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Double swing on Cold Iron Carver charged attack

6 replies [Last post]
Wed, 12/01/2010 - 09:02
Evolution
Legacy Username

Is it possible that monsters can get damaged by being knocked back against objects?

My question comes from the Cold Iron Carver. Its charged attack is a 360° swing. Where I am now, skeletons don't die after 1 charged attack. However, if I do it when they can't be knocked backwards because of an object/wall blocking them, I do instantly kill them. There's no extra damage bar appearing, and the animation shows only 1 turn, so this kind of makes me rule out the possibility of me hitting the monster twice.

Or am I missing another possible explanation?

Wed, 12/01/2010 - 10:46
#1
Evolution
Legacy Username
Okay nvm! Tried it on a gun

Okay nvm! Tried it on a gun puppy aswell and there it did show 2 damage bars. So now the question only remains why the animation shows 1 turn instead of 2 :p

Edit: It even seems to do triple damage against monsters that stay alive and close enough during the whole swing.. o.O That really makes me wonder why the animation is only showing 1 swing :/

Wed, 12/01/2010 - 20:02
#2
Cien_Tao
Legacy Username
maybe...

just maybe, the animation does only show one time, but actually the attack projects a circle area around the palyer, fully covering all the sides during the animation, so, even if it appears that the attack already passed through the target, t will eventually hit this area, as it is still active while you finish the turn. And, maybe, because of the game tries to handle both the fact of the knockback and the wall features of "solid object", then it could cancel the invincibility time after a swing, as a bug, thus leting you hit again...Or, as a third try, it could just give a small invincibility time for whoever gets hit by this attack, thus hiting more than one time (more or less like the combo slash glitch from zero from megaman x).

Wed, 12/01/2010 - 23:42
#3
Evolution
Legacy Username
Mm possible aswell. I do hope

Mm possible aswell. I do hope it's not a bug though :P I kinda like it. It's not very easy either to pull off that second or third hit because you need to get them in the right area, so it's quite fun to have that little bit of extra in-depth fighting.

Thu, 12/02/2010 - 04:57
#4
Cien_Tao
Legacy Username
i was used to something similar

in both alchemer and spur: spur special can hit 2 times, and i was quite uses in killing one monster in 1 hit ratter than 2, and the alchemers, if well timed, again, can hit all it's 5 shots in the same target, but, again, it is hard as hell...but i usually hit 2 to 3 bullets. This system is something to bwe looked after, as it is really interesting, because you mostly of the time will not be able to think straigthly while fighting to time well your attacks, or most of the times will not have the right chance to do it, but would be rewarded if you manage to pull this out (if anyone know, the wall jump glitch, and the mockball glitch, from super metroid are examples).

Now i was thinking: what if we could add a last hit to our charged attacks, by pressing attack after the charged attack animation (or during)? Like, making so the spur, after releasing the energy well, also could release an last attack with a wider area, but not that much, just a little extra bonus for maxed weapons. Khorovod/troika could be something like, after the charged attack, you would do a fast 360º with the sword (Cloud-like, or, if you prefer the full description, just get the sword, swing it over the head, to help get it of the floor and back in action, without the character rotating, only the sword). the 360 would have a smaller area and less damage.

Thu, 12/02/2010 - 05:02
#5
not_shiro
Legacy Username
Sorry, Cien Tao, but the

Sorry, Cien Tao, but the alchemer behavior's changed. Unless the Mk.IIIs are using the old charged shot behavior, charged shots only count as one hit and the (two) bullets that fragment off spawn too far away to multihit. :<

Also nitpicking on an unrelated subject, but walljumping in Super Metroid was an intentional feature. Remember the etechoons (or however it was spelled) that bounced around as an example when you found them?

Thu, 12/02/2010 - 18:41
#6
Cien_Tao
Legacy Username
no no, i'm talking about the new behavior

the shots really are more dispersed, but, yet, the two that go in the direction of the target hits too, causing at least 3 hits, if the monster isn't too small. To hit all five, the monster need to be moving to the front in a decent speed (generally i use this at the time of a tackle from a blue jelly, and it hit's all 5 hits, then 4 hits goes out, becaues of the bouncing bullets of the mk2). Also, there are 4 bullets yet, as i can remeber, at least with the mk2.

Wall jump was intentional, but letting people use it to climb a wall using only that wall was not intended >_< (if you see the etechoons (or whatever it was spelled too) jump from wall to wall, but, you ccan actually jump high using only one wall..what, sadly, got fixed in the later sequels of the series, letting people only do wall jump in near pararel walls, what somewhat proves that it was a kind of "Glitch").

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