The amount of ANGER i feel when my operators decide to stop attacking a nearly dead enemy for another one that just got blocked. Mostly it's not a big deal, but when it causes a leak.....
I remembered during stultifera navis with the boss on early stages has a very light weight and is only gonna walk on one straight line going bottom then going left then upwards to blue box. i saw a clip where it was blasted away by weedy and the push and pull gang to a path where there has its own blue and red box but its a path that the boss dont usually take in. After it flew off in that lane, he simply ceased to function. Literally stopped walking and just stared until its life ended with many phases. It piqued my interest for a moment tbh since its the first time i saw it but that kind of map is rare since the separate lane is secluded and doesnt have any other way out. Normally, when enemies shifted in different lane, they would try and go back to their normal route to the nearest location possible.
There was an exploit where enemies could be pushed into melee tiles that they couldn't normally walk in and they'd just stop functioning as well. The basic version of that one was patched, but I think some slightly more complicated versions still function to some degree
14:58 pause deploy works on android devices in general, as it's tied to pressing the back button, emulators just happen to conveniently bind it to esc in most cases. However it's kinda annoying on most actual phones as you usually have to swipe out from the edge and then press the back button (by which point it's probably faster to just deploy). Edit: Since people were asking, this wasn't a thing in the EN server for a very long time, but got readded during the executor alter event, JP has always had it as far as I've known
I spent quite a while trying to do it on my phone and couldn't achieve it a single time tbh, not even a back button just multiple swipes to go back. Some androids have it way easier than others with fundamentally different UI.
As far as I am aware it was not ALWAYS a case for back button on Android, alot of people discussed it on discord mostly during CC stuff like "CN can do that, because they can pause deploy". At some point it became thing for global too. Used it 0 times.
The whole blocking part, especially the part where you threw Damazti in, reminds me of a very peculiar bug I had in IS-EX-7. Croc Hitman got blocked by Cuora, got pushed upward a bit, then disappeared and reappeared somewhere else.
Ah yes the stairs bug I've explained it a bunch of times on my stream cause it happens on a lot of IS4 stages My vid on it, no voiceover so explanation is in the comments: ruclips.net/video/bUtCp_T81i4/видео.html
Guess it is related to waypoint logic in some way, there is CC9 video with 'Flower' going directly into blue box after being splitpushed into wall. Probably game assume enemy reached waypoint when it didn't and stairs waypoint tied to teleporting to exit... Who wouldn't jumpscare friends by going into wall and then appearing from ladder behind them?
@@AntizombiRUS nah that's unrelated. If you get an enemy stuck in some place (those fenced off melee tiles with a shifter are an easy way to do this.) The game will remove all checkpoint instructions and just tell the enemy to go for the blue box. (predicting the shu question: Stairs don't work without checkpoints so an enemy that gets screwed over by shu has no way to ever reach the blue box)
I have been doing 10-6 a lot (no, i will not bow down to The Tyrant) and loves to shift those... enemies that charges the londinium cannon, to the 2 restricted tiles at the side of the stage. What happened is that, if the enemy were to stuck inside the tiles (or died and spawn those wiggly white +1 block thing), the game would simply teleport them away and respawn them at the bottom stair. This enemy would always start charging whenever they arrive at their first checkpoint and stopped charging if you interrupt them (shifting, cc) and the funny thing is, there is an occasion where i shifted them quickly enough before they reach their checkpoint so when they respawn at the bottom stair, they start charging. i vaguely remember them being stuck there until killed, and i am sure there is a showcase in that sargon stage in Walk in the Dust stage where you can trap the dangerous guy into another lane or restricted tiles and made the game stuck forever until it is killed.I dunno, i just want to breath a fresh air and chat after being in the 10-6 rock mines for a while.
I guess one thing to add which is less applicable for 4-star due to its lack of burst, but some bosses that have an invulnerability trigger from a health threshold can have it delayed if the threshold is reached during the casting of another skill. For example, recently with Harold you could ignore multiple if not all of his thresholds if you burst him when he was setting up the skill that doused the furnaces. With him it is very tight but with damatzi the skill is much longer to be able to offset an invulnerability state.
To add to 11:12. Operators also don't start attacking until briefly after they're deployed. However, some operators like Nearl Alter activate their skills and attack immediately on deployment, but they also don't have the invisibility, so enemies can also start attacking them immediately
WOOOOOOO I love Arknights spaghetti code! I have yet to understand how Irene switched targeting in my CC12 clear RANDOMLY when enemies get blocked by Heavyrain. As you said, I recall that blocking causes enemies to change position relative to closeness to blue box, but for some reason Firewatch was consistent in changing to new blocked enemies, but Irene was rng reliant. I can't believe this video just gave me ptsd of that uh.....
I'd need to see a vid to tell you but Firewatch has special prio/Irene could target a tile that firewatch could not would be my first guesses EDIT: looked it up yeah that's some weird ass jank
Ohhh, you wouldn't believe the shenanigans that is Blemishine, sleeping enemies, Blacknight's Tapir, and blocking priority. Tl;dr Blemi can attack sleeping enemies in her range, not necessarily enemies blocked by her (because eepy removes blocked status). But for all intent and purposes, her range p much encompass blocked enemies. Now, back to Blemi happily prodding a sleepy enemies with S2. Splitbox that enemy with Tapir. Remember what I said when sleep removes blocking status and Blemi's S2 range encompasses enemies blocked by her? Yep, yep.
10:47 I have a speculation: This might be the true difference between melee and ranged operators. Ranged operators can only attack enemies within their range whereas melee enemies can attack enemies in their range and the ones blocked by them. Since blocking enemies normally doesn't splitbox them, the dog did not enter May's range, and May does not attack the dog because she is a ranged operator and does not attack blocked enemies.
Great video, the blocking section was wonderful also helps me understand why now and then I get "untargetable" mobs for melee to hit I feel. But that might play more into what others call "half tile" or w/e.
That SL stage was meant to represent that but I couldn't get good footage for it. IS#4 Prison is also inconsistent (depends on pillars blockshifting enemies)
I know about these just by feel, always good to know more about specifics. Didn't know the shifting of blocked enemies are done clockwise/counterclockwise like that, I thought it depends on the RNG seed thing. Also didn't know ranged operators don't attack the enemy they block if it's behind them, another entry for my Arknights trivia list esc on emulator is just back button on phones so phones can pause deploy and I've used it myself, this is definitely a bug that turned to feature thing since a long time ago they disabled this mechanic, only to put it back in the game a few patches later. Who knows maybe they'll disable it again 🤷♂ Usually the technique is used when the skill timing is tight, maybe need to activate Myrtle as soon as possible because if one's late even for just miliseconds in deploying the next operator an enemy is gonna leak. Another would be to deploy an instant-skill operator on top on an enemy and use their skill without getting hit by the enemy first, think of dropping Chen skill 2 before she gets hit by the enemy she's blocking, this is probably the best use of pause deploy since its impossible to be fast enough for some enemies. There are other reasons I can think of but comment got to long even I myself would probably not read this Some if not most just do it for no reason tho, maybe out of habit. (realest)
In principle a float point error is a rounding error. Fundamentally it's an error stemming from binary representation. Values are stored in a number of bits, depending on language used, and a finite number of bits means only a discrete number of values can be represented. So any value that isn't exactly representable will be shifted to either the left or right (hence floating).
The fact that ops and enemies use circles for hitboxes and not squares explains *many* of the problems i have had...if only i had somehow figured that out between now and launch😅
At around 11:30 ish, you mention that operators when deployed have invisibility to anyone not blocking them briefly, but there are cases like Taxes (and I think only her?) where they don’t have this window as well, or it’s at least much shorter. Could be due to her on deploy effects occurring much faster than others, not really sure why. Edit: Also, I *think* pause deploy can be done on androids as well, although it’s been years so I’m not 100% certain. I believe pressing Escape is the same as hitting the “back” button in the hotbar (which Apple doesn’t have), which pauses the game even if your finger is deploying something else. That’s why it didn’t work for a while when Yostar decided that the back button now tries to leave the level instead of pausing it, only to finally fix it after a while.
if it's true i probably wouldn't have included it in the video anyway, because i was mostly aiming for general stuff. Regardless which texas? I want to test it out.
@@DrSilvergun Alter, I don’t use her so I can’t say if it works for every skill but testing it out right now the mages in 5-3 definitely start attacking faster than they would Gravel or even someone like Red S2. Makes me wonder if it’s a really niche form of balance.
Tested and Confirmed, but I think it's a benefit to texas instead of a demerit. 1. S1has same invisibility window as other operators, S2 and S3 will get attacked instantly, the same as summons . 2. This isn't a straight downside. If enemies start to attack her and then get stunned, they lose their attack and have to wait for their attack cooldown. If enemies waited before they started the atk, the stun wouldn't interrupt their attacks and she would be more likely to get hit after her short stun runs out.
Texalt S2/S3 do not have deploy protection. Also, there are summons with deploy protection, in particular Ling S1 summons and Nightingale cages (IIRC) Yes, pause deploy works on mobile
I wouldn't say those are the key mechanics that game should be explaining, wich is what the title suggests, those are more of advanced quirks in how the game works that the community found for themselves to make their lifes easier. It's still pretty cool and shows how deep Arknights gameplay can be.
Don't really disagree with you overall, i'm bad at titles and thumbnails. I think some of them are extremely useful to know while others are little tricks or simply funny.
@@DrSilvergun I would go as far and say that MOST of those things are good to know and you were also very clear about wich ones are just a funny trick, so I won't deny that. I fully agree with value of this video, just my the angle to look at that value is a bit different.
this distinctly made my head hurt just like how i first started playing Arknights and malded over trying to learn difficult stages and mechanics (and also reading the lore) so this is already a genuinely good AK video to watch 👍 jokes aside, this was actually super interesting and insightful and while some of them i subconsciously already knew since i figured them out while playing AK organically, it was cool to see the specific coding and rules that the developers implemented being exploited unintentionally here through trial and error. i definitely dont understand nearly most of what you explained of how it works (and the math definitely did not help my very little braincells) 😂 but at least i learned something!
Interesting AF video. As someone who tends to play AK more casually, it surprised me how many of these mechanics I have in fact picked up on over the years even though I've never seriously paid attention to them. A goo 3/4 of the video was me going "oh yeah, I have noticed that before. I didn't realize this was exploitable".
Hmm, I suppose it's a rare enough occurrence, but I was expecting a mention of ground operators in walled off ground tiles (like Howling Desert) still being able to block enemies that cut their corners. Great overview all the same, cheers for putting in the effort it must have taken to produce this 👍
Pause deploy is useable on any Android device that has a way to interact with Arknights and press the system Back button at the same time. I have a physical button on my phone that's bound to Back and I use pause deploy habitually. A somewhat-related bug is that if you deploy a bunch of Operators all at once only frames apart with pause deploy (or macros, etc.), enemies won't always target them in the order you deployed them. I think it's because some Operators have a different deploy animation and only after that are they considered deployed, so the last Operator deployed could have the fastest animation and be considered deployed first. Gave me a bit of a headache during Pyrolysis.
Ah, Kill Gates! My favorite is CW-EX-8's spaghetti code kill gate that can get skipped by doing the equivalent of a lost voodoo ritual. So, you can skip the time between enemy 46 and the wave after him, having both spawn simultaneously, but you need to kill boss after the 12 defenders spawn, then kill the defenders before X happens, then make sure boss 2nd phase survives till enemy 45 spawns, lest it all goes to naught, then... :D
I hope more videos like this get made. EN has a serious lack of documentation on details of mechanics. There are good discussions in Discord servers like Lungmen Dragons but Discord is horrible for archiving because it can be hard to search and there's no assurance of long-term preservation. CN documentation meanwhile can be hard to find unless it circulates in EN communities, and there's no guarantee Google Translate will convey all the nuances correctly.
Welp guess that explains how sometimes I see enemies automatically splitboxing themselves even though I didnt do anything. And man when this 15:18 is applicable, it is such a strong tool to abuse to have all your units ready for the next phase.
11:00 Blitz can switch targets when he starts blocking a new enemy, I assume it's due to his talent that they gave him the ability to to that so he can prioritise attacking stunned enemies, so based on the fact that they attack the ones closest to their center first, I assume when the enemy is fast enough, they can get into his hitbox further before blocking and thus he changes targets and it can be kind of random, depending on the frames
Another intresting gimmick is about bosses with damage thresholds. Since they check their HP on non animation phases, characters like Degenbreacher that dishes out massive damage on a quick time duration can go past the bar and kill them without triggering the treshold phases. (This is most easily seen on bosses like Herold or Steamknight) This DOESNT apply on bosses like talulah where they gain a buff below 50% hp. Emperors blade also has a weird interaction, he has treshold domination releases that CANT be bypassed. You can kill him in a single shot and he will still release all the domains back to back. Quite weird
i feel like schwarz double shot should be in this vid, must-know for schwarz users certain ops can empower their offskill attacks if you activate their skill while one of their projectiles is airborne. whatever buffs they receive from the skill will be applied to that projectile, and if their skill resets their attack interval, they can effectively fire two empowered attacks at once applicable skills include anything with +atk% buffs or increased crit chance, but not attack scale buffs like horn s2. this tech is especially useful for ops with high attack intervals like typhon, provence, and magallan('s drones) for schwarz in particular this gives her an entire extra shot on s3 (13 > 14) and allows her to fire one empowered arrow at an enemy outside of s3 range, making her probably the best use case for this tech
@@kyarumomochi5146 edit: im dumb ignore this reply lol oh i guess i should clarify, these three ops reset their attack intervals, allowing them to instantly fire another projectile other ops either don't reset their interval and don't increase total skill damage OR do reset interval but don't buff the attack e.g. fartooth s3
This should work with any op that has projectile attacks and don't have a delay in their skills (the skill bar turns orange immediately) Its not something that got patched in modern ops, I know typhon s2 and reed alter s3 can do it You can also use it on puzzle s2 toget one extra dp
I was always wondering last time if the non-roadblock stages with tanky enemies (like bosses) that have pathing, can be pushed into the other route and possibly softlocking them into their new position by using these methods -make them get pushed and moved into the opposite direction by using an operator to block them -use pulling force/ pushing force AT the same time they are being block-pushed -then use passive slowing (Mostima) or Suzuran's S3 and repeat the method of being block-pushed and getting a pulling/pushing force
In the new event stage TG-8, i find it really weird that the enemy going from the lower right corner some get pushed up and some get pushed down by robin's bomb right after exiting the red box, without turning any corner, slow, etc
Yeah they're not centered right out the gate, unusual example. Worth nothing that they don't have a checkpoint on the red tile, but that's not the cause of their displacement.
I am a brain dead doctor. most of the time I cannot even remember what enemy would come at what time or how much damage a certain operator do to certain enemy. so yeah this kind of mechanic would just confused me if Dobermann-sensei trying to explain how to use them to me.
hey i wanna know something, when i did a prisoner's nights my centurion blocked an enemy behind her, but she only attacked that one enemy even though there were many enemies in front of her. i thought centurion attacks enemies as many as their block count?
they do and the direction doesn't matter. Most likely you had ur aoe guard facing the blocks and the other enemies were blocked by the block? They can get blocked shifted out of the tile when a bunch of enemies get blocked because it's shape is wonky
I didn't expect this sort of content from you, I watch this sort of content but usually from like Rewrite Kuma. add some puns for 'humor' to spice up the video. Doesn't have to be good or high effort, just spice it up a bit. you are coming out of this very serious. and I know this if from years of game experience and you know what you are talking about, I just want some puns thrown in here to spice it up.
13:44 Hg please I find this so annoying bc where's the consistency and logic behind telling whether a ranged enemy still does ranged attacks or switches to melee when blocked if their attack animation is still the same. Executor alt on s2 can dodge melee attacks and I've seen it happen with casters like the ones that do cross damage but then I tested on ch.9 dublinn snipers and he never dodged a single attack ?_?
to add to the list of things game doesn't tell you but should... centurion guards attack equal to block count, not all blocked enemies summoners get their summons back when redeployed blizzard effect and poison haze? only last 999 seconds surtur is a dumb slut you can push ch13 enemies into the blue box so the respawner of blood doesn't target them while harold targets the furnaces for the cross shaped nukes you have 2 seconds to burst him and avoid multiple phases of the mapwide nuke
The amount of ANGER i feel when my operators decide to stop attacking a nearly dead enemy for another one that just got blocked. Mostly it's not a big deal, but when it causes a leak.....
Thumbnail: I will talk about corners for half the video.
Me: SOLD
Also, after realizing this reaction and that I've been replaying a bunch of GoldenSword videos all the time I realized I hate money
@@BillyONeal My electric bill appreciated that
@@DrSilvergun good! I hear making videos without electricity is hard
7:40
"Where does the circle operator go? That's right; on the square tile!"
Where do the enemies of Gladia go?
That's right into the square hole.
I remembered during stultifera navis with the boss on early stages has a very light weight and is only gonna walk on one straight line going bottom then going left then upwards to blue box.
i saw a clip where it was blasted away by weedy and the push and pull gang to a path where there has its own blue and red box but its a path that the boss dont usually take in. After it flew off in that lane, he simply ceased to function. Literally stopped walking and just stared until its life ended with many phases.
It piqued my interest for a moment tbh since its the first time i saw it but that kind of map is rare since the separate lane is secluded and doesnt have any other way out. Normally, when enemies shifted in different lane, they would try and go back to their normal route to the nearest location possible.
look up Shu breaking bosses you will see the same thing.
tldr if enemies don't have a valid path to the blue box they can't move
There was an exploit where enemies could be pushed into melee tiles that they couldn't normally walk in and they'd just stop functioning as well. The basic version of that one was patched, but I think some slightly more complicated versions still function to some degree
14:58 pause deploy works on android devices in general, as it's tied to pressing the back button, emulators just happen to conveniently bind it to esc in most cases. However it's kinda annoying on most actual phones as you usually have to swipe out from the edge and then press the back button (by which point it's probably faster to just deploy).
Edit: Since people were asking, this wasn't a thing in the EN server for a very long time, but got readded during the executor alter event, JP has always had it as far as I've known
I have an android phone
You can tell how often I play AK on my phone
If you somehow owned a phone that still has a physical Back button and can run Arknights, you would have a reliable way to do.
I spent quite a while trying to do it on my phone and couldn't achieve it a single time tbh, not even a back button just multiple swipes to go back. Some androids have it way easier than others with fundamentally different UI.
As far as I am aware it was not ALWAYS a case for back button on Android, alot of people discussed it on discord mostly during CC stuff like "CN can do that, because they can pause deploy". At some point it became thing for global too. Used it 0 times.
@@AntizombiRUS used to be on all servers
then they removed it from all servers except cn
they added it back in later (last year i think??)
The whole blocking part, especially the part where you threw Damazti in, reminds me of a very peculiar bug I had in IS-EX-7. Croc Hitman got blocked by Cuora, got pushed upward a bit, then disappeared and reappeared somewhere else.
Ah yes the stairs bug
I've explained it a bunch of times on my stream cause it happens on a lot of IS4 stages
My vid on it, no voiceover so explanation is in the comments:
ruclips.net/video/bUtCp_T81i4/видео.html
Guess it is related to waypoint logic in some way, there is CC9 video with 'Flower' going directly into blue box after being splitpushed into wall. Probably game assume enemy reached waypoint when it didn't and stairs waypoint tied to teleporting to exit... Who wouldn't jumpscare friends by going into wall and then appearing from ladder behind them?
@@AntizombiRUS nah that's unrelated.
If you get an enemy stuck in some place (those fenced off melee tiles with a shifter are an easy way to do this.) The game will remove all checkpoint instructions and just tell the enemy to go for the blue box. (predicting the shu question: Stairs don't work without checkpoints so an enemy that gets screwed over by shu has no way to ever reach the blue box)
I have been doing 10-6 a lot (no, i will not bow down to The Tyrant) and loves to shift those... enemies that charges the londinium cannon, to the 2 restricted tiles at the side of the stage.
What happened is that, if the enemy were to stuck inside the tiles (or died and spawn those wiggly white +1 block thing), the game would simply teleport them away and respawn them at the bottom stair.
This enemy would always start charging whenever they arrive at their first checkpoint and stopped charging if you interrupt them (shifting, cc) and the funny thing is, there is an occasion where i shifted them quickly enough before they reach their checkpoint so when they respawn at the bottom stair, they start charging.
i vaguely remember them being stuck there until killed, and i am sure there is a showcase in that sargon stage in Walk in the Dust stage where you can trap the dangerous guy into another lane or restricted tiles and made the game stuck forever until it is killed.I dunno, i just want to breath a fresh air and chat after being in the 10-6 rock mines for a while.
I wonder if the playtesters know of these things, also abuse them, and try their best to prevent HG from patching the "useful bugs"
JAAAAAAAAAAAAAAAAAAANK
We gonna be streaming IS5 soon
Is it true that 4* won't cost hope in is5?
@@Trostspender we will find out together :D
@@Trostspender That would be broken pls no. It would mean they will balance it by making 5 and 6 stars cost so much more lol
LETS GOO
I guess one thing to add which is less applicable for 4-star due to its lack of burst, but some bosses that have an invulnerability trigger from a health threshold can have it delayed if the threshold is reached during the casting of another skill. For example, recently with Harold you could ignore multiple if not all of his thresholds if you burst him when he was setting up the skill that doused the furnaces. With him it is very tight but with damatzi the skill is much longer to be able to offset an invulnerability state.
It's relevant to 4* I just choose to ignore boss specific mechanics for this.
It's already a fairly long vig.
To add to 11:12. Operators also don't start attacking until briefly after they're deployed. However, some operators like Nearl Alter activate their skills and attack immediately on deployment, but they also don't have the invisibility, so enemies can also start attacking them immediately
12:40 Blemishine is the exception, she hits sleeping enemies over blocked enemies (for some reason)
There's always an except with ak coding xD
That's because she is coded that way for her S2. She gets a Buff when attacking sleeping enemies.
Because sleeping enemies arent blocked anymore, iirc.
its literally part of her targeting
@@SukiminYakumocongrats, the only right answer
Never noticed that blocked enemies went clockwise and counterclockwise after the first, interesting stuff.
WOOOOOOO I love Arknights spaghetti code! I have yet to understand how Irene switched targeting in my CC12 clear RANDOMLY when enemies get blocked by Heavyrain. As you said, I recall that blocking causes enemies to change position relative to closeness to blue box, but for some reason Firewatch was consistent in changing to new blocked enemies, but Irene was rng reliant. I can't believe this video just gave me ptsd of that uh.....
I'd need to see a vid to tell you but
Firewatch has special prio/Irene could target a tile that firewatch could not would be my first guesses
EDIT: looked it up yeah that's some weird ass jank
12:39 cmiiw, but i believe i read somewhere that blemishine's "attack sleeping enemies first" goes above blocked enemies
Ohhh, you wouldn't believe the shenanigans that is Blemishine, sleeping enemies, Blacknight's Tapir, and blocking priority. Tl;dr Blemi can attack sleeping enemies in her range, not necessarily enemies blocked by her (because eepy removes blocked status). But for all intent and purposes, her range p much encompass blocked enemies.
Now, back to Blemi happily prodding a sleepy enemies with S2. Splitbox that enemy with Tapir. Remember what I said when sleep removes blocking status and Blemi's S2 range encompasses enemies blocked by her? Yep, yep.
@@haveiszalfaroqie1628 "Sshh, i gotta be quick before they wake up !!"
10:47 I have a speculation:
This might be the true difference between melee and ranged operators. Ranged operators can only attack enemies within their range whereas melee enemies can attack enemies in their range and the ones blocked by them.
Since blocking enemies normally doesn't splitbox them, the dog did not enter May's range, and May does not attack the dog because she is a ranged operator and does not attack blocked enemies.
Great video, the blocking section was wonderful also helps me understand why now and then I get "untargetable" mobs for melee to hit I feel. But that might play more into what others call "half tile" or w/e.
The killgate stuff actually gets used quite a bit on H8-3 low op clears, and I've abused it to make WD-EX-8 significantly easier. Fun stuff.
how about those weird enemy pathing that bypass operator on corner(that one prisoner stage tile)?
That SL stage was meant to represent that but I couldn't get good footage for it.
IS#4 Prison is also inconsistent (depends on pillars blockshifting enemies)
I know about these just by feel, always good to know more about specifics. Didn't know the shifting of blocked enemies are done clockwise/counterclockwise like that, I thought it depends on the RNG seed thing.
Also didn't know ranged operators don't attack the enemy they block if it's behind them, another entry for my Arknights trivia list
esc on emulator is just back button on phones so phones can pause deploy and I've used it myself, this is definitely a bug that turned to feature thing since a long time ago they disabled this mechanic, only to put it back in the game a few patches later. Who knows maybe they'll disable it again 🤷♂
Usually the technique is used when the skill timing is tight, maybe need to activate Myrtle as soon as possible because if one's late even for just miliseconds in deploying the next operator an enemy is gonna leak. Another would be to deploy an instant-skill operator on top on an enemy and use their skill without getting hit by the enemy first, think of dropping Chen skill 2 before she gets hit by the enemy she's blocking, this is probably the best use of pause deploy since its impossible to be fast enough for some enemies.
There are other reasons I can think of but comment got to long even I myself would probably not read this
Some if not most just do it for no reason tho, maybe out of habit. (realest)
In principle a float point error is a rounding error. Fundamentally it's an error stemming from binary representation. Values are stored in a number of bits, depending on language used, and a finite number of bits means only a discrete number of values can be represented. So any value that isn't exactly representable will be shifted to either the left or right (hence floating).
Yes
That is not why it's called floating.
Sprit of the law arc
The fact that ops and enemies use circles for hitboxes and not squares explains *many* of the problems i have had...if only i had somehow figured that out between now and launch😅
At around 11:30 ish, you mention that operators when deployed have invisibility to anyone not blocking them briefly, but there are cases like Taxes (and I think only her?) where they don’t have this window as well, or it’s at least much shorter. Could be due to her on deploy effects occurring much faster than others, not really sure why.
Edit: Also, I *think* pause deploy can be done on androids as well, although it’s been years so I’m not 100% certain. I believe pressing Escape is the same as hitting the “back” button in the hotbar (which Apple doesn’t have), which pauses the game even if your finger is deploying something else. That’s why it didn’t work for a while when Yostar decided that the back button now tries to leave the level instead of pausing it, only to finally fix it after a while.
if it's true i probably wouldn't have included it in the video anyway, because i was mostly aiming for general stuff.
Regardless which texas? I want to test it out.
@@DrSilvergun Alter, I don’t use her so I can’t say if it works for every skill but testing it out right now the mages in 5-3 definitely start attacking faster than they would Gravel or even someone like Red S2. Makes me wonder if it’s a really niche form of balance.
Tested and Confirmed, but I think it's a benefit to texas instead of a demerit.
1. S1has same invisibility window as other operators, S2 and S3 will get attacked instantly, the same as summons .
2. This isn't a straight downside. If enemies start to attack her and then get stunned, they lose their attack and have to wait for their attack cooldown. If enemies waited before they started the atk, the stun wouldn't interrupt their attacks and she would be more likely to get hit after her short stun runs out.
Texalt S2/S3 do not have deploy protection. Also, there are summons with deploy protection, in particular Ling S1 summons and Nightingale cages (IIRC)
Yes, pause deploy works on mobile
@@DrSilvergunoperators lose their deployment invisibility prematuraly when you use their skill as well. Most notable with Ines S2.
Just got into Arknights last week, your videos are a great, bro.
I wouldn't say those are the key mechanics that game should be explaining, wich is what the title suggests, those are more of advanced quirks in how the game works that the community found for themselves to make their lifes easier. It's still pretty cool and shows how deep Arknights gameplay can be.
Don't really disagree with you overall, i'm bad at titles and thumbnails.
I think some of them are extremely useful to know while others are little tricks or simply funny.
@@DrSilvergun I would go as far and say that MOST of those things are good to know and you were also very clear about wich ones are just a funny trick, so I won't deny that. I fully agree with value of this video, just my the angle to look at that value is a bit different.
this distinctly made my head hurt just like how i first started playing Arknights and malded over trying to learn difficult stages and mechanics (and also reading the lore) so this is already a genuinely good AK video to watch 👍
jokes aside, this was actually super interesting and insightful and while some of them i subconsciously already knew since i figured them out while playing AK organically, it was cool to see the specific coding and rules that the developers implemented being exploited unintentionally here through trial and error. i definitely dont understand nearly most of what you explained of how it works (and the math definitely did not help my very little braincells) 😂 but at least i learned something!
Interesting AF video. As someone who tends to play AK more casually, it surprised me how many of these mechanics I have in fact picked up on over the years even though I've never seriously paid attention to them. A goo 3/4 of the video was me going "oh yeah, I have noticed that before. I didn't realize this was exploitable".
Hmm, I suppose it's a rare enough occurrence, but I was expecting a mention of ground operators in walled off ground tiles (like Howling Desert) still being able to block enemies that cut their corners.
Great overview all the same, cheers for putting in the effort it must have taken to produce this 👍
You just push the enemy into a walled of tile and they get blocked.
Three is nothing diffrent about a walled off tile in terms of blocking.
I thought I was hearing things and then I realized it’s one of the AoM background tracks!!
Pause deploy is useable on any Android device that has a way to interact with Arknights and press the system Back button at the same time. I have a physical button on my phone that's bound to Back and I use pause deploy habitually.
A somewhat-related bug is that if you deploy a bunch of Operators all at once only frames apart with pause deploy (or macros, etc.), enemies won't always target them in the order you deployed them. I think it's because some Operators have a different deploy animation and only after that are they considered deployed, so the last Operator deployed could have the fastest animation and be considered deployed first. Gave me a bit of a headache during Pyrolysis.
Ah, Kill Gates! My favorite is CW-EX-8's spaghetti code kill gate that can get skipped by doing the equivalent of a lost voodoo ritual. So, you can skip the time between enemy 46 and the wave after him, having both spawn simultaneously, but you need to kill boss after the 12 defenders spawn, then kill the defenders before X happens, then make sure boss 2nd phase survives till enemy 45 spawns, lest it all goes to naught, then... :D
I hope more videos like this get made. EN has a serious lack of documentation on details of mechanics. There are good discussions in Discord servers like Lungmen Dragons but Discord is horrible for archiving because it can be hard to search and there's no assurance of long-term preservation. CN documentation meanwhile can be hard to find unless it circulates in EN communities, and there's no guarantee Google Translate will convey all the nuances correctly.
Big thanks from a newish/returning player!
Welp guess that explains how sometimes I see enemies automatically splitboxing themselves even though I didnt do anything. And man when this 15:18 is applicable, it is such a strong tool to abuse to have all your units ready for the next phase.
Hey dude, new subscriber, love the video.
that age of mythology music was a real blast from the past.
now i have become smart, the destroyer of vigil.
"Great, Dr. Silvergun just uploaded a new video! I can't wait to feel utterly inadequate at this game :D"
11:00 Blitz can switch targets when he starts blocking a new enemy, I assume it's due to his talent that they gave him the ability to to that so he can prioritise attacking stunned enemies, so based on the fact that they attack the ones closest to their center first, I assume when the enemy is fast enough, they can get into his hitbox further before blocking and thus he changes targets and it can be kind of random, depending on the frames
Age of Mythology soundtrack. Beautiful.
i didnt understand a thing u said but sounds rly cool
I understood almost none of this, but I'm sure it was useful info for people who are actually good at the game
12:43 Lol, for a second I thought this was from an actual clear
"Music Used: Like Half The Age of Mythology OST"
Extremely good music choice.
Very informative.
Will be trying this for sure.
that mines trick only working on every second tile... could be banker's rounding at work (where if exactly .5 it rounds to the nearest even number)
Another intresting gimmick is about bosses with damage thresholds. Since they check their HP on non animation phases, characters like Degenbreacher that dishes out massive damage on a quick time duration can go past the bar and kill them without triggering the treshold phases. (This is most easily seen on bosses like Herold or Steamknight) This DOESNT apply on bosses like talulah where they gain a buff below 50% hp.
Emperors blade also has a weird interaction, he has treshold domination releases that CANT be bypassed. You can kill him in a single shot and he will still release all the domains back to back. Quite weird
i feel like schwarz double shot should be in this vid, must-know for schwarz users
certain ops can empower their offskill attacks if you activate their skill while one of their projectiles is airborne. whatever buffs they receive from the skill will be applied to that projectile, and if their skill resets their attack interval, they can effectively fire two empowered attacks at once
applicable skills include anything with +atk% buffs or increased crit chance, but not attack scale buffs like horn s2. this tech is especially useful for ops with high attack intervals like typhon, provence, and magallan('s drones)
for schwarz in particular this gives her an entire extra shot on s3 (13 > 14) and allows her to fire one empowered arrow at an enemy outside of s3 range, making her probably the best use case for this tech
Silver ash/ambriel/literally any operator with a generic atk buff like atk up alpha also
Any operator that buffs their attack on skill can achiever this actually
@@kyarumomochi5146 edit: im dumb ignore this reply lol
oh i guess i should clarify, these three ops reset their attack intervals, allowing them to instantly fire another projectile
other ops either don't reset their interval and don't increase total skill damage OR do reset interval but don't buff the attack e.g. fartooth s3
@@AuroraenDefinitely can be found in newer ops: Reed Alter S3 is another example.
This should work with any op that has projectile attacks and don't have a delay in their skills (the skill bar turns orange immediately)
Its not something that got patched in modern ops, I know typhon s2 and reed alter s3 can do it
You can also use it on puzzle s2 toget one extra dp
This video had almost enough Deepcolor in it.
whhat should I do?
I was always wondering last time if the non-roadblock stages with tanky enemies (like bosses) that have pathing, can be pushed into the other route and possibly softlocking them into their new position by using these methods
-make them get pushed and moved into the opposite direction by using an operator to block them
-use pulling force/ pushing force AT the same time they are being block-pushed
-then use passive slowing (Mostima) or Suzuran's S3 and repeat the method of being block-pushed and getting a pulling/pushing force
only if it's a completely sectioned off area. Most commonly seen with shu
In the new event stage TG-8, i find it really weird that the enemy going from the lower right corner some get pushed up and some get pushed down by robin's bomb right after exiting the red box, without turning any corner, slow, etc
Yeah they're not centered right out the gate, unusual example.
Worth nothing that they don't have a checkpoint on the red tile, but that's not the cause of their displacement.
The irony if the strongest shift in the game being to stop the enemies in place is beautiful
I am a brain dead doctor. most of the time I cannot even remember what enemy would come at what time or how much damage a certain operator do to certain enemy.
so yeah this kind of mechanic would just confused me if Dobermann-sensei trying to explain how to use them to me.
25 seconds ago is craaaaaaaazy
Interesting! Useful info that I will most likely never make use of. lets just help the algorithm.
This is some college level discussion about how things work on a Chinese Tower Defense game. Im intrigued.
I'll definitely use this in the future
me when mechanics and i six star operatro spammm
(but srsly good video as someone who sometimes tries hard)
Thank you
Nice
hey i wanna know something, when i did a prisoner's nights my centurion blocked an enemy behind her, but she only attacked that one enemy even though there were many enemies in front of her. i thought centurion attacks enemies as many as their block count?
they do and the direction doesn't matter.
Most likely you had ur aoe guard facing the blocks and the other enemies were blocked by the block?
They can get blocked shifted out of the tile when a bunch of enemies get blocked because it's shape is wonky
I didn't expect this sort of content from you, I watch this sort of content but usually from like Rewrite Kuma.
add some puns for 'humor' to spice up the video. Doesn't have to be good or high effort, just spice it up a bit. you are coming out of this very serious.
and I know this if from years of game experience and you know what you are talking about, I just want some puns thrown in here to spice it up.
13:44 Hg please I find this so annoying bc where's the consistency and logic behind telling whether a ranged enemy still does ranged attacks or switches to melee when blocked if their attack animation is still the same.
Executor alt on s2 can dodge melee attacks and I've seen it happen with casters like the ones that do cross damage but then I tested on ch.9 dublinn snipers and he never dodged a single attack ?_?
I love the video, but i can not understand you sometimes
Did you ever end up making a discord?
fraid not
@@DrSilvergun Any particular reason or just never got round to it?
also why zebra 4:29
IF you know you know
That's some deep memery lore. Gonna need an entire separate video on that
to add to the list of things game doesn't tell you but should...
centurion guards attack equal to block count, not all blocked enemies
summoners get their summons back when redeployed
blizzard effect and poison haze? only last 999 seconds
surtur is a dumb slut
you can push ch13 enemies into the blue box so the respawner of blood doesn't target them
while harold targets the furnaces for the cross shaped nukes you have 2 seconds to burst him and avoid multiple phases of the mapwide nuke
Surtr Delenda Est
Ch13 slugs can be revived in blue boxes.
It's just that most blue boxes aren't in range of a respawner
Any boss with mid Invulnerability phases that has long animations can be skipped. Steamknight has the same thing as harold
Damn, I love videos like this, literally about nothing and yet about everything at the same time