Add canComplexGMode to LN#2214
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osse101
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Collecting drops when exiting GMode, and standing a number of pixels in a door (i.e. exit from same door) sound like complexGMode uses. So I think it should be added as a requirement for heatedGMode
| ]}, | ||
| {"and": [ | ||
| "canInsaneJump", | ||
| "canComplexGMode", |
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These two are movement techs. I'm leaning insaneJump here
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I think this strat is quite a bit easier than it is written. I rewrote it to be lower difficulty, let me know what you think
| ]}, | ||
| "Plasma", | ||
| "canInsaneJump", | ||
| "canComplexGMode", |
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One big part of this one is needing to keep the zebbo alive for collecting its drop by the door, but now that h_heatedGModePauseAbuse includes complex, I think this is ok. Maybe the insane jump should be lowered in difficulty, but the room can still feel chaotic when taking a slower route to avoid all damage.
| }, | ||
| "requires": [ | ||
| {"notable": "G-Mode Crystal Flash Stuck Ridley"}, | ||
| "canTrickyGMode", |
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It's essentially already in insane, but this strat can make the fight easier than some extreme loadouts.
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Sounds good, and Maddo agreed. If we work on lowering heated g-mode to extreme in the future, he says that this variant could be lowered to extreme as well. Actually, this could be lowered as is, if you think so, which would only be in extreme if you have varia.
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It makes sense to me to lower this to extreme under the premise that ridley is a difficult fight.
It further seems sensible to look at bringing down other heated strats that are easier than a similar equipment situation, like low resource & high farm GT. But it shouldn't be the case that strat requirements are written that way.
I think Expert challenge players should learn this ridley fight but that isn't the same as where logic should place it.
Some strats are pretty easy, such as entering and immediately leaving a heated room, so I don't think it would make sense to put it on the tech.
|
kjbranch
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I was mostly thinking of using canComplexGMode in places where the movement wasn't tricky enough to be considered canInsaneJump, except for the fact that it is preceeded by entering g-mode (risk, nerves, awkward morph movement).
But, I think it's fine to keep insane jump more often on the movement stuff, even if it's not quite precise enough to require canInsaneJump otherwise.
I accepted most of your suggestions - I can mark some of them as resolved (those where I accepted your suggestion without any discussion or other changes)
| ]}, | ||
| "Plasma", | ||
| "canInsaneJump", | ||
| "canComplexGMode", |
There was a problem hiding this comment.
One big part of this one is needing to keep the zebbo alive for collecting its drop by the door, but now that h_heatedGModePauseAbuse includes complex, I think this is ok. Maybe the insane jump should be lowered in difficulty, but the room can still feel chaotic when taking a slower route to avoid all damage.
| ]}, | ||
| {"and": [ | ||
| "canInsaneJump", | ||
| "canComplexGMode", |
There was a problem hiding this comment.
I think this strat is quite a bit easier than it is written. I rewrote it to be lower difficulty, let me know what you think
| }, | ||
| "requires": [ | ||
| {"notable": "G-Mode Crystal Flash Stuck Ridley"}, | ||
| "canTrickyGMode", |
There was a problem hiding this comment.
Sounds good, and Maddo agreed. If we work on lowering heated g-mode to extreme in the future, he says that this variant could be lowered to extreme as well. Actually, this could be lowered as is, if you think so, which would only be in extreme if you have varia.
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