Hidden tech - MUL-T with the buzz saw can use the saw while sprinting but ALSO during this shift ability. not only will you ram targets, but the saw will also continue to do damage. Just a bit of extra!
I like using the saw and holding it down when I use Volcanic Egg. You're a FLYING FLAMING buzzsaw. It might also work with Strides of Heresy, but I haven't tried it yet.
Rex: Only the 3rd shot has lifesteal so if an enemy is weak and the first two shots would kill it then you can intentionally aim to the side and then recenter so that only the 3rd shot hits. Mostly useful in the first stage or two before you have healing items. To make the most of his healing root keep all of the small enemies alive and run away from them to create a conga line. Fire your root into the forward-center of the line. The ones behind the root will run into it to get to you while the ones in front can be booped in with his utility. Once they're rooted they normally stay clumped up enough for the next root. Add more enemies to the pile with your utility to replace the ones that die. Rex's utility can also be used to kill flying enemies by blasting them into walls. Especially useful with jellyfish. If you're going to boop a flying enemy away anyways try to aim for a wall. Rex's utility briefly stuns so it's useful for interrupting enemies like golems. But you can use it to dodge lasers and other attacks by jumping, waiting just before the attack goes off, and then booping yourself at a 90 degree angle to move out of the way. Very useful for early stages when each unnecessary hit limits how many attacks you can put out.
In my experience, golem lazers can be dodged by just jumping at the right time. Maybe this doesn't work with Rex because his hitbox is wider so I'm not sure.
Loader Tip: The direction of your momentum when using grapple is set when it attaches, so if you throw the grapple and immediately look away from the target, you can swing around pillars/objects instead of pulling right at them. Useful for building speed when you only have targets to either side of you and not above.
there is a high movement micro on mercenary if you have his default m2 you can do the same thing as with commandos shift on a slanted surface except it will fling you in the air a lot further i find it useful to disengage without using any abilities
A thing for Huntress that I use a lot early on, is that you only need to be "locked on" to a target when the game first registers her shot (M1) to go off. This means that she can sprint away from an enemy, hold M1, Jump, turn around for a split second to let it lock on and start firing, and then immediately turn back around. She'll fire the shot at whatever it locked on to, despite the target now being behind her as the animation plays out. This is much more useful with the secondary M1 since it fires slower, but can still be done with regular M1. With the secondary M1 it's much easier to see what I mean. It's not much, but I find that it does give a little bit of extra speed in clearing the early stages. I mostly use it for quickly killing wisps that spawn to my side or behind me as I'm trying to get somewhere, so I don't have to spend as much time standing around killing stuff (or sprinting in circles)
"No reason to use this combo other than because it looks cool" You've clearly never used it to skip walking all the way down to the Lunar Altar to Obliterate yourself.
@@short-eu7bs as quickly tho? gotta fall at least first for that, whereas you can just pop the R, grapple, charge fist sure it might be a second or two, but technically is faster
A somewhat well know micro for captain is that taser will animation cancel your shotguns “reload” animation that occurs after shooting. This only matters when you have low attack speed, but it makes a difference nonetheless
Huntress Tip: You can cancel m2's (slow af) animation with R, just by pressing R right after m2. This is really effective when you dont have much attackspeed but also works when you have.
huntress can gain jump height by using m2 + jump. the jump height gained is dependent on how quickly after starting the m2 you hit jump. i use this micro all the time, whether if it's used against hordes of enemies, or swagging on the lone lazer boi.
I guess the fact you can stack burn really high on the artificer by using the 4 M1 projectiles, r, and 4 more M1 projectiles, and using the other abilities before and after.
When grappling with Loader, pointing perpendicular to your rope while moving forward (and sprinting of course) is the most effective way to build up speed pretty much infinitely.
Your humour, clarity and presentation, really helps to get me invested in what I am listening to and I feel it helps me remember it better. Keep up the good work, man!
On loader, if you use pylon then immediately grapple, your hook will automatically attach making for an easy midair jump. As far as I can tell, the forward momentum of the pylon coming out gets added to your swing, and when used with precise timing in combination with a pre charged fist or the unlocked ability can nearly half hit a level 1 boss. Last checked before the artifacts update.
Sprinting uses the CTRL button, which is an akward placement for a non-dominant finger to be using often. NORMAL games, use shift to run, which is easier, as the button is larger and more comfortable placement. Not sure if there's a remedy for sprint that makes the user auto sprint, but that would be ideal. Second best situation would be a toggle, third best being button remap, and worst case scenario would be leaving it as it currently is.
Rex's m1 is affected by its rotation and surface orientation in the starting seconds of the shot, you can use this to position yourself in a way that you have a clear shot while taking cover as the shot corrects to the spot the reticle is in contact at the end of it's intended travel. if you are jumping around and strafing, you can use different wall and slope angles to your advantage with this trick. by default Rex's shot starts slightly above the flower off center towards its front. Mercenary's alternate m2 can also launch fast enough to inflict impact damage on some enemies if they hit a ceiling. sometimes enough to secure a kill.
Great tips woolie, I love finding micros to work with. Maybe you'll make or already have made a video on keybinding, making it comfortable for you to be able to Sprint and keep momentum during combat, my set up is I use E for Sprint, Q for my equipment, m3(scroll click) for activating chests and items, m4 to mark a spot
I don't know if this counts, but there's a ton of spots where you can place turrents on high ledges or rocks where their either won't take damage from melee characters or even where all mobs and bosses will glitch out and be unable to follow and attack them. Very common on the edges of maps.
Boss riding is something you can talk about. For example staying on Stone titans body, avoiding his laser attacks. Or that one spot on Dune strider, where you can easily sit, without getting any damage both from his ground and mortar attacks
When loader uses a fully charged gauntlet, it propels you multiplicatively with your speed, so charging your gauntlet slightly before using your grapple fist will usually have it charged by the time you would use the charged gauntlet, and you can achieve great distances, but instead of using terrain for this instead charge your gauntlet, then send out your pylon while immediately grappling it and releasing your gauntlet, you can achieve much similar results as the initial momentum of the pylon increases your speed along with your grapple. Also of course try sprinting between when you grapple and when you release the gauntlet, because you end up getting much better results than with either two tricks, but it is VERY hard, at least with my controller, and sprinting after starting to charge your gauntlet makes it feel much less slow and allows you to keep it charged longer before you have to release it to doge something
also, I have a great deal of difficulty accurately rotating my view 180 on a dime for Rex Utility. I end up making myself motion sick, and my mouse often gets caught on the limited space I have to work with with mouse. yes, I've turned off the sensitivity lock while sprinting, and turning my sensitivity higher makes it nigh impossible to hit enemies with any real reliability, as that's something I already struggle with.
I like doing this nifty tech with Rex: I go to some boost/air stream thing on the ground, get launched, use shift in the opposite direction to increase momentum and then while facing the direction I’m being launched I hit run. You be sent FLYING. The whole thing has to be done pretty quickly and it’s only good for situational stuff and you’ll probs take a ton of fall damage(depending kn where you land)
hardlight after burn plus acrid's leap allows you to stun lock targets almost indefinitely, also moving away from your target then leaping helps control the leap. edit: you can also leap off of edges in to the abyss and not take fall damage and instead you will be brought back and immediately slam into the ground.
Captain's M2 resets the animation for his M1, which allows you to fire faster. Huntress's arrow rain and ballista remove your hitbox for a few frames when it activates for the teleport, making them both extremely useful for dodging and gaining verticality by sprinting immediately after activating them.
If you run Mercenary w/ 2+ backup mags, you can spam rising thunder on smaller elite enemies and cause them to fly up into the sky because of the momentum. Enemies do take fall damage and because fall damage is % health based, it's a great way to knock the elite enemy health to 1 when they fall, in which case, a bleed or one final hit will finish them off. Especially useful if you're not having a very strong run and you run into a malachite beetle or something.
Commando utility up a sloped surface tip also applies to Mercenary's secondary. You can get crazy height depending on the slope if you're standing on it and use m2
with artificer, dont forget to tap sprint after you start charging your default secondary, cause you can charge it while sprinting but starting it cancels sprint
If you're playing Loder and you have the ground pound on instead of the taser it can also stop momentum. Just not as good. It's better if you're high in the air to get to the ground quickly. You can also use it as intended to grate effects. If you have a big group of small enemies, get them to bunch up. Remember how big the radius is. The ground pound is almost as wide as a Focus Celestial. You should already grab a Focus Crystal if you see one but if you don't have one, it helps. Even if you're just using it as a guide. I personally like to use the basic charge as it can dubble as mobility and dusnt automatically release. Final thing is unlock the Grappling alternate. It doesn't reach nearly as far but it still has good range. The alternative will do a bit of damage. This will be HAN-D for Lester Wisp and other flying enemies. You can also use it as extra chip damage to a boss. Keep in mind that if the opponent in lighter than Loder: the opponent will be dragged to you instead. It can be perty funny if it still has a bit of health left as you'll be dragging it through the mud behind you.
With Loader you can sprint while Grappling, Charging Shift, and both at the same time. Also remap sprint to a side mouse button to prevent pinkie cramps.
Since this is month ago no one will probably see this, but acrid (who wasn't out when this video came out) actually has a animation cancel, Sprint, then when you attack press your sprint key and M1 in quick ish succession and you attack insanely fast, but it is so hard to time correctly
I am pretty sure everyone knows this but the amount of hits you dish out with burst attacks like commando R and Merc R increase directly with attack speed. Like commando firing 10 shots instead of 6. Just thought I would mention that.
Fun fact: you can sprint while using Commando's M1. If you press the sprint button immediately after the start of every two round burst, you'll hardly be walking at normal speed. Do it right, and you won't even see your non-sprinting crosshair. You can also hold M1 and spam sprint on Acrid for increased DPS.
Similar to how sprinting scales mobility, you can also take advantage of this with things like Artificer's alternate R. Add Hooves and Energy Drinks to this and Hopoo feathers become essentially useless
Have you considered listing/testing what creatures REX can shove with his Shift? Or for that matter, whether or not the angle of the Shift cast matters to the potential distance or momentum/yeetage of the cast?
One Trick i Always use with huntress is superjumping. Superjumping can be done by jumping before the m2 Animation ends allowing you to avoid Queen beetles/Higher wisps Splash Attack without damage. This could also be used against the Alloy worship units but at that Point in the run you tend to have at least one hopoo feather already.
Beginners might not realize this as easily, but for engineer m1 and artificer m2, you can sprint while charging them. Amazing for artificer, only way to get use out of m1 for engineer :p
There is another micro with Loader, because he doesn't take any fall damage you can charge and hold your doomfist punch while falling off the map, when you get placed back the map you still hold the charge and can release instantly. Works really well if part of the teleporter zone is off the edge of a stage.
Tips for my console bros, buy a controller with back paddles. Being able to jump without releaseig your right stick is a game changer and the extra paddle can be used for equipment or your favourite ability mines normally the utility skill for dodging and such
Can't believe you didn't talk about Loader's sliding mechanic, it's the best way to improve your mobility. If your grappling point is higher than your current position (even by a little) - you will slide on the ground towards your grappling point at a very high speed. A good swing requires the right setup, sliding can be pulled off almost anywhere on the map, and it's the best way to maximize the damage of your shift ability (charge shift, grapple, slide directly towards the enemy, release shift right before impact. it's easier to control the curve of a slide than a swing.
@Woolie I know you were trying not to mention sprinting through the whole video. But hitting sprint AFTER your grapple attaches is such a giant increase to your move speed. And therefore, a boost to your damage with your shift.
I feel like you should be a little more clear with the mercenary non combo breaking. When you first mentioned it (Maybe in a stream or a video, can't remember) It sounded like abilities would pause the combo, then continue it after rather than it not interrupting it at all (It doesn't necessarily break it if it just pauses it). Like, you can hold down click to keep attacking in the middle of eviscerate. That wasn't too clear to me personally when you first mentioned it. Love your content, keep it up!
With the Engineer, using M1 while sprinting will stop your sprint, but if you hold M1 and sprint again you can still charge the grenades and fire them where you're looking
Two tips for Acrid's utility : 1.After a short period of time your leap will lose it's forward momentum , and you can't cancel it until you hit something , to prevent it , aim your first leap at walls near your path , and start another leap when you hit the wall , this will help you travel a longer distance in a shorter time , also you can use it to reach high place such as commencement's arena tree(If you have a purity.). 2.If you want to hit airborne enemy with the leap , simply aim above them , and if you want to hit enemy who is below your altitude , just aim below them or at the ground.
I’d say MUL-T has quite a bit of micro, maybe the 2nd most outside of Mercenary, but it’s all situational or marginal. The RoR2 wikis tip sections usually cover it if you’re interested.
I haven't fully tested this, but I have a suspicion that using the huntress m2 for single target damage is always a bad idea. Reason #1: It is a waste, and you will often find that you could have used it more effectively during the cooldown. Reason #2: While the first glaive hit does deal a little more damage than the m1, alternating m1 and m2 for single target damage may actually deal less damage because the m2 has a longer delay when firing than the m1.
After getting multiple mags which are essential items for her it stops mattering if you single target throw or get multiples. Bandoleer + mags = just spam M2 until everything dies. Brainstalks is also hilarious on her for the same reason.
@@ShiningDarknes That is a good point. The late game is pretty different from the early game, so there will almost always be multiple enemies for the glaive to hit anyways.
If you're playing Artificer, and you have 3 M1s, ATTACK! if there's an enemy nearby. Any time spent at 4 charges is wasted DPS. This applies to any survivor with a charge based ability, or just backup mags.
marginally without quails since you move faster falling than walking and you can sprint while falling so any time you are falling (like say after you jump) you do move a bit faster.
hey, I noticed something today playing loader with her spiked fist m2. if you aim it just right you can hit the ground/wall and a small enemy with it pulling you towards it and doing the damage from the spiked fist. IDK how useful this will be or if anyone else has discovered it but it did happen more than once. if you have found this trick useful please tell me.
IDK if it counts as a micro but for artificer. After unlocking her second R special that launches her in the air, I hold space and glide long enough for r special to reset and use it again. You pretty much never have to touch the ground ever. You can just glide anywhere onto the map. I can actually launch myself high enough to stop enemies from targeting me and even spawning in General
But doesn't that ultimately equate to nothing outside of a bit of EXP? 'Cause when you leave the bazaar, all gold is converted away, and there's nothing to spend it on in the bazaar as of now.
for as much as you talked about sprinting, i think you should have elaborated on how to sprint with certain 'charge up' abilities, like engie nades and artificer ball
Fun Fact: Not only does Mul-T's Power Saw work while sprinting and during Transport Mode, but it also works while in Volcanic Egg's 'draconic fireball' form. Everyone I've showed that to in Quickplay gets a kick out of it
maybe the one with bandit where if you use utility, jump and shoot or use an ability to get an extra jump allowing a triple jump or the one where you can charge captain's m1, engineer m1 and loader utility while sprinting
MUL-T Has a hidden mechanic when weapon swaping that can easily increase his fire rate by a mile. If you tend to use Rebar Launcher, hold M1 and swap weapons constantly as you fire. It will be much faster than waiting for the weapons cool down in between. If you still plan to use nail gun, you can use nailguns 12 nail shotgun blast when taping M1. Again this strategy is most effective on Rebar even if you have attackspeed and it is not as effective if you have attack speed from another source when using another session weapon.
Correction: Don't ALWAYS jump. It can be harder to dodge certain projectiles if you can't maneuver. You rob yourself of a lot of maneuverbility (no, not all of it) by jumping. For example stone titan beams. They fixate on you and if you are in mid-air, you have to land before you can head for cover, assuming your utility is on cooldown, which it should be most of the time.
I forgot to add this when I first watched but Loader's pylon can block enemy ranged attacks, so when you throw it into a ball of wisps if you aim it right you can shield yourself from some fire.
Pretty sure you reach higher DPS on the Engineer's M1 than normal if you release at the same time that the final charge happens, instead of waiting out the post-charge delay. It's irrelevant past 4 or so Syringe's worth of attack speed (because you humanly can't time it anymore), but meh.
Found a cool micro with the mercenary and didnt see it in the first comments, so here we go. If you press first M2 on a curvy objects like a rock or something, you'll bounce upwards, like a lot It's about 90% working though. Thanks for the tips and all.
you forgot 1. loader can sprint while using the grapple hook to make it extend by a meter or so, its also good to do this at the apex of a swing. but i dunno for sure
i have no regrets for any jokes made in this video
And I had a great laugh
But Woolie, who's Joe?
Oh, do you? :^)
I wasn't aware you knew Joe.
You shouldn't
Hidden tech - MUL-T with the buzz saw can use the saw while sprinting but ALSO during this shift ability. not only will you ram targets, but the saw will also continue to do damage. Just a bit of extra!
thats epic
That combo might be worth bringing a saw along
You can also charge rebar puncher
I like using the saw and holding it down when I use Volcanic Egg. You're a FLYING FLAMING buzzsaw. It might also work with Strides of Heresy, but I haven't tried it yet.
Damien W the saw is better than rebar and scrap launcher
This everyone knows, but not mentioned in video: Commando Shift also prevents fall damage if timed correctly.
I mean... You can just shift before impact so you reset your speed pretty much
@@arthurmerkulov5904 yeah thats... thats what he said
But it aint perma up
He said it in the video it works with every character
@@somekek6734 neither are most things
Rex: Only the 3rd shot has lifesteal so if an enemy is weak and the first two shots would kill it then you can intentionally aim to the side and then recenter so that only the 3rd shot hits. Mostly useful in the first stage or two before you have healing items.
To make the most of his healing root keep all of the small enemies alive and run away from them to create a conga line. Fire your root into the forward-center of the line. The ones behind the root will run into it to get to you while the ones in front can be booped in with his utility. Once they're rooted they normally stay clumped up enough for the next root. Add more enemies to the pile with your utility to replace the ones that die.
Rex's utility can also be used to kill flying enemies by blasting them into walls. Especially useful with jellyfish. If you're going to boop a flying enemy away anyways try to aim for a wall.
Rex's utility briefly stuns so it's useful for interrupting enemies like golems. But you can use it to dodge lasers and other attacks by jumping, waiting just before the attack goes off, and then booping yourself at a 90 degree angle to move out of the way. Very useful for early stages when each unnecessary hit limits how many attacks you can put out.
In my experience, golem lazers can be dodged by just jumping at the right time.
Maybe this doesn't work with Rex because his hitbox is wider so I'm not sure.
you can use his shift to push enemies into the rooted area, too
IlSharmouta its much easier to just switch direction at the right time
1:00 my cat when I get some tuna
You could make a tier list of each survivors thiccness and I would watch it. More ror2 content the better
Loader top tier for that list
Nah. Make a MONSTER thiccness tier list.
1- MUL-T
2- Loader
3- Engineer
4- Huntress
5- Artificer
6- Rex (Plant thicc, robot sticc)
7- Mercenary
8- Commando
Imp over lord #1
I've actually looked into this, comparing the survivors models. and I can guarantee that artificer is the thiccest character.
Loader Tip: The direction of your momentum when using grapple is set when it attaches, so if you throw the grapple and immediately look away from the target, you can swing around pillars/objects instead of pulling right at them. Useful for building speed when you only have targets to either side of you and not above.
As I titanfall 2 grapple main, I can confirm that this is a very useful movment method, as well as scouting the entire map in one go
Damn I always forget to use Joe mama while sprinting. This video definitely helped fix that for me. Thanks Woolie
there is a high movement micro on mercenary if you have his default m2 you can do the same thing as with commandos shift on a slanted surface except it will fling you in the air a lot further i find it useful to disengage without using any abilities
A thing for Huntress that I use a lot early on, is that you only need to be "locked on" to a target when the game first registers her shot (M1) to go off.
This means that she can sprint away from an enemy, hold M1, Jump, turn around for a split second to let it lock on and start firing, and then immediately turn back around. She'll fire the shot at whatever it locked on to, despite the target now being behind her as the animation plays out.
This is much more useful with the secondary M1 since it fires slower, but can still be done with regular M1. With the secondary M1 it's much easier to see what I mean.
It's not much, but I find that it does give a little bit of extra speed in clearing the early stages. I mostly use it for quickly killing wisps that spawn to my side or behind me as I'm trying to get somewhere, so I don't have to spend as much time standing around killing stuff (or sprinting in circles)
sprinting while joe is so helpful
"No reason to use this combo other than because it looks cool"
You've clearly never used it to skip walking all the way down to the Lunar Altar to Obliterate yourself.
you can just use a wall for that
@@short-eu7bs as quickly tho? gotta fall at least first for that, whereas you can just pop the R, grapple, charge fist
sure it might be a second or two, but technically is faster
@@austinrodriguez1140 you can use underhangs and such, doesn't need to be a wall
A somewhat well know micro for captain is that taser will animation cancel your shotguns “reload” animation that occurs after shooting. This only matters when you have low attack speed, but it makes a difference nonetheless
I greatly appreciate this type of content, the micro/minor advantages that will eventually add up to becoming a better player. Keep it up!
Huntress Tip: You can cancel m2's (slow af) animation with R, just by pressing R right after m2.
This is really effective when you dont have much attackspeed but also works when you have.
huntress can gain jump height by using m2 + jump. the jump height gained is dependent on how quickly after starting the m2 you hit jump. i use this micro all the time, whether if it's used against hordes of enemies, or swagging on the lone lazer boi.
I guess the fact you can stack burn really high on the artificer by using the 4 M1 projectiles, r, and 4 more M1 projectiles, and using the other abilities before and after.
When grappling with Loader, pointing perpendicular to your rope while moving forward (and sprinting of course) is the most effective way to build up speed pretty much infinitely.
you missed the buzzsaw + shopping cart combo on MUL-T
That doesn't do anything really though...
As Engineer, charging m1 cancels sprint, but you can reactivate sprint while charging to get your movement speed back before unleashing a full volley.
"Joe mama" bro uncool hiding that in there I'm sick i laughed my throat to death.
Your humour, clarity and presentation, really helps to get me invested in what I am listening to and I feel it helps me remember it better. Keep up the good work, man!
On loader, if you use pylon then immediately grapple, your hook will automatically attach making for an easy midair jump. As far as I can tell, the forward momentum of the pylon coming out gets added to your swing, and when used with precise timing in combination with a pre charged fist or the unlocked ability can nearly half hit a level 1 boss. Last checked before the artifacts update.
pro tip: if you win a battle, you're not dead.
Sprinting uses the CTRL button, which is an akward placement for a non-dominant finger to be using often.
NORMAL games, use shift to run, which is easier, as the button is larger and more comfortable placement.
Not sure if there's a remedy for sprint that makes the user auto sprint, but that would be ideal.
Second best situation would be a toggle, third best being button remap, and worst case scenario would be leaving it as it currently is.
Rex's m1 is affected by its rotation and surface orientation in the starting seconds of the shot, you can use this to position yourself in a way that you have a clear shot while taking cover as the shot corrects to the spot the reticle is in contact at the end of it's intended travel. if you are jumping around and strafing, you can use different wall and slope angles to your advantage with this trick.
by default Rex's shot starts slightly above the flower off center towards its front.
Mercenary's alternate m2 can also launch fast enough to inflict impact damage on some enemies if they hit a ceiling. sometimes enough to secure a kill.
Great tips woolie, I love finding micros to work with. Maybe you'll make or already have made a video on keybinding, making it comfortable for you to be able to Sprint and keep momentum during combat, my set up is I use E for Sprint, Q for my equipment, m3(scroll click) for activating chests and items, m4 to mark a spot
I don't know if this counts, but there's a ton of spots where you can place turrents on high ledges or rocks where their either won't take damage from melee characters or even where all mobs and bosses will glitch out and be unable to follow and attack them. Very common on the edges of maps.
I feel like you could make a whole video about this.
Boss riding is something you can talk about. For example staying on Stone titans body, avoiding his laser attacks. Or that one spot on Dune strider, where you can easily sit, without getting any damage both from his ground and mortar attacks
When loader uses a fully charged gauntlet, it propels you multiplicatively with your speed, so charging your gauntlet slightly before using your grapple fist will usually have it charged by the time you would use the charged gauntlet, and you can achieve great distances, but instead of using terrain for this instead charge your gauntlet, then send out your pylon while immediately grappling it and releasing your gauntlet, you can achieve much similar results as the initial momentum of the pylon increases your speed along with your grapple. Also of course try sprinting between when you grapple and when you release the gauntlet, because you end up getting much better results than with either two tricks, but it is VERY hard, at least with my controller, and sprinting after starting to charge your gauntlet makes it feel much less slow and allows you to keep it charged longer before you have to release it to doge something
You can reduce your vertical momentum to zero using commando roll similar to what you said about Huntress.
also, I have a great deal of difficulty accurately rotating my view 180 on a dime for Rex Utility. I end up making myself motion sick, and my mouse often gets caught on the limited space I have to work with with mouse. yes, I've turned off the sensitivity lock while sprinting, and turning my sensitivity higher makes it nigh impossible to hit enemies with any real reliability, as that's something I already struggle with.
I like doing this nifty tech with Rex: I go to some boost/air stream thing on the ground, get launched, use shift in the opposite direction to increase momentum and then while facing the direction I’m being launched I hit run. You be sent FLYING. The whole thing has to be done pretty quickly and it’s only good for situational stuff and you’ll probs take a ton of fall damage(depending kn where you land)
hardlight after burn plus acrid's leap allows you to stun lock targets almost indefinitely, also moving away from your target then leaping helps control the leap. edit: you can also leap off of edges in to the abyss and not take fall damage and instead you will be brought back and immediately slam into the ground.
as Rex, you can also break your fall aiming down and pressing shift so you don't take damage (depending from where you're jumping off)
Captain's M2 resets the animation for his M1, which allows you to fire faster.
Huntress's arrow rain and ballista remove your hitbox for a few frames when it activates for the teleport, making them both extremely useful for dodging and gaining verticality by sprinting immediately after activating them.
If you run Mercenary w/ 2+ backup mags, you can spam rising thunder on smaller elite enemies and cause them to fly up into the sky because of the momentum. Enemies do take fall damage and because fall damage is % health based, it's a great way to knock the elite enemy health to 1 when they fall, in which case, a bleed or one final hit will finish them off. Especially useful if you're not having a very strong run and you run into a malachite beetle or something.
Commando utility up a sloped surface tip also applies to Mercenary's secondary. You can get crazy height depending on the slope if you're standing on it and use m2
with artificer, dont forget to tap sprint after you start charging your default secondary, cause you can charge it while sprinting but starting it cancels sprint
Using Rex shift on a jump pad, stacks momentum and sends you really far in a direction of your choice.
If you're playing Loder and you have the ground pound on instead of the taser it can also stop momentum. Just not as good. It's better if you're high in the air to get to the ground quickly.
You can also use it as intended to grate effects. If you have a big group of small enemies, get them to bunch up. Remember how big the radius is. The ground pound is almost as wide as a Focus Celestial. You should already grab a Focus Crystal if you see one but if you don't have one, it helps. Even if you're just using it as a guide.
I personally like to use the basic charge as it can dubble as mobility and dusnt automatically release.
Final thing is unlock the Grappling alternate. It doesn't reach nearly as far but it still has good range. The alternative will do a bit of damage. This will be HAN-D for Lester Wisp and other flying enemies. You can also use it as extra chip damage to a boss.
Keep in mind that if the opponent in lighter than Loder: the opponent will be dragged to you instead. It can be perty funny if it still has a bit of health left as you'll be dragging it through the mud behind you.
With Loader you can sprint while Grappling, Charging Shift, and both at the same time. Also remap sprint to a side mouse button to prevent pinkie cramps.
Since this is month ago no one will probably see this, but acrid (who wasn't out when this video came out) actually has a animation cancel, Sprint, then when you attack press your sprint key and M1 in quick ish succession and you attack insanely fast, but it is so hard to time correctly
Jumping while activating Multi's shopping cart thing actually catapults him if you time it right
I am pretty sure everyone knows this but the amount of hits you dish out with burst attacks like commando R and Merc R increase directly with attack speed. Like commando firing 10 shots instead of 6. Just thought I would mention that.
Fun fact: you can sprint while using Commando's M1.
If you press the sprint button immediately after the start of every two round burst, you'll hardly be walking at normal speed.
Do it right, and you won't even see your non-sprinting crosshair.
You can also hold M1 and spam sprint on Acrid for increased DPS.
Similar to how sprinting scales mobility, you can also take advantage of this with things like Artificer's alternate R. Add Hooves and Energy Drinks to this and Hopoo feathers become essentially useless
Loader is My Favorite because of damage out put, maneuverability, and just because well she's awesome.
Have you considered listing/testing what creatures REX can shove with his Shift? Or for that matter, whether or not the angle of the Shift cast matters to the potential distance or momentum/yeetage of the cast?
Everything that floats
When using multi, you can hold m1 and the red whip will activate after a short time while firing. So you're really fast while firing
One Trick i Always use with huntress is superjumping.
Superjumping can be done by jumping before the m2 Animation ends allowing you to avoid Queen beetles/Higher wisps Splash Attack without damage.
This could also be used against the Alloy worship units but at that Point in the run you tend to have at least one hopoo feather already.
Beginners might not realize this as easily, but for engineer m1 and artificer m2, you can sprint while charging them. Amazing for artificer, only way to get use out of m1 for engineer :p
There is another micro with Loader, because he doesn't take any fall damage you can charge and hold your doomfist punch while falling off the map, when you get placed back the map you still hold the charge and can release instantly. Works really well if part of the teleporter zone is off the edge of a stage.
How does falling off the map help? Are you saying it's just a safe place to charge?
Tips for my console bros, buy a controller with back paddles. Being able to jump without releaseig your right stick is a game changer and the extra paddle can be used for equipment or your favourite ability mines normally the utility skill for dodging and such
Holy fuck that artificer sprint cast blew my mind! Cheers Woolie
Can't believe you didn't talk about Loader's sliding mechanic, it's the best way to improve your mobility.
If your grappling point is higher than your current position (even by a little) - you will slide on the ground towards your grappling point at a very high speed. A good swing requires the right setup, sliding can be pulled off almost anywhere on the map, and it's the best way to maximize the damage of your shift ability (charge shift, grapple, slide directly towards the enemy, release shift right before impact. it's easier to control the curve of a slide than a swing.
Good to know
I also heard that Artificer can freeze Mithrix, so there’s something to think about
@Woolie I know you were trying not to mention sprinting through the whole video. But hitting sprint AFTER your grapple attaches is such a giant increase to your move speed. And therefore, a boost to your damage with your shift.
I feel like you should be a little more clear with the mercenary non combo breaking. When you first mentioned it (Maybe in a stream or a video, can't remember) It sounded like abilities would pause the combo, then continue it after rather than it not interrupting it at all (It doesn't necessarily break it if it just pauses it). Like, you can hold down click to keep attacking in the middle of eviscerate. That wasn't too clear to me personally when you first mentioned it.
Love your content, keep it up!
With the Engineer, using M1 while sprinting will stop your sprint, but if you hold M1 and sprint again you can still charge the grenades and fire them where you're looking
Two tips for Acrid's utility :
1.After a short period of time your leap will lose it's forward momentum , and you can't cancel it until you hit something , to prevent it , aim your first leap at walls near your path , and start another leap when you hit the wall , this will help you travel a longer distance in a shorter time , also you can use it to reach high place such as commencement's arena tree(If you have a purity.).
2.If you want to hit airborne enemy with the leap , simply aim above them , and if you want to hit enemy who is below your altitude , just aim below them or at the ground.
I’d say MUL-T has quite a bit of micro, maybe the 2nd most outside of Mercenary, but it’s all situational or marginal. The RoR2 wikis tip sections usually cover it if you’re interested.
I haven't fully tested this, but I have a suspicion that using the huntress m2 for single target damage is always a bad idea.
Reason #1: It is a waste, and you will often find that you could have used it more effectively during the cooldown.
Reason #2: While the first glaive hit does deal a little more damage than the m1, alternating m1 and m2 for single target damage may actually deal less damage because the m2 has a longer delay when firing than the m1.
After getting multiple mags which are essential items for her it stops mattering if you single target throw or get multiples. Bandoleer + mags = just spam M2 until everything dies. Brainstalks is also hilarious on her for the same reason.
@@ShiningDarknes That is a good point. The late game is pretty different from the early game, so there will almost always be multiple enemies for the glaive to hit anyways.
On mul-t Be aware which equip is paired with which weapon if you use two different weapons.
loader can Sprint while in grapple.
If you're playing Artificer, and you have 3 M1s, ATTACK! if there's an enemy nearby. Any time spent at 4 charges is wasted DPS. This applies to any survivor with a charge based ability, or just backup mags.
I’m not sure if it gives you any momentum but mercenary steps forward slightly with every swing of his M1
also is sprint jumping faster than sprinting
marginally without quails since you move faster falling than walking and you can sprint while falling so any time you are falling (like say after you jump) you do move a bit faster.
hey, I noticed something today playing loader with her spiked fist m2. if you aim it just right you can hit the ground/wall and a small enemy with it pulling you towards it and doing the damage from the spiked fist. IDK how useful this will be or if anyone else has discovered it but it did happen more than once. if you have found this trick useful please tell me.
IDK if it counts as a micro but for artificer. After unlocking her second R special that launches her in the air, I hold space and glide long enough for r special to reset and use it again. You pretty much never have to touch the ground ever. You can just glide anywhere onto the map. I can actually launch myself high enough to stop enemies from targeting me and even spawning in General
A random thing with brittle crown you can hit newt for free money
Actually that changes how I rank Brittle Crown by a lot. Super neat, thanks for pointing it out!
But doesn't that ultimately equate to nothing outside of a bit of EXP?
'Cause when you leave the bazaar, all gold is converted away, and there's nothing to spend it on in the bazaar as of now.
Heavylicious Free levels i guess
for as much as you talked about sprinting, i think you should have elaborated on how to sprint with certain 'charge up' abilities, like engie nades and artificer ball
Thought that was pretty self-explanatory - start the ability then press sprint
Fun Fact: Not only does Mul-T's Power Saw work while sprinting and during Transport Mode, but it also works while in Volcanic Egg's 'draconic fireball' form. Everyone I've showed that to in Quickplay gets a kick out of it
You mentioned that Huntress can stop falling damage with shift, but so can commando. Figured that was worth a mention as well.
Pro Commando tip. If you are sprinting towards a target you can spam sprint and hold m1 to have a semi sprint
maybe the one with bandit where if you use utility, jump and shoot or use an ability to get an extra jump allowing a triple jump or the one where you can charge captain's m1, engineer m1 and loader utility while sprinting
MUL-T Has a hidden mechanic when weapon swaping that can easily increase his fire rate by a mile. If you tend to use Rebar Launcher, hold M1 and swap weapons constantly as you fire. It will be much faster than waiting for the weapons cool down in between. If you still plan to use nail gun, you can use nailguns 12 nail shotgun blast when taping M1.
Again this strategy is most effective on Rebar even if you have attackspeed and it is not as effective if you have attack speed from another source when using another session weapon.
Rex's shove can also be used to smash flying enemies like Wisps and Jellyfish into walls for an easy kill.
Loader can use her grappling fist while charging her shift to build momentum to turn into damage.
Wait you can joe, joe who, AND joe mama while sprinting??? 200 hours in this game and I didn’t know that
Loader can also grapple onto allies, and if they're moving fast it's hilarious, you become a mech suit flail for your ally
Could you cover the elemental aspects and each ones effects/viability? (The active item version that is)
Getting a Preon Accumulator before the 1 minute mark :')
“Alright time to kill the tp boss”
Proceeds to hit q
“Ok all done”
Surprised that you didn’t mention Merc’s ability to yeet
"Leave a like or dislike"
Not often does someone have such an open mind towards the ratings.
Correction: Don't ALWAYS jump. It can be harder to dodge certain projectiles if you can't maneuver. You rob yourself of a lot of maneuverbility (no, not all of it) by jumping. For example stone titan beams. They fixate on you and if you are in mid-air, you have to land before you can head for cover, assuming your utility is on cooldown, which it should be most of the time.
Pushing Wandering Vagrants and Alloy Worship Units into walls with mercenary. Saved me many times, but can be slightly tricky to get consistently.
I forgot to add this when I first watched but Loader's pylon can block enemy ranged attacks, so when you throw it into a ball of wisps if you aim it right you can shield yourself from some fire.
Pretty sure you reach higher DPS on the Engineer's M1 than normal if you release at the same time that the final charge happens, instead of waiting out the post-charge delay. It's irrelevant past 4 or so Syringe's worth of attack speed (because you humanly can't time it anymore), but meh.
Found a cool micro with the mercenary and didnt see it in the first comments, so here we go. If you press first M2 on a curvy objects like a rock or something, you'll bounce upwards, like a lot
It's about 90% working though. Thanks for the tips and all.
Fun fact, you can and will do this off of the Wandering Vagrant's head.
That sneaky joe mama tho
you forgot 1. loader can sprint while using the grapple hook to make it extend by a meter or so, its also good to do this at the apex of a swing. but i dunno for sure
You can charge Engeneer's m1 while running
yep, that one was in the list
@@Woolie Damn, u dont miss nothing
I KNEW it was a good idea to have 2 nailguns! ahah
You can do the same ramp thing with standing M2 for mercenary , like commando
welp this video is old now but you can use artificers m2 to increase your speed while hovering if you launch it behind you
sprinting and jumping, the hardest things to master
With MUL-T I like bringing along the grenade launcher for more AOE coverage, its really good with the black hole active item
Side jumping with Wax Quail to avoid attacks or just generally using it as a pseudo dash
That's not really a micro though, that's just kinda the point of quails.
joe, joe who, joe mama. incredible i loved it thank you woolie big fan long time xoxoxo
comandos shift works for momentum asw
Would love some micro gameplay videos. Probably less viewers but defs keeping me around