, but the damage boost strat you cannot. And dboosting to this point and not to the door doesn't look modelled, so you have extra health if you do that.
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
| "Then SpringBall jump to reach the door." | ||
| ] | ||
| "Spring Ball jump from the safe spot on the spikey stairs. Moving over far enough left before the peak of the jump is the trickiest part of the jump.", | ||
| "There are multiple things which can help get further left:", |
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It will help to have clips of these approaches.
Similar to before, this is very much a draft and any of it can easily be reverted. I'll add some comments again as well.