Btw, do you also get infinite continues on the boss in sever mode? I hope not, that took away the badassery of the boss in stage select mode for me. An unfortunate choice on the dev's part.
Of course it's less crystal spawns per stage. It's a small but deserved nerf, probably makes it harder to chain wrath bursts back to back on Sever. Didn't hurt my scoring route on Layer 2 which I was doing before & after the patch
Seems suspect, they're also on knight difficulty and apparently only have 1 hour played but everything unlocked. Maybe used infinite sword gauge or such
Huh, the video I saw where someone did a similar playstyle (not really interacting with the timed reload) used sword 3 for the extra heavy ammo. Any reason you use sword 5? The extra blood gems worth it?
@@Zaarock Yeah, I also don't like the thrust attack on sword 5. Very rarely do enemies line up in a way that makes it worthwhile. Edit; I don't think I understand the order of how the game lists things, like V-V-V-III-VI, I would think it would be gun heavy sword armor modslot or whatever, but... it doesn't seem to be that if you were using sword 3?
Hey mate, which sword is that? Does V-V-II-V-II mean 5th pistol, 5th sub weapon, 2nd sword, 5 armour and 5th accessory? Just the sword looks different from my second one, thanks!
Me, trying to perfect time reload every action I do... and then there's this guy haha. Maybe I'm doing it wrong. Also, not sure if you're aware, or if it would even help you out at all, but the perfect timed sword thing has full s (you can dodge before the s run out, so there's no vulnerability window).
Right, I didn't worry much about the perfect reloads especially here. Noped out of that after realizing it'd mean I can't shoot the shotgun whenever I want. Perfect timed sword is strong for sure, I should mess with it more
@@Zaarock Once I unlocked the heavensword doing perfect timed sword attacks with either pistol 2 or 4 (small clips) along with liberal use of heavy weapon really carried me. Especially since timed sword attacks are fully invincible. You can dodge before you lose s from the attack, so it's fully safe. Can be used as an extra dodge in many cases.
This is neat. Reminds me of Nex Machina. I like all the different elements you have to manage, like ammo, active reload, and whatever else I haven't noticed, relating to the various meters in the HUD.
Yeah it's like some mix of Nex Machina and Assault Android Cactus. With more management elements and the dash being less broken than nex (which I prefer) The stages do feel very similar to eachother and there's rarely boss fights. The limited color palette looks nice on video but I'm not sure its the best thing for a game like this, visibility is mid and the enemies dont stand out from eachother a lot. AAC still takes the win for me in those aspects. Scoring system seems great at first glance
Awesome stuff man. Still one of the coolest Vanquish MAD's around. Love the laser bridge section & the challenge 1 clip with LFE grenade launcher tech at 2:48 is insanely cool. The Bogey punch loop is somewhat of a Zaarock classic and the clip with the triple parry at 5:05 was tight too. Also the timestop critical variations. Just now realize you already discovered a bunch of them. Stumbled upon the shotgun one myself and thought it was new tech. Stuff like that went over my head the last time I've seen this MAD. Haven't exactly studied your plays and it's been a while since I've seen a lot of your stuff. I played OG Vanquish in 2010 for a while and seen a lot of your footage, even before getting back into the game with the 10th anniversary and always loved what you did, but nowadays can appreciate it even more after digging deeper myself. Gonna revisit some of your GH runs and some other stuff one of these days. Good times. ✌
So I combined this route with the strats I used on the third screen and it nearly got me sub 200, just off by like 73? I think I'm done with the game though, I feel really deflated about that final stage enough that it really turns me off from doing actual runs. But this here was really good, like I can think of places I could squeeze more time out of if I just had more money for Golden Fans, but I want to play something else lol. That wall run at around 2:15 or so really shaves time, and in the final area I used confetti against the boss on top of what was already being used. It's recorded, if there's any interest I'll upload it.
This mode sucks. The margin for error is way too strict and it's basically a test of the player's ability to memorize the appearance of every single wave. Not a fun kind of difficulty.
I dunno, the score or die mechanic is only relevant at the very start of stages. That's def some memorization but makes up less than 5% of the stage. The rest is hard mode survival with less resources. But the game feels sauceless in mechanics if you get rid of boost on top of everything else. Hard mode is still too easy to be an arcade level difficulty so its nice that there's at least something above
Agreed that the game needed a higher difficulty that still had Boost mechanics. Inferno is hard in a really strict memo dependent way, without changing the patterns noticeably.
nah the comments said luck based but this guy literally dodge that stupid high dmg lasers and rocket but also keep getting behind these 2 skyraiders bot making it blind spot for them. analyze what good player do so you can complete this challenge instead of calling it luck. use your eye and brain.
i mean, the bots dont seem to climb to the same altitude as them in the video so it's harder for the bots to lock onto them, but for others they will climb and chase you so it's much harder to stay out of their locks
@@shadedsghost you can swap between shot patterns as listed in the middle of the loadout screen. 6 will do the most damage but you need energy in weapon power to select it. Since all my patterns are the same it might as well be automatic in this case though.
This challenge 5 is beyond what they call skill based~ this is basically luck based and BS at the same time you're lucky both of them didn't follow you on your altitude
Going outside of their lockon range by being behind them or right above them. since they're in plane mode a lot and rarely make quick turns you can flank them like a plane dogfight. and fly straight above them in mech mode to regain boost gauge
do you like the game it might be because of teams of mixed skill but it seems more about avoiding being targeted by hitscan as your health is being chipped away because of no cover in the void and too many hitscan dudes than interacting with enemies/dodging projectiles
@@Zaarock btw, i played cultic, it has infinite dashes and re4 style enemies. Wouldn't compare it to vanquish but there should be more shooters taking after mikami stuff ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AcSUwUyihJ0.html
Seems pretty good, but kind of hero shooter focused compared to Armored Core team vs team etc. There's strong counterpick classes and AoE healers and stuff which I'm not used to. Feels like people can play a strong role for a team regardless of piloting skill. Which is a good or bad thing depending on what u want. Probably most enjoyable with coordinated teams on mic
thank you for sharing. there's a serious lack of people recording themselves playing this game and i always find it fascinating to see how others would play it other than myself (and you seem to be pretty good so far).