Crateria West check flash suits#2257
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| "canTrickyUseFrozenEnemies", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 4}} | ||
| ], | ||
| "flashSuitChecked": true, |
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moondance should be trickyCarry
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Holding angle-down it seems to be fairly safe against losing the flash suit? And the canMoondance tech already places it in Insane
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Angle-up is pretty safe too. It didn't seem risky at all. Shooting the beetom was the only thing that was a little different.
canMoondance is easily something that can move down to extreme.
| "canTrickyUseFrozenEnemies", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 2}} | ||
| ], | ||
| "flashSuitChecked": true, |
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Enemystuck moonfall might have to be complexCarry, because you have to rush the jump up and moonfall to make it in time
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To me it doesn't seem like the flash suit affects this, since spin jumping is already the normal way to get onto the enemy?
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I thought the movements would be quicker. I kept using angle-up moonfall since relearning things is hard, and that worked fine too.
| "f_TourianOpen", | ||
| "canUnderwaterWalljump" | ||
| ], | ||
| "flashSuitChecked": true, |
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Without spinlock, insane sounds right. It becomes a one-try trick
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Do you think it's worth adding a helper to model this?
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practice hack has spinlock, so It's fine to add a helper for it. That doesn't help with keyboard/hitbox.
But then it's hard to tell which uwu's are reasonable without spinlock.
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Makes sense. Maybe a spinlock helper isn't really necessary. Currently the randomizer always provides spinlock. And in other contexts where it might not be available, there's nothing stopping people from just disabling UWJ tech or treating it as higher difficulty
Seemed like there wasn't anything too interesting here.
I was on the fence about underwater wall jumps (e.g. for Statues Room). With spinlock or keyboard/hitbox it seems all right I think; otherwise I think it would deserve
canTrickyCarryFlashSuit. Either way you have to be careful not to jump when reaching top.