Refine Crumble Shaft#2147
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| {"and": [ | ||
| "HiJump", | ||
| "canTrickyDodgeEnemies", | ||
| {"heatFrames": 370} |
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For this time I had to enter with a spinjump
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I tried ledge grabbing and moving better.
HiJump: 320
No HiJump + kill final sova: 486
https://videos.maprando.com/video/7198
I can't get comfortable crumble jumping with or without HJB to the top so I would want both in extreme.
So I would want extra lenience for Expert, like the energy to fall and retry, or ice to build safe spots while climbing.
I also saw that ice+HiJump can climb without any crumble jumps pretty reasonably.
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Oh yeah, Ice+HiJump is a good one, added that now.
The crumble jumping is interesting. After playing with it more, I kind of find it safer now than the wall jump strat. With the wall jumps, I sometimes miss getting into one of the 1-tile spaces or accidentally break spin doing the wiggle at the top. The crumble jumps are simpler and there's less that can go wrong. If I fall it is usually recoverable by crumble jumping off the platform below; I don't think freezing enemies would make it easier as it kind of just complicates things. I'm doing regular crumble jumps here though. Crumble spin jumping like in your video seems crazy difficult to me; I tried for a while but couldn't even make it to the third platform that way, haha. Those are 2-frame windows for each jump in that case, compared to 8-frame window for regular crumble jumps.
Video of doing a bunch of attempts of the crumble jump vs. wall jumps: https://videos.maprando.com/video/7200 (not a fair comparison because I was practicing the crumble jumps more today 🤷 )
I don't actually think the crumble jump should be placed lower than the wall jumps, but Extreme seems too high I think. I'm not really sure what to do with the crumble spin jump numbers because that seems so difficult I'm not sure what the requirements would look like.
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Extreme has to be too high.
The heat frame counts are complicated. Reckless movement saves seconds and falling doubles your damage taken.
Wall jumping up either side of the room is quite tricky for Medium: I think it can be ok but we have to allow for the fact that the player is expected to fall down many times, either from missing the precise wall jumps or from Sovas getting in the way. So that's the reason for adding the extra lenience heat frames in the absence of
canDodgeWhileShootingtech. And those will stack on top of the heat damage multiplier, which I think is necessary; at that level, the player is going to want to have a ton of tanks here.