Rest of Crateria farms#2121
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osse101
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I'm more willing to optimize short farms and players should be that way too.
Same when given multiple options for weapons. The player probably learns the farm when its needed.
| }}, | ||
| {"refill": ["Missile"]}, | ||
| {"partialRefill": {"type": "Energy", "limit": 250}} | ||
| {"cycleFrames": 2400}, |
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I had 31s from top right door, and about 38s from the slower doors.
You can add some cycleFrames to terminator and flyway doors.
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Yeah I got a little tired of this room so the flat 2400 frames was just being lazy. Refined it a bit now
| }}, | ||
| {"partialRefill": {"type": "Energy", "limit": 160}}, | ||
| {"partialRefill": {"type": "Missile", "limit": 8}} | ||
| {"cycleFrames": 360}, |
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I have
Plasma: 330
Spazer: 360
Wave 355
No beam 390
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Hmm these seem really tight. Even on my best attempts I'm not really close to hitting these. Maybe I'm missing something? Does Screw Attack not help at all for you?
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These took a good amount of grinding. I ended up killing the left bug and bee really low while letting the other two mellows fly left before farming them on the way back. As for screw; I'm seeing 345-350s.
https://videos.maprando.com/video/7014
https://videos.maprando.com/video/7015
| "name": "Choot Farm (One Choot)", | ||
| "requires": [ | ||
| "canDodgeWhileShooting", | ||
| {"cycleFrames": 240} |
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Hmm that seems really tight. My best is 225 and that's with staying aggressively close to the Choot which doesn't seem reasonable since taking one accidental hit would be so costly. Guessing I'm probably missing something though
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Are you doing a down shot into the water before it jumps? I get around 225 without that.
But 210 is too tight, actually. I must have entered with a bit of run speed.
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I was doing the down shot, yeah. But I was jumping and aiming down for the last two shots, didn't realize there was time to just do 4 angle-down shots. I can get 210 now, makes sense to say 215
| {"resetRoom": { | ||
| "nodes": [1] | ||
| }}, | ||
| {"cycleFrames": 1000} |
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careful jump? Or perhaps something stronger since if you are farming this ripper you would want to never fall.
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Yeah the jump seems easier than a careful jump, but with doing it many times in a row, it makes sense to add.
| {"resetRoom": { | ||
| "nodes": [4] | ||
| }}, | ||
| "canWalljump", |
| "link": [13, 13], | ||
| "name": "Skultera Farm", | ||
| "requires": [ | ||
| {"cycleFrames": 790}, |
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missing resetroom
And skultera drops aren't real
| }}, | ||
| {"refill": ["Energy", "Missile"]}, | ||
| {"partialRefill": {"type": "Super", "limit": 10}} | ||
| {"cycleFrames": 900} |
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15s seems fast with how hard to hit the enemies are.
Adding wave/spazer/plasma would also help.
I agree. For very complex room traversals, it doesn't make a lot of sense to spend a lot of time optimizing, especially when there are many combinations of variations. The numbers don't have to be as precise as heatFrames, so it's fine to be a little lenient with them. Just getting them into the right ballpark will ensure that the logic behaves reasonably. |
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