Nice vid, will you be able to upload the Crisis Missions for Time Crisis 2 and 3 later on? Imo Time Crisis 3 missions are way more difficult than these missions XD
For final day mission, is it better for score to use shotgun in trap wall and go for time instead of using machinegun to go for combo bonus? I have a similar run but my top score is at 355k
To be honest, using shotgun in trap wall isn’t an ideal method to increase score, but I also couldn’t find the most effective way to use machine gun to the wall with consuming all machine gun and shotgun ammo. The advantage of using shotgun to the wall trap is getting more time bonus compared to machine gun case, maybe, I destroyed the wall about 2.5 secs faster than yours. The score gain by time bonus is about 2.5(sec)×2400 ≒ 6000(pts) Of course, this time bonus doesn’t cover the loss of the combo bonus when we used machine gun to the wall. However, I can use saved machine gun for the last WD scene instead. I guess that’s the difference. P.S Sorry for replying with long a long sentence. For the final mission, I was inspired by your 355k video. Thank you :)
@@KAZGunShooting most welcome. I am honored that one of the top tier players such as yourself got inspiration from my runs. I do appreciate detailed explanations as well which could be used to improve our individual scores. I do think you covered the loss of combo bonus from the wall trap in the WD scene. If i remember correctly i only did 120 or 117hits in WD scene (vs your 170+) before the grenade shot so like 5x (10 hits) x 3000 = 15000 pts which may as well have been the extra points needed to catch up since i think time wise we both kinda finished at the same time on that particular section.
@@dogeracergt I got curious (since I have commented your video earlier). Hence, I went back and did a score comparison on the wall trap part which affects the score on X's penultimate lifebar and the part which he uses the tractor beam on the forklift. It is going to be technical information below. 90 (126 - 36) hits is required for machine gun while 64 (108 - 44) hits is required for shotgun. If the wall trap is destroyed without any combo buildup or with max combo buildup beforehand (59 hits at least since the 60th hit and above gives 3,000 points per every 10 hits), it means a combo point difference of 11,600 ((85 x 100) + (500 + 1,000 + 1,500 + 2,000 + 2,500 + (4 x 3,000) + (5 x 2,000)) - ((59 x 100) + (500 + 1,000 + 1,500 + 2,000 + 2,500 + 3,000) + (5 x 2,000)) points (for no combo buildup. For max combo buildup, it is ((85 x 100) + (9 x 3,000) + (5 x 2,000)) - ((59 x 100) + (6 x 3,000) + (5 x 2,000)) points. For timing, about 7.3 (48.6 - 41.3) seconds is required for machine gun while about 5 (49.3 - 44.3) seconds is required for shotgun. This means a time bonus difference of 5,520 ((7.3 - 5) x 2,400) points. Overall, it means a minimum point difference of 6,080 (11,600 - 5,520) points in favour of the machine gun. Note that destruction shots (2,000 points per shot) are not part of the standard shots (100 points per shot) and the wall trap is made up of 5 lifebars. Despite the above advantage for the machine gun, only 21 (excluding stun shot) additional hits on X is required (100 + (2 x 3,000) = 6,100 > 6,080) if the combo runs to 60 hits or more (which is essential to high scorers). In addition, with the machine gun firing 15 rounds per second (used the HRTA soldiers to calculate that), it is much easier to use the machine gun than the handgun to earn more combo hits when the lifebar not shown. Based on both videos, it is a 10,600 combo point difference for the wall trap (44,000 ((85 x 100) + (2,000 + 2,500 + (7 x 3,000)) + (5 x 2,000))) - (33,400 ((59 x 100) + (2,500 + (5 x 3,000)) + (5 x 2,000))) due to hits on X that affects the combo bonus (the difference between 36 hits and 44 hits is, in additional to the 800 (8 x 100) points, adds another 2,000 points as 40th combo hit bonus) which if the time bonus difference is also added, it is only a difference of 2,280 (10,600 - 2,800 - 5,520) points (meaning that only 10 additional hits on X is required (1 x 3,000 = 3,000 > 2,280) if the combo runs to 60 hits or more) .
@@ace5566 Yes I do recognize you from my earlier vid. That is likely Kaz's advantage. My playstyle usually doesn't take time into consideration, it's more on combos. In fact, on regular TC4 runs, i use the MG on the three wall traps for combo count. Anyway, this makes me excited to run TC4 again, hopefully i can get setup soon
@@KAZGunShooting I use different methods when playing any time crisis game so that I can gain a tactical advantage in all stages,areas,missions ETC but I recommend using many playstyles and also use inspiration from others as that will help out a lot.