A casual solo/deathless run of one of my favorite levels in the game on Elite difficulty. It might be much easier now than it was on release - some serious powercreep from Black Kat gear, plus the skellies used to have nearly 360 degree melee tracking that has since been removed - but how rusty I've been after years of not playing this game offsets that a bit. I've been revisiting this game with some old friends and figured I should make a video demonstrating some of the quirks of this game's combat that make it fun to play - both the intentional and unintentional facets.
The Almirian Crusader enemies in this level set (normally oppressive max-priority targets that have melee tracking with beefy health, damage and anti-camping patterns) end up very fun to dance around with Rocket Hammer since they play to all of its mechanical strengths. Hammer has high mobility, very controllable knockback, and huge close-range burst that you need to position carefully with to maximize. Misdirecting them with Hammer's dash, carrying isolated enemies away with it, or batting them away with the finisher for safety are all some pretty huge liberties that most other swords don't have, especially not all in tandem. There's a lot of careful considerations to be made for when you partially hold charged attacks, and sometimes whiffing the first hit is beneficial too. It can even get mileage out of barrier consumables, since the dash attack has super armor and wants you as close as possible to enemies. Easily my favorite weapon for all of its nuances... and you can just bumrush the enemy after loading up on damage/barrier buffs. Handles very well with high attack speed (in this video I'm using +5 where max is +6), but one of the few weapons that can work well without it too - the higher your speed, the less time to walk while charge-stepping, plus the hit judgement on the dash attack becomes more precise since only the animation is sped up, not the movement of the dash.
Maskeraith's abilities also work extremely well with Hammer's moveset, where Vengeful Quills make it both safer and faster to pick off isolated enemies while spreading poison fast since Hammer's strongest attack is a multihit. Deadly Cloak is a fantastic ability to force some time to breathe, but it also has the odd property of allowing the use of barriers and shield bumps/bashes while stealthed, which are normally modest options only useful in specific situations... and then it's also paired with a short-lived but extreme damage/speed buff. Weapon that loves singling out targets paired with a cloak that allows you to do it for free and with enormous damage. Oh, and some weapons have a helpful bug related to attack speed changes like from stun - or Mask cloak - where an ongoing attack can reset its hitbox when the effect expires. Taking deliberate advantage of this is tricky, but is very cool to pull off - I do it at 11:19 with Hammer's combo finisher.
Iron Slug is a very reliable gun, uniquely having some great performance as a secondary weapon without the obnoxious input tax other guns have via switch-shooting, an oversight that allows you to continuously fire two guns without ever reloading. Slug normal shots do medium damage, high flinch for a gun, and after the Gunner Update buffed the hell out of its charge attack, it's an absurdly powerful ranged option that helps split up crowds - the charged shot pushes enemies away from where they're facing, not where the bullet actually came from. Mine wasn't even fully leveled in this video and it still did more than overkill for enemies that lined up well for it, in part because of Black Kat armor giving universal max bonus damage.
Black Kat gear has shadow defense, useful since almost every enemy here deals shadow damage, but I wear it anywhere I can get away with it because there's significantly more important reasons than defense. Max damage is just too good to give up; the faster things go down, the easier it is to break through crowds and eliminate dangerous enemies. Damage also means more consistent flinching, where some enemies might refuse to flinch on Elite or in party play if you don't have it. But, to make absolutely sure it was the best armor in the game without any competition, the SK devs also gave it bonus movespeed. Moving slightly faster is almost always useful, but in particular it makes it easier to link Hammer attacks at high attack speed, or make certain weapons that have high movement penalties safer to use, like the Vortex bombs. I don't mind there being a runaway winner for best armor in the game, especially since by the time it was released the game more or less stopped development (not that they would admit it), but it's criminal how much of a grind it is to attain it, and they only made the grind worse with every update for the event it came from. Years later, it's effectively impossible to acquire without whaling. It's a sad fact that F2P games like this have shelf lives...
Негізгі бет Ойындар Spiral Knights - Legion of Almire (Hammer + Iron Slug)
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