- Видео 4 163
- Просмотров 315 286
risbolla
Добавлен 20 авг 2013
i'm a gamer psycho mercenary who will kill you at the drop of a hat. and hats drop easy in this fucked up world.
Видео
(synthetik 2) what if the maro had a really slow firerate
Просмотров 4317 часов назад
synthetik 2 update 14
(synthetik 2) letting super heavy compound ruin another run
Просмотров 192 часа назад
synthetik 2 update 14
(synthetik) making me choose between these modules, how cruel!
Просмотров 87 часов назад
synthetik beta 2.3.7
(denshi life 2 / デンシライフ 2) basic master!!
Просмотров 99 часов назад
(denshi life 2 / デンシライフ 2) basic master!!
(inkbound) i thought i would crush the challenge this time, until...
Просмотров 2712 часов назад
inkbound
(balatro) i did not properly read the text on the card properly and got burned
Просмотров 1514 часов назад
(balatro) i did not properly read the text on the card properly and got burned
(synthetik) i should have let the transport go ahead
Просмотров 1716 часов назад
(synthetik) i should have let the transport go ahead
(inkbound) the game is something else when you get no vestiges
Просмотров 3319 часов назад
(inkbound) the game is something else when you get no vestiges
(synthetik 2) hanging on by tooth and nail
Просмотров 919 часов назад
(synthetik 2) hanging on by tooth and nail
(synthetik 2) the offscreen button, or: the most unfun item in the game
Просмотров 56День назад
(synthetik 2) the offscreen button, or: the most unfun item in the game
(inkbound) sundance's challenge - finally conquered!
Просмотров 13День назад
(inkbound) sundance's challenge - finally conquered!
(synthetik 2) a bit of 3p co-op pubbing
Просмотров 17День назад
(synthetik 2) a bit of 3p co-op pubbing
(monster hunter world) preparing for a rematch
Просмотров 6День назад
(monster hunter world) preparing for a rematch
(synthetik) i should have died so many times before the reaper got me
Просмотров 5День назад
(synthetik) i should have died so many times before the reaper got me
dude i really like how you were using shots to trigger the enemies and pull them to you. I gotta start doing that, i think that really evens out some engagements where there really isn't any good cover and the enemies just like massively alpha strike you when you trigger them. dawg i am so glad you switched the ammo back, i have complained about this endlessly, I actually got into a huge argument with Shrike about it, but nerfing things and balancing them out by adding percentages just doesn't work mathematically. In particular, nerfs to firerate are just super toxic and very easy to demonstrate (as you did with the seeking ammo with the -65(!!!!!!!)% reduction to firerate. It just doesn't make any sense if you do the math, even a +65% buff to damage doesn't off set a -65% reduction in speed because reductions in percentage are not equivalent to increases to percentage. It seems like it does at low percentages but the difference grows greater the larger the difference as it approaches 50%. So a 50% reduction in a firerate for most weapons would need a 100% increase in damage to compensate because 50% of something is half, but an equivalent boost in damage is only 150%. Nice run though. Really impressed how you dodged all the balls at the end and the blue triangle beam (which i sitll don't know what it does, i usually die too fast rofl)
yeah exactly, at -65% firerate you get a third of the firerate for a 65% damage increase to each shot that lands, so 0.35*1.65=0.58, you are almost halving your damage. the only upside is conceivably a slightly better ammo economy, which tends to be a non-issue as long as you are hitting your shots i do not actually know exactly how the last defender "beam" works. i think it does do damage, but only in certain places which are not reflective of the actual graphical representation of it. i think it only hits if you are far back on the stage, and maybe you also need to have low or no shields
@@risbolla see i did a slightly more sophisticated back of the napkin like you did but shrike literally said that I must a nobel prize winner in order to estimate damage without knowing the drop off, heat, reload speed etc etc which is like dude, comeon i'm not saying it exactly but the general estimate of the damage isn't even close to a buff, why go down this road? but dude still talks shit about me and math to this day...sadge
Will we see an update before the year is out?
unlikely
No. shrike posted an update saying we will see the BETA (NOT THE RELEASE) next year. of course they said things before, but i would say that his statement means 100% we're NOT getting an update this year and there is some chance that is less than 100% but greater than 0 that we get a beta next year in january (after the orthodox christmas which is January 7th)
@@risbolla you can't link in youtube comments but shrike said definitely not this year (even though a month ago it was definitely this year). I said it to the OP but his statement means definitely NO to this year, and maybe in January we get a Beta
i was kind of watching this in the background, the pistol was ridiculous, i'm not sure how you got that OP, i rewound it a bit but the attachments were ridiculous lol. I'm not sure if that laser shotgun was in fact better than the pistol, that was hilarious
yeah it gave me some nutty attachments. the laser "shotgun" is usually just a rifle, but it rolled the multi-laser array perk which would ordinarily give it a 3% chance to fire a burst. adjusted for my luck modifier at this point in the game, a 100% chance
@ oh wow that’s wild i never got that gun! I was looking through my compendium and i was thinking if the game would need better off with like a third of the variants and like 75% of the guns. I haven’t gotten anywhere close to everything, feels like it’s too hard to find all the him and him variants in a game about guns lol Especially the variants, so many of them are sadly not very memorable or impactful. You could easily get rid of a third and spread them out to other variables to make them more impactful
You don't know me , but i truth that you'll make it in life. Just keep going.
you too!
dude that item looks soooooooo unfun. but before the salt takes over: 1) nice video highlighting this item. I definitely think they should change it lol 2) i liked you toughing it out with the pistol, i was really feeling like you should have bought something at the first gun shop but you held out and were rewarded back to that item - i would say that item plays into all the worst design aspects of the game. that is to me, the game has this really bad tendency to give you stuff that's op (TOO OP for this item) but then balance it by really punishing you hard (i saw your hp was nothing). I think both things are wrong, don't give us stuff that's too op, and don't be so scared to let the player have a power fantasy and feel powerful so you have to giganerf some aspect of it which means the natural harshness of the game mega punishes you. Like they way you died, it wasn't fun. Getting shot by a sniper off the screen (it was aggroed but I think it still "feels" cheap) that almost killed you. yeah you died fair that robot mortar but you had to play really safe and runaway the whole time. That just doesn't square with "I found this rare and powerful item!!!!" also getting shot behind cover at around 50s is just big lol
the catalyst has infinite range, taken to its logical extreme you can just sit at spawn and press it until the entire stage is cleared. if you wanted to you could go to loops 100 this way, it would probably take 20 hours, but you could in this sense the drawback of the item becomes insignificant, it could put you down to 0 shields and 1 hp and it would still be overpowered, the real drawback is that playing this way is horrendously boring and no one would ever want to do it, so i instead go and get myself smoked because i actually want to play a top down shooting game. fortunately this item is getting revised in the next patch ("soon") to my knowledge i do like the commando pistol though! it feels really "punchy" to use, like the heavy pistol or the patrol revolver. i do not think any of them are "meta", but they just make the game feel better when i play it
@@risbolla yeah but my thing is why give players an item like that in the first place? with a game sooooo concerned about forcing you to play the "right" way (drops disappear to "prevent" backtracking, bullets have shorter range to prevent you from kiting, they essentially removed the ammo system to prevent "optimal ammo selection") it seems completely insane to give you an item that can do that. And playing super safe because you have low HP seems to be OK in their book because that is the "right" way to play - super cautious, always hiding behind cover. Glad to hear it's changing though - like I said, this item just highlights the worst design aspects of the game. There was a similar item in the first game but the cooldown was longer and it wasn't op at all. The psyonic traps would kill enemies without aggroing them so technically you could sit there behind cover but the damage was low enough and the cooldown long enough i never saw someone try that. It was actually a little weak without the synergy item. I would have liked to see that design return with the synergy effect be part of the upgrade path since there are no longer synergy items in s2
@@toitactu there actually are a couple of built in mechanical synergies in s2 where having two certain items at once powers up one of them. i forget which items they were because the effect was thoroughly underwhelming (i believe the mobility booster was one of them), but it is clear a very halfhearted attempt at making synergy effects was attempted likewise there are alternate ammo as well, but the implementation as it stands is completely half baked compared to s1 and does not seem to be of any particularly high priority. the only time it really matters is when you have the chance to pick up the divine ammo upgrade
BRAWNDO Wow that last bit was brutal, i was wondering how the laser did so much but i forget it does reduced damage against shields. Plus you were full of electrolytes, it's what lasers crave so i think that enhanced the damage.
brawndo is fantastic on the commando if you also have the stim! they feed into each other, you drink one and it reduces the cooldown of the other, and all other items you might have. this way you can pop off both of them with basically every engagement and no downtime
@@risbolla I’ve never gotten Brawndo once on my breacher and the class is level 23. My plants are sad. My class is sad. I am sad. We all crave electrolytes
@@toitactu have you tried tokening it from the database menu? the tokening system is a lot more powerful in s2 than s1. i think it does 5x the "drop rate" for items that are tokened within their respective rarity tier
@@risbolla i was avoiding it because it changed the experience so much in s1, but i might have to give it a shot to unleash my inner thirst! 🤣
What caused your luck stat to skyrocket this much?
a bug with the twin link item. if you get the "luck link" upgrade for it then it will give you +100% luck every time it triggers i think it is meant to be temporary for the duration of the item, but it just stays permanently, infinitely stacking
Gonna play this game again and will beat the Campaign i was so close to defeating the last defender and gonna wait for the Second game to get a update on the 14th
Bro chest really said: YOU SHALL NOT PASS
the chest is much more dangerous than it looks when colluding with the railgun glider
Dude hit boxes on that last boss seemed really janky, felt like either you were getting melted or dodging stuff. That first volley wrecked you and then you overheated and then that last set of fire ball’s, maybe when you’re playing it makes sense but watching it the game needs more positive feedback when you get hit by them
all of the bosses in this game feel a bit half baked in my opinion. my main issue with the hovercraft is how cramped the arena is. the way the fight is designed is also a "lose more" principle where it very quickly ramps up in difficulty the longer the fight goes on (have do dodge discs, adds start spawning in) due to this you tend to either melt the boss in 2 seconds (which i tried to do and ended up punishing myself pretty hard for), or you struggle a lot and may or may not pull through (which ended up being the case here). still think it is a better boss than the prisma turret, though!
Love this game. I just got it last night, had a blast, and am still learning the game cant wait to play more tonight.
Dude what happened!? It was like your hear just went insane and you over heated like crazy
not entirely sure what spiked the heat generation there. one possibility is that since i accidentally smoked myself my fire rate probably slowed down significantly. heat generation scales with fire rate, you generate less heat the higher your fire rate. in this case it might have been enough to give me a sharp spike in heat generation as an aside this also makes fire rate upgrades the best way to control heat in s2, counterintuitively
@@risbolla wow that's wild! so if you smoke yourself you suffer the same effects as the enemy! that is pretty smart to connect it to the heat and fire rate - that also existed in s1 but i don't know if it happened when you were debuffed. Good stuff
Do you know what the propaganda stations and all those things actually do?
propaganda stations boost your enemies, you will see they have a sort of yellow glow around them on stages with propaganda stations. this significantly increases their movement speed, firing rate, reload speed, similar to how brawndo works for your android
If you believe enough in your Ripjack, it might even help you out! Love this item, it's like a friendly fire gamble
The intro was so random lol
As soon as i saw the drawback was speed i knew you were screwed lol I feel like any of the abilities where you either freeze for a second or lose speed after using the ability is a death sentence lol I know for a fact that some stuff does insane damage because shrike expects you to move out the way and if you get hit you deserve it, well that’s dandy until you can’t move anymore for some reason. Nice run though while it lasted.
that must be the design philosophy behind the orbital snipers as well. i can see this a lot in the homing missile emplacements that fire slow as molasses bullets. they easily "ricochet" off of surfaces too, sometimes twice. feels like i am playing touhou sometimes
@@risbolla ngl, i HATE how the rockets work in this game, and it's worse because I enjoy parts of them, but they all have something goofy: Rockets from the wheeled robots often curve up and go straight into the sky which just pointlessly adds to the visual stimuli overload Rocket turrets: As you said, they seem to have infinite bounce potential which is sometimes hilarious and sometimes just annoying as you dodge the same rocket multiple times Anti-material rockets: I even made a video about these, i love dodging them but i HATE that they can just go through certain materials, with no indication as to what material they will be able to simply pass through with NO visual effect or any effect on the speed. I truly hate this
Could have used your tokko to stun the armored transport
true, i did not think of that
What exactly is broken after overcharge?
doubles the charge cost from 1 to 2, so if you have three charges available it will waste two charges instead of one. the logic of the overcharge upgrade increases the charge cost by one, since it assumes the charge cost is 0 initially. this gives you a much longer downtime for the resonator
@ lol i too always took this upgrade. My eyes are open…
Dude LOL the title cracked me up. So how did it feel? I need to watch more, but it felt like when things got hairy you were able to perform better because the game was playing more smoothly. But again gotta watch more. I wanted you to make it further, I felt like i learned a ton (technically, not gameplay I don't play demo yet) about the game performance because now I can compare to my results. You also suffered a fps drop on the circuit board level, I feel like these gets worse on some of the later levels. And I feel like certain effects really hammer the CPU, it's interesting watching your min FPS take a hit. Do you play at 1080p? That's your recording resolution but i don't know if you record/video edit at 1080 but play at like 1440p. None geek related observation, I realized that some of the cover is "too small". Like when you were hiding behind a circuit cap on the last level before you died, the shotgunner bascically could shoot you around the corner because your butt was sticking out from the angle of the box. I think moving to 3d has a learning curve in the level design and I definitely think some of the cover items are just a bit too small, because of the angle we play at players can't really know if they are covered or not sometimes, and I think making cover a bit bigger would make things better.
certainly feels a lot smoother and pleasant gameplay wise. i figure it was overdue to swap out the cpu anyway but i was contemplating whether to jump to an am5 mobo with the next cpu i picked up. ended up going with an am4 cpu anyway for the old beater i can roll out a few more of the synthetik 2 recordings done on the new cpu if it is interesting. i normally drop a video every other day for synthetik 2 but i have room to weave a vid in on the days in between the regular schedule. if i put them at the end of the queue they would not get published before in january or february probably due to a pretty backed up line of synthetik 2 videos i have i play and record in 1080p
@@risbolla Don't go out of your way! It is just really interesting to see the actual perf results. Before I quit posting on the steam forums there was kind of a battle between people (like me) who were pointing out perf problems and other various people who were either like "it's fine for me" or "it's good enough" and it was impossible to get any of these other people to post any kind of data beyond "these are my specs, it's locked 144" which was not very helpful. I'm hoping that U15 brings an improvement to the low fps/high frame time spikes/situations because while I do believe the devs that the overall highest fps (essentially how it scales with hardware) is near the peak, what I tried to get them to understand is that it's the valley's that need smoothing out.
@@toitactu i do not think i have much more technical insight to offer myself unfortunately. i do recognize that the game definitely has problem areas with regards to performance though think i saw some posts on the discord server about trying to weed out some of the performance problem areas. time will tell how big of an impact it will have in my experience the updates are usually two steps forward and one step back. some stuff gets fixed and other stuff gets broken.
First of all, you are crazy for playing so much of both synthetiks. Shii, how long has it been? Second, I still am sure that the sheer chaos and brutality of the first game is unmatched by the second game. Third, S2 is good, but it is a different game kinda. More tactical and more technical. Maybe even more visually appealing, although this one I am not sure about.
cheers! think i have some 700 hours in both games, rookie numbers to some of the bigger fans of the series, but i happen to upload a lot i agree they are both pretty different games, which lets me enjoy s2 while still going back and playing some runs of s1
That ending felt a little rough lol Can you reload Road Warrior with R without having to eject? I noticed it can make some shotguns a little handier since you can keep topping off the magazine
been a while since i used the road warrior but i am pretty sure you need to eject it to reload unfortunately
@@risbolla damn that sucks. It makes sense but you also had 13 rounds at the end so “realistic”? 😂 A friend showed me some of the changes hg should get in u15, i hope the class gets the juice it needs. I don’t think it’s under powered but it’s more like some stuff it has is kind of random so it would be nice if it was a more consistent class. So like for me the auto upgrade on the first gun kind of sucks because it’s totally random, i wish it was like the weapon upgrade kit in the first game that you could save for a gun you liked. Stuff like that makes your power curve feel more random rather than being a true class boost
@@toitactu to be fair keeping the eject to reload is in most cases much more effective for the road warrior. if you increase the magazine for weapons that allow partial reloading it also linearly increases the reload time. i have had tubes that i can fire off in 5 seconds but take half a minute to reload, with a miniscule active reload window i do look forward to u15, u14 is nearing a year old already. part of why i think it is fun to do videos of games in active development is that you can sort of go back in time and look at how the game used to play, and it can change very rapidly too. for a while the synthetik 2 development was much faster, presumably when the team was bigger personally i do not mind the auto upgrade on your first run, because the perk itself is not super impactful on most guns, but occasionally it can land on a gun which you would ordinarily pass up and you might have a second thought about just dropping it for something better. if you can choose (like with the s1 kits) then i tend to just hold on to it until i find a gun i am already comfortable with using of course it is my own fault if i do not leave my own comfort zone when playing, but having certain mechanics "push" me into trying new things is not something i am necessarily against
how would you rate the game now ? I spammed S1 and am waiting for the next sale. Is this game worth 13 euros?
it is worth 13 euro to me
@@risbolla Cool cool. Hope engie will be fun
Only reason I kinda of want to play this is because of this song, goes hard af.
Hey man, could you explain to me what the 'ammo infusion' weapon perk does? Does it only work for weapons that have a debuff? Like stun shots or something
gives you 1% lifesteal and should increase the duration of debuffs you apply (stun, bleed, etc.)
@risbolla does it affect items and abilities too or only the gun? Because the description says ALL debuffs
@@themandude2 i do not know for sure. most likely some debuffs applied by the android without the gun as well, but probably not all. guns usually apply stats to your character in s2, while in s1 the stats appear to be tied to the gun itself
How did you like playing on escalation 1 with high lethality? couple things: You seem to know most things, so i was surprised when you took the LMG class gun. I stopped taking them when i realized they give a movespeed penalty. That combined with the high projectile movespeed makes strafing extra hard, so i couldn't justify the results. Also the innate deviation penalty HG and breacher have means the "first strike" capability of guns is reduced because your first burst of shots is more likely to miss some shots and not kill enemies before they fire back. Closer to the end, there were several times when you seemed to basically die instantly, is that some kind of mp lag effect? Each time I saw it i was surprised because it didn't seem like you were getting hit by a ton of shots, you just died.
thinking of the dusk or the warthog? the dusk had an engineer's variant which lets you grind some power for your items, which i can appreciate even if it means using a somewhat worse overall weapon, although the a700 was too good to pass up the a700 was probably the better gun even with the warthog later on, but the item setup i used gave me maverick rockets on basically every shot i fired, which highly incentivized me to use a higher firerate weapon. though i did not find it during this run, there is also a particular maverick upgrade you can get which grants you 0.6 sec of invincibility whenever the item triggers. in combination with a high capacity, high firerate gun you can essentially gain invincibility for as long as you are firing this setup only works due to a bugged twin link upgrade, the "luck link" which to my understanding is supposed to give you a brief +100% luck, but instead gives you permanent +100% luck whenever it triggers, stacking infinitely. the maverick has a base chance of 7% on shots to fire a dumbfire missile, after stacking enough luck link stacks it will trigger on just about every shot with multiplayer lobbies you will be subject to the host, so you can take damage from what appears to be nothing on your clientside, but which did take place on the host's side. this makes cross region multiplayer very challenging with high lethality. i have joined US lobbies where it takes ~300 ms between i kill an enemy and it actually dying (something like 150 ms for my client sending the message to the host, and 150 ms for the host sending me a dead enemy back presumably), which is more than enough time for the enemies to do horrendous damage to me in return difficulty modifiers in multiplayer are a bit of a mixed bag, i can never tell for sure how they will play out since the scaling is very different from solo play. i think this run was fairly decent though, although probably it could have ended before we got as deep into loops as we did
@@risbolla Either one, but now i understand what you were doing with them! I wondered why you upgraded them and used them for a bit and discarded them. I noticed the maverick going insane! I wondered how you were doing it, that makes that item much better! I miss the missile trails from s1, the little smoke clouds in s2 don't look as cool. re: mp, i played with my friend in germany and it didn't have the same problems but we've only played a few times.
There are walls for a reason mate, you can't just fall off the stage
Damn, that Battle Hymn Shotgun (AA12) looks so fun. I´m getting Synthethik 2 as christmas gift for myself. Only played Synthethikk 1 so far.
Quite satisfying last defender finish. Though it does lack a little bit of machinegun earrape and bloody red screen for a good measure
you are not wrong! the battle hymn is a poor replacement for the mag47
Dude...nice try. You usually pick reverence, but you didn't like your gun this game? or were you talking about not buying a secondary gun. Big lul at the guy telling you to use cover better against sniper units. You can play around it of course but like of course you gotta use cover. One genuine issue, i counted the frames when you died, the bullet stops moving and then there are 8 frames of animation where nothing happens and then suddenly you blow up. Like the video is literally frozen, did you notice that? I remember mentioning frames and stuff in an earilier video, but if that was noticeable by you i wonder if it contributed to your death, or the game freezes for like 8 frames to load the death animation.
i dig the reverence, and the gunslinger variant for it is a pretty high roll in my book. the issue is that semi autos, while they feel really good to use in my opinion, do not scale so well against the later levels. i think i could have gotten further if i picked up some sort of full auto as a sidearm in this run and yeah, i do see the frame drop right before the curtains close on me in this run. it is pretty unusual, i rarely experience sharp frame drops like in this case in s2, while i have actually quite often experienced it with s1 where i will sometimes get 1-2 full seconds of the game straight up freezing before resuming. not sure what causes it in this case. it might be some sort of script or action in relation to the death itself. i think the game was pretty much over in this situation regardless of any framedrops considering the circumstances it might be that my system is throttled a bit by my old beater cpu, still running the ryzen 5 1600x, which it might be about time to retire soon. my gpu is a relatively new rx 6700 xt, it should not really have any issues with s2. but i understood the optimization is not quite where it should be yet
@@risbolla S1: are you on the beta patch in s1? You NEED to be on there. Long story short - i personally debugged the crash dumps and taro made some beta builds using newer versions of gamemaker. The problem is a combination of changes in gamemaker engine versions and (I believe, Taro refuses the acknowledge this) outdated/incorrect implementations in their code that results in crashes and memory leaks. Using the updated engine at least fixes that side of it, so the stutters and freezes are better (but not completely gone). S2: i think there is some stuff you can do to improve the frame drops. I myself can getting some really annoying consistent frame drops and i used this free app called process lasso to help with the thread prioritization. It definitely helped my frame drops, like it would only go down to 40 (from like 80) instead of 2. Also, what graphical settings are you using? I messed with them a ton, i got more consistent frames (lower top end) by turning off dynamic resolution, i didn't really get any better frames in the areas I wanted (the game is CPU limited in most situations that you want more frames) and running the dynamic resolution actually uses some CPU power. And I also turned off all anti aliasing. The last thing i did was I turned on riva tuner to limit my frames. So like for you maybe you cap it at 55 fps and that helped out my minimum frames by leaving a tiny bit of headroom to absorb dips
@@toitactu the beta branch is definitely more stable for s1, but still not perfect unfortunately. i have some runs where i keep 144hz stable, other runs where it inexplicably seems to hang around 80-90 with occasional long hangups for s2 i just use the high quality preset with reduced post processing. i did not even realize dynamic resolution was toggled on fsr2, i will try to turn it off. not sure if it should have made much difference though since the rendering scale was already set to 1.0
@@risbollait’s goofy and hard to explain. You’ll probably get slightly higher avg frames with it on but i try really really hard to reduce the minimum frames and i felt like it was better with it off. I can’t remember if i use the high or medium quality preset
How is the game nowadays? Waiting for the next sale around 13 euros
pretty good, i have dropped nearly 700 hours in it already
Which class do you think is the strongest?
in u14 riot guard is the strongest class by a long shot
@risbolla thanks, and what do you think of Chrono trooper?
@@themandude2 chrono is good, great mobility options. he got nerfed a lot since the previous updates though. his survivability makes him pretty challenging for me to play with my preferred modifiers
Dude i'm still watching but @5:14 that was some bullshit...
yeah, not a true offscreen that time since i saw the sniper before backing off, but they are very much capable of taking you out from where you can not see them. and with pinpoint precision, too!
dude very nice i can't believe you made it so far with the plasma charger! it was kind of dicey on last defender but you handled it really well. nice to see the s1 gameplay. Wish we could mix a little of s1 back into s2, mostly the enemy bullet speed and damage, but waiting to see what U15 has in store.
plasma charger is a bit obnoxious, but if i get a yellow variant i feel sort of obliged to at least give it a spin. i have ended up tokening the shock impulse just because it makes so many more of the guns in the game slightly more viable. not just plasma, but laser weapons as well
What escalation and modifiers bring this closest to the level of 220% in S1? Is there some fundamental way you need to play the game differently or do the skills carry over?
i think escalation 3 with high lethality might be the best parallel to 220% in s1. add swat mode and it moves slightly from what 220% classic would be and towards 220% hyper adrenaline. it is nowhere near as impactful as hyper adrenaline mode, though it plays mostly the same as s1. the biggest difference is probably the new mobility skills which might take some time to learn and get used to
@ thanks, I guess it’s on me for playing escalation 0 and wondering what was so different after playing 130 hours of 220%
What is rage stacking? Dude i was laughing at all the animal cruelty, you straight up backstabbed your poor doggy 1 time and murdered more than a few. I noticed you tried to take better care of them later on lololol, i guess you do have a conscience
rage stacking is a particularly busted upgrade you can get for certain melee items and class abilities. the way it works is that for every kill within 5 m your ability/item increases in power by 0.5% (used to be 1% when it was twice as busted), this stacks up really fast if you are playing a class that can tolerate getting in cqc like commando or riot guard. given enough farming with it you can on a good run drop blade hits with damage in the millions it is a dog eat dog world in the synthetik universe! i speculate which is more cruel, to hold on to the dog whistle item at all, or to at least let the k9s have a chance at life albeit a short one
dude you went absolutely ham at the end picking the challenge shrine and just throwing yourself at the enemy. Was that seppuku because you were tired or were you testing how far you could push it? Great run....man what do you think about the rockets piercing everything? I thought you were missing but your rockets were going through so many enemies! I wasn't feeling it myself, like at the end it felt like you wanted to blow up a mob but sometimes your rockets just went through the enemies! I feel like at least have some kind of graphic, both for players and enemies rockets just shoot through units and walls like they aren't there, doesn't feel right to me.
i might get a bit careless when i have the incubus. in my mind i was still being careful, though. if i wanted to be a bit more reckless i would have ran straight across the stage and activated the teleporter immediately, and the incubus would likely have let me survive it. what did me in here was that i did not notice reticle of my own ion cannon on the ground and stupidly walked into it, obliterating myself instantly am rockets pierce basically everything, which i suspect is why they also seem to ignore certain cover on the "training grounds" first level when the rocket wheels or hovercraft fire them. the rpg also has he missiles, but even if the am missiles do not look like much the damage is still solid. even when they go off screen they have basically infinite range and keep homing in on enemies and shredding them, triggering my multiplier for combo economics. this is not as powerful on the mainboard second stage as on the oil rig, but i am always glad to pick up the rpg as demolisher
how tf does the turret survive all of that hit, i think its made out of titanium
What is different in beta 2.3.7? Is it more worth playing than the base game?
fixes some bugs, introduces some new ones. i heard it has somewhat improved netcode for co-op, but i do not have the patch notes for it
dude congrats! I was like, he has the right guns and gear, he could go all the way! Whch gun "kicked like a mule"? They all seemed reasonably accurate to me watching, but maybe it "felt" different. I'm still trying to make dragon's masterkey work, but on the later levels the ion dome really looked like it was working for you. I'm revisiting kit 1 vs kit 2, so i may revisit ion dome again. also loop: aka MY EYES ARRRRGH lol no more need for loop penalty, i would just quit out of discomfort rofl
the fusion rail, mostly referring to how it has pushback when you use it so it slows you if you are moving in any other direction than backwards ion dome might seem like a bit of a boring and defensive pick, but those extra frames on invincibility give me the leeway to dip a bit deeper and extend more aggressively. in that sense it is in my opinion the item that allows for the most aggressive playstyle of all the kits the red glare loop variant is pretty hefty. i really like some of the overlays though. the oil rig one is psychedelic, and the dark levels where you light up the area with your muzzle flash and explosions. loop levels are just bonus either way, so i am not so concerned with going deep into them
@@risbolla oh i see. Yeah you can’t really tell from watching that the fusion rail does that and i honestly haven’t gotten the fusion rail so i didn’t know. I’m conflicted with ion dome: i find the visual and auditory feedback really confusing, to the point where i make a mistake because i am so disoriented. I don’t play with music so maybe that makes it worse. I feel like that is the specialization that shrike wants you to use because the cooldown is much lower than the other 2, which makes no sense especially for hard light cover which is completely terrible yet it has a 20 second cooldown and attracts no aggro. So I’ve been trying to use dragons master key. I understand that perspective that loop is “a bonus” but ideally i think it should be a playground for end game builds (which is how i viewed loop in s1) so theoretically should be usable and enjoyable content (imo)
lol what happened on unstable mass?
i dropped the ball
@@risbolla it's because you recycled the brawndo. You can out of electrolytes. You might already do this but i kill the medium blobs first unless i'm trying to build kill stacks for some reason
@@toitactu the first charge of brawndo is the drink, the second is the can. i prefer to recycle it rather than eat it
@@risbolla dawg i dread the day i put a video up and i recycle the brawndo can. You're gonna wreck me 😆 thankfully i play hg so i can rely on getting fucking bizon every other run and getting threat detector again instead of brawndo
Can’t tell if you’re joking but i actually enjoyed conveyor boss fight, it just needed to be a real boss so no auto warp at the end and removes curses and heals lost max hp
that is fair, my main issue with the conveyor is that it is not the armored transport (my favorite boss), and also that it is an autoscroller where very little happens most of the time. i also find the hacking room and armageddon device pretty boring for similar reasons
@@risbolla Not trying to change your mind, but i can agree the hacking boss is bad, it's a survival test that you can't speed up unless you use speed running hacks. And even though it's really challenging, armageddon is basically the same thing but way harder. So i can see both of those having objective problems (like from speed running perspective it's a huge problem, when I ran the contest we discussed those 2 alot) Conveyer has elements of the other 2, but tests your movement and positioning alot more. You railed it because you had a super high burst damage weapon but it gets really tricky with different builds. I wouldn't be sad if it never came back but i did like it, and i think it's different enough from any server hack style boss to warrant at least a rework.
Yeah i have a video of my own saying s2 is bullshit where i died to a sniper lol What I’ve been working on is better movement where i “shimmy” back and forth or side to side when displacing rather than moving in straight lines. It’s hard to constantly do it but you really need to develop that skill i found, especially against enemy snipers
recons of various kind have cut short countless of my run. strafing can work but the issue is they also have a bit of deviation on their end, so even if you strafe their shot might also strafe in your direction if you are unlucky enough strafing unfortunately also only works if you see them first and you do not get offscreened. and strafing gets almost useless with a couple of the difficulty modifiers which increases bullet velocity in that case, hope you have enough plating!
@@risbolla DUDEI I know exactly what you're talking about with the bullet velocity. PLus i remembered that you're playing with SWAT which lowers your movespeed a bit. I don't want to get hung up on specifics but I believe 2 things are true: 1) I'm not just talking strafing, it's hard to explain I watched a video of my friend doing it but like "shimmy" where you kind of move back and forth constantly, it helps ALOT. I'll try to make a video of it. I consider in s2 for there to be a few specific types of movement: a) Linear movement (this is forwards and backwards) b) Strafing (side to side) c) Dash (recon back roll) d) judder step/shimmy - this is a kind of semi random movement that is necessary to avoid enemy shots 2) I think enemy shot speed vs player movement is overtuned. There are enemy drones that shoot like 4 or 5 purple energy shots one right after another and i FUCKING HATE them with HG, because i almost can never dodge them and if you get hit by 1 you get hit by almost off of them. It is actually fucking stupid I'll try to make videos with example of both, i'm not expert at shimmy but after copying my friend my success with recons got way better
Also I'm sorry that was a bullshit spawn on the snow level. I know skill etc but combined with the terror level it's like wtf. That didn't seem fun and basically makes summons super powerful because they help smooth out spawns like that (which I dislike, sure it can make stuff easier but not sure how you survive that one without a summon or 2)
Aftet playing for a few days(play the first for years) i must say summon is a must and it's really sucks(the game is also aware about it there is like 10 summon items now)..high enemy number, hard to head shot, almost no enemy Peirce, almot no healing. All od that combined yhat you need 1/2 summons . Which sucks because you only have 4 items to play whit. This sucks ass
@@yuvalgabay1023 yeah man, i just wish there was more counterplay to some of the enemy designs. Warping in a bunch of enemies 360 around you who track you through the walls and shoot near hitscan lasers and your shields are on a +30% regen delay isn't exactly a recipe for good counterplay. But the recipe seems to be have a decoy
@@toitactu tbh its hard because (unlike the first game) its really hard to differentiate the enemies..they are all the same colour and come in huge groups so its just impossible (this is why i think they made so many non human looking one. They are also more interesting to play against) Not talk about how easy is to agro enemies..i have many instances where half of thr map came out off no where to kill me(especially on ice level where you can have a start like this) Like..sniper in the first game was fun because heads shot while not easy had a predicable "science" to it that can be easily learen..the class also tand to struggle in stage 3 because of thr rocks and have problems against bosses because of mobility+no weak points In 2 hitting head shots feels random and not really worth it .there is just to many enemies and alot are non human..i cant kite or hit and run because the agro is insane and from lvl 2 one shot remove shields.and hp is so high heads shots sometimes are not enough (look how in 1 when you Kill an enemy whit a head shot as a sniper you spawn a mine.its to halp whjt larg group's nothing like that here)
It pleased me greatly when I saw you consider selling brawndo but decided to keep it. The plants in the Kaida offices will be happy knowing that you will be able to give them the eletrolytes that they desperately need. I'm so glad you sold the sticky bombs. It's probably good for chrono but for the rest of the classes it feels like a terrible joke. The dogs will rush you, you still stick a bomb to them, and then when you kill them the bomb explodes dealing damage to you. I'm sorry but that's fucking retarded lol that's not some obscure scenario, I discovered that the second time i kept them. Also dude I used uedit to check out the diffculty modifiers, i'm probably going to wait for U15 to decide how I want to play, but for now, i don't like that SWAT actually reduces your movespeed, like not by a ton but enough to be annoying. And 175 ngl straight up feels like a scam, it's the only escalation that is a bunch of massive enemy buffs AND fragile (lose max health) but has no android body/damage upgrades to boot. I think 150% + high lethality might be the best current combo, but hopefully they change it in U15.
damn you were feeling feisty today, going balls out! It's super interesting looking at your play and build after getting a grip on heavy gunner myself. My current build is very close to yours, but i stopped using ion shield. I've been experimenting with dragon's masterkey instead of the dome. Really liked the aggressive play, questions: why did you keep switching weapons at the end? Were you just bored, trying to use weapon kits, not satisfied with any of your choices/gun builds? Did you think to try weapon switching more instead of reloading? Especially with the nailgun alt gun, seemed like you could have finished off a mob rather than waiting to swtich, but you opted to reload in combat almost all the time Comments I'm not sure any kind of power scaling is worth it unless you get a rare attachment/item/variant that scales 1:1 with power. I noticed a bunch of items/abilities are super gimped, like 35% scaling otrwhatever. Not happy that it's so varied and i don't understand the point of slapping something with a 25% scaling power factor, it just makes upgrades meaningless Dude you had so many weapon kits. I wish the game let you do something with them I miss increasing the gun damage. I know shrike and other people hated dumping all the kits into one gun, but i really like it in this game where you just max out your weapon and the enemies keep geting tankier and tankier. If they stayed the same hp but got deadlier sure, but if you're gonna scale the enemy hp/armor/shield that that is what creates the player arms race, not players dumping kits - that is in response to super tanky enemies.
when i can i like to lean a bit heavily into playing aggressively, although it is not optimal if you want to go deep into loops. i just find it more engaging and when i have a setup that works well i get a sense of flow from it where i have good control and can weave in and out of engagements. it is pretty reliant on finding the right pieces, mainly defensive items. in this run i manage to stack up four really good defensive items. the ion shield just gives me more leeway to extend a bit deeper without being punished too hard for it the weapons i swapped out were mainly sidearms. this recording is a bit old so i do not recall exactly why, but most likely it was just because i had surplus upgrade kits and wanted to roll the dice a bit to see what i could get - so boredom. the way the levels are set up there is usually one or two gun crates in the first couple of stages (or alternatively one or two gun shops, or a mix), then nothing until the second snow level where there is suddenly one or two extra gun crates i think the scaling modifiers are an attempt to balance certain stats that would quickly run away if you let them have 1:1 scaling. although the balancing, like a lot of things, seems to have been mostly eyeballed and not very thoroughly tested. i agree that it can be hard to figure out what reacts well to adding scaling power and not. for heavy gunner i like to lean heavily into tuning up the weapon perks and attachment power personally i did not much like the s1 system where you dump everything into a single gun. maybe when your gun was fully upgraded you could use another kit to give it a temporary "maintenance" boost or something like that, to put them to use if you have a big surplus of them. to keep scaling power after beating the last defender is not something that i think is that important, ideally loops should eventually end your run for you without you having to quit out of the game. i have had a run where i went to loop 100, after which the loop debuff stops scaling, and the latter 70-ish loops levels in that run where not particularly interesting as a side note most of my published videos are scheduled from a while ago so that i do not end up dumping ten videos in a day and then nothing for weeks - this is also why i am "disregarding" your advice of activating the disc item, it was likely recorded quite a while prior, in my current runs i do activate it. this is also why i have a bit of trouble recalling what decisions i made in runs which are currently being published
@@risbollagotcha about the time delay, that’s too bad because i have questions and they need answers! 😂 Re: weapon upgrading damage - I’m not married to the concept but i think we had some tossing of the baby with the backwater. Perhaps this is too conceptual to convey in a RUclips comment but dumping kits into guns “solved” from a players perspective many problems they might have with various guns in the game. Like having bad ammo is solved by making each bullet do not damage. Low fire rate, etc. this also dovetailed with enemies (bosses in particular) having much higher health in later levels and particularly in loop so this helps maintains in part the power fantasy of the gamer that they are getting “more powerful”. And i would assert that this does a subtle shift in the game balance where yes, you get reduced gun variety within a specific run but because of the ability to increase damage on any gun (and indirectly the ammo efficiency ) you get much much higher gun viability across multiple runs. Okay, i don’t need to you agree that all these points are desirable but if you can agree that these things did happen, then we’re cooking. So I’m not married to the gun kit updates concept but I’d like some way to tune guns for longer further than what we have today and maintain it per fantasy at higher difficulties longer because to me at 175% either a gun is broken or it’s just keeping up with enemy hp inflation and i feel like i have to dump a ridiculous amount of ammo into enemies to kill them, which frankly feels shitty to me, especially on the later levels when it’s just some re colored starter unit
Also one note here: this was from the perspective of playing 220% with the goal of beating the game, including heart of Armageddon. If that doesn’t apply then i accept that my arguments are fruitless and we just agree to disagree
@@toitactu oh, you can definitely make a lot of s1 guns more viable by dumping kits on them. and some of the more egregious issues with the attachment kits in s1 would not translate to s2 directly either, like having a sort of "meta" around laser focusing on a single gun, spending a lot of credits every run upgrading your actual attachment kits and tying up an item slot instead of experimenting with different items i would prefer if there were other options for upgrading your power level throughout the run tied to your android instead of your weapons, so that you could keep most of your power while also swapping out guns given the opportunity. i actually do not like the weapon upgrade stations in s2 that much for this reason as well, but the upgrades they give you tend to be pretty modest except maybe the recoil one which can have a pretty huge impact still i do not like bullet sponges so much either, but if you play in swat mode then for the most part you will not have to deal with them. the tradeoff is that you are giving up a lot of your own "sponginess" as well. it is like a light hyper adrenaline mode
@@risbolla i see you play on 200%, so escalation 3 + 25% high intensity or whatever that’s called + swat mode? Is that what you play on? I play on 175%
Lol is no hud a setting or a bug?? I would have just restarted but you stuck with it lol
Okay I’m watching more and it’s clearly bugged rofl. It doesn’t even show you the full screen popups for pick ups. Is that an improvement? 😅
a strange bug... i have had it a couple of times but i could not tell you the steps to reproduce it. i just played it for a laugh expecting to lose before the first boss, but the HUD suddenly reappeared, and then inexplicably disappeared on the boss again
@@risbolla when was the last time you completely uninstalled, like deleted all the files? I used to have a really bad frame time spike (like 2 fps) and it persisted all through early access until like u13 when i completely uninstalled the game and stopped played at all and deleted my save and everything. I know they compile shaders but i think they might have old files and busted config files that might be causing some of the problems people are experiencing
@@toitactu that might be it, i see a lot of graphic glitches and stuff visually which just looks really strange. for instance the smoke effect from when the jet blows up the top of the building in the boss encounter, the smoke becomes "square" in the scene. might have to try a clean install
Lol
Why is it so red at the end????
it is a loop effect
What happened at 14:48?
three guard judges spawned in and shot me at the same time