LN EAST FARMS 1#2208
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| {"enemy": "Yellow Space Pirate (wall)", "count": 1} | ||
| ], | ||
| "flashSuitChecked": true, | ||
| "note": "If using Charge, shoot at the standing Pirate and then crouch to avoid any lazers.", |
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Crouching feels a bit risky since it doesn't work if more than one laser comes out at a time (i.e. if you're a bit too slow in getting the next charge shot off). I like the method of walking toward the Pirate while charging; it's a bit like a doppler, letting you reduce the time between when the Pirate is hit by the (uncharged) stun shot and the charged shot, like in this video: https://videos.maprando.com/video/6961.
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The pirate doesn't shoot at all if you are crouching...
Regarding an uncharged shot, my thinking was that you charge the beam outside the room and add extra cycle frames to account for that. I think it only came up in GreenBubbleTunnel. Point is, I wasn't thinking about heat frames in that case, but it had heatProof anyway. And for this strat I ran towards the pirate while charging anyway, to get this frame count and to get double hits.
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Oh interesting, I was only crouching for a moment to dodge the top laser, which wasn't working very well. I was thinking that once the pirate saw you it would keep shooting even if you crouched. I guess that's how the escape pirates work but looks like these are different. Good to know. Just staying crouched works nicely for these
| {"refill": ["PowerBomb"]} | ||
| {"cycleFrames": 200} | ||
| ], | ||
| "resetsObstacles": ["A"], |
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By laying a Power Bomb before collecting the last Power Bomb drop, we could end with the obstacle cleared while still having full Power Bombs. So this could be "clearsObstacles": ["A"] instead of "resetsObstacles": ["A"]. I guess it would need a separate strat though, since we're not necessarily assuming Morph is available here (since Violas can also be farmed for energy). Not sure if it's worth adding, just wanted to mention 🤷
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