Green Maridia farms part 1: Sand Halls#2223
Conversation
| {"and": [ | ||
| "Spazer", | ||
| "canFarmWhileShooting", | ||
| {"cycleFrames": 310} |
There was a problem hiding this comment.
This would be 280 to match the difficulty of the other two, for me.
osse101
left a comment
There was a problem hiding this comment.
Pretty much all of these are uncomfortable farms
- Sand makes movement difficult (screw attack)
- Evir projectiles block beams (wave and spazer)
- Evirs are high damage and can just kill you
- East left door suitless -- I expect people to jump into the room at least on their first farm attempt and get hit
- Player movement is going to be different from prachack movement meaning random evir projectile hits will happen, in the cases where you skip the sunken evir.
Its a stressful farm, but I've seen runners take it if they need to.
I'm not sure exactly what I would want changed. Maybe more frames for barely on camera kill, they were kinda hard to do in time and may not scale with movement.
Disable ice tech might need to be added in the wave and spazer cases too.
| "canCarefulJump", | ||
| {"cycleFrames": 290}, | ||
| {"or": [ | ||
| "canWalljump", |
There was a problem hiding this comment.
I'm not so sure Medium can handle this walljump. Could you think about adding a spacejump option?
With HiJump, you would probably eventually happen to get a good jump.
Existing strats have canPlayInSand on these movement options.
There was a problem hiding this comment.
Sounds good. Added a Space Jump option and put canPlayInSand on the others. The Gravity+HiJump option feels close to the line between Medium and Hard. Makes sense not to expect more in the farm strat than is expected in the room traversal strat, probably safest to keep it in Hard for now.
Yeah for the strats that cross the room, avoiding Evir projectiles is probably trickier than I was giving it credit for. Added a
I'm not sure which strats/frames you're referring to, feel free to suggest different numbers if there are ones that are unreasonable.
Good catch. There's a lot of places where |
The addition of Plasma+Wave takes care of most of it. |
No description provided.