Add can(Complex)CarryFlashSuit, no uses yet#2258
Add can(Complex)CarryFlashSuit, no uses yet#2258blkerby merged 3 commits intovg-json-data:masterfrom
Conversation
Playing around with it some more, I found that holding shot makes bomb jump water escape pretty safe and reasonable, so I would think Extreme should be fine. It could be worth taking a close look at the lava/acid applications in case maybe those should be Insane? |
osse101
left a comment
There was a problem hiding this comment.
-
canShinechargeMovement is very similar to canCarryFlashSuit so there could be a tie-in with
complexshinechargemovement.trickymovement has a racing the timer element that would not be present in flash suits, unless heated. -
Single grapple -> basic, chain grapple with unmorph or horizontal shot-> complex
-
Grapple jump with Hijump -> complex, no hijump -> tricky. But it depends on the situation too.
-
Jumping to morph and unmorph seems like complex, unless its through springball. The other cases you are already in falling state and then don't need to unmorph?
-
Changing state with a bomb boost is complex? Unless the situation makes it hard.
-
I'd like if it said to hold shot when jumping around underwater, but just saying that makes it easy to make the statement inaccurate. A lot of
canCarryFlashSuitis on the player to practice moving around. -
Anything with moderate platforming, or moving close to enemies while platforming goes in
canComplexCarryFlashSuit -
There is also a room/node/map tile/distance component to
canCarryFlashSuit. But that isn't being written in to logic... so it doesn't need to be mentioned?
In RBO the hard rooms are 3 musketeers, UN farm, business center, main street, aqueduct, botwoon, everest.
In 100% the hard rooms are Red Tower, skree boost, business center, croc speedway
|
some more
And there needs to be more heat frame leniency because your movements are going to be stiff the entire time. |
Co-authored-by: Brent Kerby <blkerby@gmail.com>
|
It's going to take some major work on the randomizer side to support a separate heat frame multiplier for flash suit. I was hoping to avoid that. But I can work on it. It would help solve some other problems with ammo/energy management (e.g. the case that comes up sometimes in Attic on Hard settings, where the randomizer is currently unable to properly explore both options of tanking damage and killing the enemies with ammo, since they are in the same strat in an |
|
If we are applying a separate heat multiplier for flash suit, I assume we can apply the same to farm cycles. And then any farms that specifically needed a mid-air up shot would need that added as a
|
|
Its possible its good enough to call spinbreaks, damage events, and mismorphs all player error when doing Heatframes might need a deeper look since you can move pretty naturally with
Any upshot at all is a high source of mistakes. Moreso if there is some form of trivial platforming. |
What do you think of these placements? Do you think bomb jump water escape should be part of complex (Extreme) or tricky (Insane)?
I haven't added these tech to any other helpers or strats yet.
I didn't edit the descriptions for spike suit or elevator CF.