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Tips & Tricks / Why didn't anyone tell me this earlier?

31 replies [Last post]
Thu, 05/09/2013 - 07:56
Produkt's picture
Produkt

so i played this game for about two years without knowing you could rearrange vials or eliminate the status effect fire at fsc depth d25 with walking into the sprite circle ..

Gameplay

Vials: can be rearranged .. only to a spot which already has a pickup in it .. if not, it will be dropped

Vials-Charge-Cancel: if you have any weapon charged .. press a vials key .. the charge will cancel and you hold the vial

Shift-Attack-Click: normally you add an amount of 1 to deposit minerals, to sell / buy ce or crs or put materials / various items on the AH .. if you hold shift while doing so, you will add 10 times the amount

Hammer-Charge-Move: if a player is afking / dced due to whatever reason .. it is possible to move the player with a hammer charge at the right angle / distance

Vendors: you can sell mats, trinkets and gear to vendors

Levels

KOA / FSC: D25 - if a zombie / fire patch gets you all fired up .. just walk into the sprite circle in the middle, it works just like a remedy

KOA / FSC: D25 - it is possible to kill the rocket puppy in the top right room with a curse vial

KOA / FSC: D27 - the normal button hidden in the crate to the right before the first party button triggers a ghost / blue block that can open a passage before the elevator

Enemies

Oilers: if oilers catch fire you can freeze them .. and the fire is gone

Zombies: you can cancel the breath attack with a hit

please feel free to share more, if anything comes to mind :)

Thu, 05/09/2013 - 08:12
#1
Gwenyvier's picture
Gwenyvier
Greavers and normal Devilites

Greavers, normal Devilites (not Gorgos or Overtimers), and Scuttlebots can be interrupted with any hit.

Alchemer charge attacks can get you access to areas earlier than you should be able to on some floors. This is typically only 4 or 5* Alchemers.

ASI effects the attack speed of the Cutter line charge attacks. Not the charge up, but how fast the 5 swings are released.

If you have good aim, or use AA, you can snipe Howlitzer skulls out of the air before they hit you.

Mecha-Knights shield if you fire a gun at them, this can be used to your advantage when trying to kite them.

Poison vials + large number of monsters + Silkwing/Gremlin Menders = fun.

~Gwen

Thu, 05/09/2013 - 08:14
#2
Rich-Tbiscuit's picture
Rich-Tbiscuit
Good idea.

Here's a neat little one.

You can skip the rocket dash of the Hammer and go straight to the 3rd swing by shield cancelling after the 1st. Havn't tried it in a month, but it was possible with correct timing.

Thu, 05/09/2013 - 08:22
#3
Shamanalah's picture
Shamanalah
my 2 cents

You can rearrange your weapons wherever you are fighting(drag drop the weapons to another slot)

You can be status immune with proper UVs (or trinket)

*fun fact from Hemsy*

Drake Scale set +
Fire resistant trinket +
Poison resistant trinket

=

C42 w/o poison or fire status... ever!!! o.O

There is a toggle on/off AT button you need to hold to "activate" (shift by default)

It is possible to curse JK to death, poison him and curse him before he spins

You can shield bump Snarbolax even if he's invincible

DA annihilates RT

Vanaduke often get stuck on a dead body

Vanaduke cannot hit you in Phase 1 and 3 when you are hiding in the upper right/left corner behind the pillar

Drivers can hit switches they shouldn't be able to (C42 has 3 useful and 1 useless switch you can hit)

Trojan can hit other enemies and flinch them (or Trojan vs Trojan, make one go away)

When timed properly a CTR Max Nitronome can keep you safe in a corner, even in T3 old school arenas with 20 mobs charging at you (no joke, tested, my cheesy way of getting through arenas)

There are plenty more but I don't have more time :D

Edit: I forgot this o.O

Mecha Knights (allies not enemies) can shock you if they "charge" themselves (dunno how it's really called)

And @ Rich yes it's still possible

Thu, 05/09/2013 - 11:06
#4
Gravelord-Caste's picture
Gravelord-Caste
Take off your mask. Then show us your Smile.

Using the Charge attack with the 4 and 5 star line of Sealed swords cause Mecha Knights to shield. The summoned swords will ignore the shields and will instead hit the knights and push them back.

Trojans can be goaded into charging, which is safer than waiting for their AoE when playing solo (However, they may not attack).

The Graviton Vortex series is the only non-boss token reward weapon that has no recipes in the HoH.

Vials will destroy bullets created by Gun Puppies.

Attacking after a charge attack will chain in the latter half of a sword's standard combo. Useful with the Calibur series swords when used against Shankles or Trojans (Even Vanaduke, if you have the guts)

/reply Shamanala: I think the Mechas malfunction, although I could be wrong.

Thu, 05/09/2013 - 08:37
#5
Fallconn's picture
Fallconn
FALCON PUNCH!

"DA annihilates RT"
Not to sure about this one, I think the charge explodes on impact correct? Besides, we all know Dark Retribution owns him and Jelly king :3

Thu, 05/09/2013 - 09:05
#6
Gzilla's picture
Gzilla
Some common knowledge

Most of the better tips were taken so I'll try my best.

The DR isn't able to hit jelly minis

The Snarbolax often glitches and is immune to the beast bell, it's fixed by throwing a vial at him (most of the time)

There's a secret room in FSC, on the final depth before Vana, there'll be a random box surrounded by shadow fire, put out the shadow fire and destroy the box, and press the switch under it. Now after you complete the final arena battle of that level there should be two pathway looking things before the elevator, go to the left one, it should be passable. (Just being a bit more specific)

Catalyzer charges can be set off by other catalyzer shots, and the charge shots stack on enemies, try finding an all catalyzer party in a clockworks run or in a mission, fun times guaranteed.

Thu, 05/09/2013 - 08:59
#7
Retequizzle's picture
Retequizzle
If you have a max damage

If you have a max damage Argent Peacemaker in the IMF, even in a party of four you can still down one of the Roarmulus Twins in a single charge attack to advance to the next phase (at least as of two months ago).

If you're close enough to one of the Twins' heads as its moving out of range of the missiles, use your shield as an impact point instead of hoping it will still hit the Twins' head - the shield detonating the missile a little earlier will have a better shot of stunning the head as opposed to letting it move out of the way and dodge the missile.

Thu, 05/09/2013 - 09:01
#8
Shamanalah's picture
Shamanalah
my 2 cents

@ Fallconn

One DA Charge + 1 single swing is enough to kill RT in a 4 man party, it's my "go-to" weapon whenever facing RT, it obliterates it.

DA charge doesn't stop and can hit multiple times, RT doesn't make the animation stops so the charge attacks lands 4 hits usually...

That's why I just said DA annihilates RT, because if you have one and have tried it against RT, you know what I'm talking about ;)

It's super-effective!

Thu, 05/09/2013 - 14:02
#9
Rich-Tbiscuit's picture
Rich-Tbiscuit
Oh Oh Oh!

Also, in OCH there is a secret room, activated by a button that spawns a ghost block to a secret passage that leads to some treasure, but carefull when you go down this passage mortars fall from the sky and chase you.

I can't exactly remember where these are, I haven't been there in a while, and can't upload my screenshot as I'm not on my home computer.

Maybe someone will care to enlighten us in the mean time?
Or search the forums, I have seen a thread about it before, or maybe it was a thread on The Jempire's forums.

EDIT: Here's where the secret passage in OCH is. I can't for the life of me remember where the switch that spawns the ghost block is. Can anyone else?

http://steamcommunity.com/sharedfiles/filedetails/?id=144165242

http://steamcommunity.com/sharedfiles/filedetails/?id=144165345

http://steamcommunity.com/sharedfiles/filedetails/?id=144165391

Thu, 05/09/2013 - 14:10
#10
Volkani's picture
Volkani
Some gun things

You can get automatic knockdowns/flinches by striking some enemies at the right time:

* Wolvers: Hitting them when they yip instantly knocks them down. Alpha Wolvers aren't knocked down but can still be shot a couple of times without them teleporting/dashing off.
* Mecha Knights: Hitting them mid-combo (NOT the charged attack!) knocks them down. Far easier to do with guns.

Also

* Mecha Knights only block in front of them. If someone's causing the knights to block a bunch and you aren't aggroed by them bash them in from behind.
* Freeze mists will put out Oilers, but not lit oil patches. This can backfire if the Oiler gets stuck on ignited oil, as it will quickly heal from the constant freeze->ignite cycles.
* Dark Briar Barrage, with sufficient CTR, is also extremely effective against Gremlins by chaining knockdowns.
* Vials will still hit anything nearby if you're hit while holding one. If you absolutely must hit a target with a vial (ex: trying to tag a group of Silkwings or Menders with curse) you can just run right up to them, pull out the vial, and intentionally get hit. Stun vials work as a desperation space-maker too.
* On the second level of IMF, you eventually reach a party button where the path splits in two. Set the gate to go right instead of up, and then throw a vial at the switch and you won't have to dodge bullets.

Thu, 05/09/2013 - 10:03
#11
Gkku's picture
Gkku
Stun vials have huge

Stun vials have huge knockback, good to save a slot for em if you're worried about getting mobbed.

When trying to bait a trojan to swing at you, they have a "sweet spot" about 1 1/2 tiles away from them. Any further and they'll charge, any closer and they'll do that AoE thing.

If you've got a trojan aggro'd on you with a friend pelting his back, alternate between 3 squares in front of it. If done right, the trojan will shuffle back and forth looking at you and never actually attack.

Thu, 05/09/2013 - 11:34
#12
Rage-Pillows's picture
Rage-Pillows
Most of you probably know this but...

If you have ctr max, these tips would be good.

In fsc, the rocket puppy room, you can use the DA's charge attack on the ghost block, run back to the cursed sprite, and run out of the rocket puppy room without having to drop and pick up the cursed sprite again.

Also, you know how people charge their DA in front of the ghost block for that room? Well, with the proper positioning (stand some space away from the ghost block), the brandish's charge can travel to those zombies behind it.

In fsc, there's a line of crates covering both sides. If you charge your blitz, you can get rid of a line of crates with one held click. Don't forget that on the loading screen, you can travel a bit blindly before you see the level.

You should measure how fast you can get away with killing a puppy (sword only). One charge + two hits?

In t3 ld, a charged brandish can one-hit kill you. Unless your opponent has a scary amount of defense or something.

If you charge your DA and hold your breath, and then breathe out when you release, your enemies travel farther when they get hit by the projectiles.

Thu, 05/09/2013 - 11:47
#13
Hero-Of-Cheese's picture
Hero-Of-Cheese
howlitzers and a shield

When you defeat a howlitzer, right when it becomes a floating head, you can shield bump the head, making the time for it to chase you a bit shorter.

Btw, nice info everyone, didn't know about the mineral deposit thing.That will be useful for me.

Thu, 05/09/2013 - 12:08
#14
Jaguar's picture
Jaguar
Rocket Puppy room trick

In the Rocket Puppy room in FSC, you can kill all of the slags without waking the rocket puppy using 2 shock vials.

First step is to cause the slags to spawn, so you just break the first barrier, run in a little, have them spawn, then go back the start before the barrier has respawned. Kill the slags in the starting area, and then break again the first barrier to have the slags come through so you can kill them.

Next, the slags above you should of had time to get as close as possible to the barrier and are just standing there. Pull out a shock vial and throw it at the slag closest to the inside of the ring (the room is ring shaped). The shock effect will hit him and the slag standing next to him, and the shock effect breaks the clear block, allowing you to run into the top part of the room and kill the slags there.

Repeat the shock vial trick on the slags on the right, run in and kill them, and thus opens the door to the sprite. The rocket puppy doesn't wake up at all, making it a lot safer.

It sounds hard but it really only takes about 30 seconds, and a little practice. It works both solo and in a party.

Thu, 05/09/2013 - 12:26
#15
Flowchart's picture
Flowchart

In C42, you can kill the big slime behind the gate at the very end using a Sentenza. This stops the music and opens the gate earlier than usual, but you can still fight the other enemies.
Speaking of which, you can fire through mist gates using a blitz needle charge or antigua weapons if the enemy is right behind it. They were supposed to have fixed this, but it still works. This is sometimes useful in FSC or devilite levels.

Oh, and if you've got a trojan aggro'd on you with a friend pelting its back, go around the trojan anyway to try to attack it. It will turn around and hit your friend instead but who cares as long as you get to attack it, right? Oh wrong thread for that lol.

Thu, 05/09/2013 - 13:26
#16
Mushta-Forum's picture
Mushta-Forum

While fighting against roarmulus twins, ,if both twins are using their laser attacks, you can shoot them with a gun and disable them.

If you kill vanaduke while he is stunned, no death animation will display.

You can deactivate the shock trap bridge in IMF first depth with vials from long distances(shoot vials to switches).

Causing a status effect on a gremlin demo will make him drop bombs frequently, making the whole ground covered with bombs. Using a status bomb on them is not a good idea.

Blitz greatly damages battlepods, makes it useful at Assault on machine shop 13, ghosts in the machine and operation crimson hammer.

You can complete the rocket puppy room without appropriate guns or vials. Spawn zombies and go to left side, kill 3 zombies. hit the ghost block of the bottom side and let those zombies come to left side and kill them. Make the rocket puppy attack you and as soon as it fires its rocket, left the room from the upper side of the barrier. Move away from the room a bit so it stops firing at you. Then come back to the room from the bottom side of the barrier, rocket puppy won't attack you. Kill other zombies, take the cursed spirit and leave the room.

Fireballs around vanaduke can interrupt bullets and vials.

Gremlin scorchers sometimes stop attacking if their target dies, and do not attack other party members.

Poisoned enemies will take damage if they are healed.

Ice cube after death vapor attack can freeze anything, even themselves. Shielding won't save you from freezing.

Standing next to a rocket puppy will save you from its rocket damage, but not from the fire status. Using a shield while doing it will protect your from fire status.

I can make videos if you don't get it.

Thu, 05/09/2013 - 14:02
#17
Krakob's picture
Krakob

If you hit Zeddy hard enough in the face, you might find a rare Volcanic Pepperbox (just make sure to run if you get it). Legend says that it once was a pretty cool weapon but people stopped getting it because it was made boring.

Thu, 05/09/2013 - 14:28
#18
Feyi-Feyi's picture
Feyi-Feyi
I learned a lot.

/applaud this thread. We need more of these.

Thu, 05/09/2013 - 14:34
#19
Zeddy's picture
Zeddy
Zeddy's bombing tips
  • Rocket puppy rockets and Howlitzer heads can be struck down with swords and bombs. With long enough swords, it can be done at a safe distance, but I prefer bombs.
  • While oilers can reignite themselves and heal if you bring Shivermist, this is easily remedied with Venom Veiler.
  • DR and bombs in general are amazing tools to automate gate handling in ICMF. In particular, the section at the beginning of the second floor where you're supposed to let yourself through a sequence of airlocks can be bypassed entirely with a single bomb. (I didn't actually pull it off in the video, missing the final gate by a fraction of a second.)
  • Shard bombs are great for kiting. If you're smart about it, you never have to go within attack range while fighting your enemy. In other words, they still have farther effective range than handguns do.
  • Shard bombs can be used to hit Arkus in the back without getting close to him even if you're solo.
  • By baiting his dash attack, you can multi-shard Vana. Unfortunately, the hit limit prevents this from exceeding three hits.
  • You can take out Trojans quickly with sun shards by bombing in a rectangle pattern around them, constantly guiding their back to get hit by double shards from the second to last bomb you placed. This has the effect of DBB, but works in larger parties and does more damage.
  • Minor shock does no less damage than strong shock. This makes Voltaic Tempest extremely powerful on, say, groups of enemies gathered with a vortex.
  • Catalyzer charges do not break freeze, so you can cheese the crap out of a fight using Catalyzers and Shivermist.
Thu, 05/09/2013 - 15:08
#20
Possiblespy's picture
Possiblespy
If you happen to be parading around IMF with bombs...

On the last floor, at the end, the Nitronome is capable of destroying enough rocks before the party button is even activated that the rockets can have a straight shot to the ghost blocks.

For the top two rows of rocks, just stand generally in front of the top switch, and the blast is big enough to break three rocks in. The top row of blocks can only be hit when the gates are down, though.

For the third row of rocks down, any bomb placement in front of the lower switch should get them, regardless of gates being up or down.

For the very bottom row of rocks, the one that seems impossible to reach, here's what you do: If you were to run north diagonally against the wall of unbreakable blocks on either side, you scoot in a tiny bit when you run against the switch, then scoot back out a tiny bit when you run against unbreakable blocks again. Stop at the point that makes you scoot back out again, and put a Nitronome there. It magically hits a single block in the bottom row.

(Certain other similar bombs can probably do this too, like a Big Angry Bomb, but I didn't test them or anything. Other explode-y attacks also work to varying degrees of success, the next most effective I've seen being a Rocket Hammer charge.)

Thu, 05/09/2013 - 22:38
#21
Vesperaldus's picture
Vesperaldus
Gremlin Menders can revive

Gremlin Menders can revive other dead Gremlins (only provided their corpse is still there* I think).

*Other restrictions may apply.

Thu, 05/09/2013 - 23:30
#22
Shamanalah's picture
Shamanalah
my 2 cents

You can kill a trojan with a Nitronome by circling around him and laying Nitronomes, the delay should be enough for him to turn around (facing you). His shock AoE will mess up your timing though

You can charge DA and use the recoil to get on Party Buttons so you can *spawn-kill* turrets, mechas and whatnot...

Choose your hits... You can basically chose whatever will hit you first, vanaduke hammer may do a lot of dmg, but if I'm still in inviciframes after getting hit by fire then I get nothing... Know your gear to know which hit to get!

My RT Starter tip: When RT starts, you clear bottom and let 2 missiles go through, not 3. The 2nd will hit, leaving RT up to finish first phase WHILE releasing the first missiles. You charged DA before-hand so you kill RT, switch to Argent Peacemaker (or any fast gun) and hit that switch, NAO!!! the missiles will go through, hitting RT again (2nd time in a row, gg, you are getting good!). This will trigger the same thing that happened on the first hit, RT will shoot missiles even though he's hit... Rinse, repeat... With luck you can kill RT in less than a minute

You can curse devilish! And I curse them every chance I get

It only takes a Max UV (or 2 med) to get immune to drones and weak elemental status in depth 24-25 with specific gear (Vog set + fire max, Shock max + Mercurial Demo, Freeze Max on Skolver, Poison Max on Snarbo). Doesn't apply on Traps and fire spots in FSC

You can inspect people while moving, you only need to lift a totem/statue/key first

Mules can be useful

Thu, 05/09/2013 - 23:31
#23
Fehzor's picture
Fehzor

Treasure vaults are associated with Winmillion.

Thu, 05/09/2013 - 23:46
#24
Poopsie's picture
Poopsie
...

@Rich: iirc, somewhere near the minerals place, there was "unused" button that I keep wondering, probably that's for the ghost block?

@Zeddy: Handguns can explode the rocket earlier too. However, the bullets need to explode at the same place as the rockets (ex: near wall), which is makes it more difficult than other two types. :x
http://www.youtube.com/watch?v=pSxkAWM1w-8

when you are /sit mode, type /attack, your character will glide for a little bit.
You can hold shield when you open recipe windows (typing invisible tablets), which sometimes makes you into a funny position with your weapons.

Fri, 05/10/2013 - 01:06
#25
Exerpa's picture
Exerpa
Yet another FSC rocket room tip

The FSC rocket room ghost blocks can be triggered with a catalyzer charge on the zombie you can shoot, once you learn the right time to detonate it. This is much more reliable than using an Alchemer charge with out the risk of waking up the puppy.

Fri, 05/10/2013 - 01:23
#26
Gravelord-Caste's picture
Gravelord-Caste
Take off your mask. Then show us your Smile.

Rocket Puppy rockets cause friendly fire: they can kill their friends as well a knights through the explosions after the fuel in said missile kicks in.

Vanaduke's mace has knockback, even beyond damaging range. This might grow through the individual phases in power and range.

The quickest way to kill Menders is to curse them then damage their friends.

Fire, Shock and possibly Freeze Vials inflict Elemental damage. Curse Vials deal Shadow. Stun, Sleep and perhaps Poison hit with Normal damage.

Fri, 05/10/2013 - 04:30
#27
Poopsie's picture
Poopsie
...

why bother not to waking rocket puppy if you have alchemer charge? You can just kill rocket puppy right away.

Fri, 05/10/2013 - 05:13
#28
Misten's picture
Misten
You can quit spiral knight

You can quit spiral knight using Alt-F4. Yay.

Fri, 05/10/2013 - 07:11
#29
Redblades's picture
Redblades
-

you can play LD by using chaos set and brandish charges only. I've done it before
you can beat any guild in GvG by spamming faust comboes and polaris.
you can be awesome by mailing Redblades money.

Fri, 05/10/2013 - 18:17
#30
Traevelliath's picture
Traevelliath

Vortex Bombs can pull the Snarbolax, even while it's burrowed in the ground, leading to some insanely fast Snarby kills. Once you get your rhythm going and you got some CTR, it takes less than a minute to down the fuzzy beast.

If you swing a sword, shield, and then swing twice, you'll skip the second swing of the combo and go straight into the third one.

For heavy swords, if you hit your attack button and hold it for a few moments, you can walk about 1 or 2 tiles before releasing the attack button and doing the second swing of your combo. You can even swing in one direction and do a quick 180 to finish the combo in the other direction.

If you have a Trojan's Aggro, if you don't move, the Trojan will almost always launch an attack after a definite (and constant) delay. The opposite is also true. If you're not rubbing your face all over the Trojan's shield, you can run back and forth and the Trojan will just stare at you forever (as long as you move enough to make the Trojan pivot slightly to keep staring at you). If running circles around the Trojan, he'll still have a chance to do his pulse.

Wed, 05/15/2013 - 11:35
#31
Blazzberry's picture
Blazzberry
To those who are reading...

Incredibly sorry for the necro, but here's one I don't think many people mention/know as of to date.

In FSC on depth 25, The room to the left of the gun puppy room has a little secret about it. When the room is blocked off by concrete blocks, if you break them and the ghost block without going near the ghost block from lets say, something ranged, you can fight the enemies without a trojan appearing.

The middle of this room has a pressure plate, if you want to call it that, in between the spikes that make it appear. So with two people you can set up one person to walk over when the spikes are gone, cross the middle of the room, and blitz the trojan spawn.

Or Cheatermist and walk back over the pressure plate with one person.

This is just one little thing about FSC since everyone here pretty much said every little nook and cranny about what you can do, so I hope this helps.

Cheers.

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