^Yes, Royboy. I'm a big fan of Soy of Boi: Stepdad Chronicles.
Paulie: >more complicated
Makes it pretty simple when you can afford to tank. Lower settings, better costumes and RotG (Enemy Power % nerfed). The last of these giving armor, ain't bad. Too bad it does NOT do this on walls (quite the opposite), but that's another matter. Using the x2 P% while only nerfed to 75% you are effectively x1.5 that of N (with whatever modifier you're working between 2.0 or 3.0 *didn't clarify in the update it seems*). Wright uses Wulf's tools to give data relevant to all this, of course. Such a fine lad (making my old work more accurate *and future testing much easier*). With good DMG to blow through, the hitpoints to eat hits, lower aggression and feeble blows, it wouldn't be hard to brute force through. The trouble comes with how pretty you want to look coming out of the other side (HP chest at the end and another after the bit immediately following).
As noted, you can just learn a strat for foreground pillar jumping (be it to skip or to allow some out of order antics) or long jump (mostly going to be for blowing off the whole affair). The fancy business with how to drop from the rope, use certain offensive options and get back on (rather than dying). One example was already given (best case being to handle a forced pincer *one of them can be dealt with using careful movement along the rope where you can get the chap who jumps to the line from nearer to the camera to attack in the wrong direction enabling side clearing the other way*). If you stick with the usual approach, you will roll the dice as described with their grab. Working phantom range on the kick for switching off targets kept at true MAX range is how you can realistically hope to avoid 'chance' with getting grabbed (without being too OP). Checkpoint exploitation keeps the progress while things are going well.
>the order
I can't recall, so I'll just offer up an excerpt:
NOTE: Bit of a learning process. Not presented as a finished product so much as a window into the testing mentality.
>foreground guy
Yes, as alluded to, he can be made to help us (for a time). Sadly, you can't just block his landing spot to make him fall (as with gap crossing on walls). Can't catch the other FJ trying to get on the rope to make them fall, either (also works on walls where spawn-in is concerned).
>can't dismount
They can (on both sides), but they're pretty trash at it. Getting off the rope to slap them takes far longer, so if you don't have to, that's not advised. Can't really bait their grab such that it whiffs to kill themselves without touching us that I could see (in this entry). Pity.
>PS3 port
What I had to work with in the redux. Some things are different between the remasters and PS2, but I don't think this is one of them (it was an issue in GoWII at one point when helping Zim for his NGR+ NUR+ ND at the first wall section).
>ironic
The name was from a time where it wasn't so. Also, it is as much a Doom reference to invincibility.
>not familiar
I take it NUR+ is no mystery to you, then. As for NGR+, it is the more extreme version of NGR (No Grab Run). NGR just restricts OS (Orion's Snare *ground grab*), air OS (air grab) and OH (Orion's Harpoon *ground-to-air grab*). The 'plus' version varies with entries, but takes away things related to the focus that were given a pass otherwise. False OS is essentially shoving things by using a throw on an invalid target. Often not helpful, but sometimes quite useful. Advanced knowledge thing (so something to take away). GoW1 doesn't have special grabs, so no need to fret over such things. What this leaves would be enemy throws. Any throw you can escape by some means once it lands (mini-game types)? You're not permitted to escape. You hold that L and LOVE it. If the throw does more damage or even just outright kills you? That's how it goes. Don't get caught (making them more of a threat by consequence). Reversals don't just limit the threat of this enemy option, but often harm them (sometimes others). NGR+ takes that away from you. The NOPE ROPE would job pretty readily if you could just shake-free of their throws.
>will do
For the best.
Paulie: >more complicated
Makes it pretty simple when you can afford to tank. Lower settings, better costumes and RotG (Enemy Power % nerfed). The last of these giving armor, ain't bad. Too bad it does NOT do this on walls (quite the opposite), but that's another matter. Using the x2 P% while only nerfed to 75% you are effectively x1.5 that of N (with whatever modifier you're working between 2.0 or 3.0 *didn't clarify in the update it seems*). Wright uses Wulf's tools to give data relevant to all this, of course. Such a fine lad (making my old work more accurate *and future testing much easier*). With good DMG to blow through, the hitpoints to eat hits, lower aggression and feeble blows, it wouldn't be hard to brute force through. The trouble comes with how pretty you want to look coming out of the other side (HP chest at the end and another after the bit immediately following).
As noted, you can just learn a strat for foreground pillar jumping (be it to skip or to allow some out of order antics) or long jump (mostly going to be for blowing off the whole affair). The fancy business with how to drop from the rope, use certain offensive options and get back on (rather than dying). One example was already given (best case being to handle a forced pincer *one of them can be dealt with using careful movement along the rope where you can get the chap who jumps to the line from nearer to the camera to attack in the wrong direction enabling side clearing the other way*). If you stick with the usual approach, you will roll the dice as described with their grab. Working phantom range on the kick for switching off targets kept at true MAX range is how you can realistically hope to avoid 'chance' with getting grabbed (without being too OP). Checkpoint exploitation keeps the progress while things are going well.
>the order
I can't recall, so I'll just offer up an excerpt:
- GoW1 VH NGR+ NUR+ | Desert of Lost Souls:Temple of Pandora:Challenge of Atlas:Underground Battle:Interior *rope*:
- "Perhaps I could have done this without being this dirty (just starting from the start and going right rather than the messy business I did instead *for lack of a neat option like dropping somewhere safe or using DJ to get back on the rope after an attack*), but without at least some sort of trickery working the checkpoints (I wasn't sure if it would work, but I went all the way up, jumped off to the ground below, made my way around to the beam and went down the rope again *maybe less would still work for a checkpoint*)? Not too likely. I started off with Lift strats (after regaining a feel for it *wasn't quite able to do it for the end when testing to see if I could work my way back that way*) to use the foreground pillars reaching the end. Did the final wave first. Checkpoint. Rung-out the FL here. Shred the guy on the rope.
Got on, went ~4 hand-over-hands ahead and turned back to quickly kick one guy, drop ahead to grab the ledge, pulled up and double jumped around to solid ground. Rung-out another guy and petrified the two on the rope (speeding things up as I wasn't sure if I would need magic *and refills abound*). HoH ~8 (under torch) and went right to kick the Hell out of the FL. Maybe it would have been better to stick with the left to have the pincer ended sooner, but I kept getting grabbed (possibly just RNG rather than input error *just as the win could be partly this as much as good play*). Mashed lights until the guy on my left was in range to be kicked and just switched off as fast I could (hoping for a lock to hold). Guy on left died, then the guy on the right started eating kicks in his place. Lock held just long enough to see the left perish (so I could mash right).
Didn't want to lose progress like this, so I went ahead, ran by the shield and chests just to jump back to the rope, go up and such as described previously. I got my checkpoint at the start of the rope. Now I'm doing the actual start. Went just far enough ahead to lure two out ahead and one clumsily trying to get on the rope. Got to safety before the latter could trap me, rung him out and then shredded the others. Think it was just one more pincer I had to deal with after that to win. Ah, there was the bit with the one that jumps from the foreground. I turned away just in time to bug him out facing the wrong directly and attacking his fellow to the right. Let me kick the dude on the left to death, then spammed heavies to the right not wanting to chance a thing. Refreshed. How much of this was chance? Hard to say. Luck is a sort of skill, I've heard it said. Wouldn't say this bit should be required presently. Possible? Apparently. Sensible? Not really. Optional. Extra credit? Don't know about all that. In a similar spot to the Hades Hands of GoWII for this sort of run, I'd say."
NOTE: Bit of a learning process. Not presented as a finished product so much as a window into the testing mentality.
>foreground guy
Yes, as alluded to, he can be made to help us (for a time). Sadly, you can't just block his landing spot to make him fall (as with gap crossing on walls). Can't catch the other FJ trying to get on the rope to make them fall, either (also works on walls where spawn-in is concerned).
>can't dismount
They can (on both sides), but they're pretty trash at it. Getting off the rope to slap them takes far longer, so if you don't have to, that's not advised. Can't really bait their grab such that it whiffs to kill themselves without touching us that I could see (in this entry). Pity.
>PS3 port
What I had to work with in the redux. Some things are different between the remasters and PS2, but I don't think this is one of them (it was an issue in GoWII at one point when helping Zim for his NGR+ NUR+ ND at the first wall section).
>ironic
The name was from a time where it wasn't so. Also, it is as much a Doom reference to invincibility.
>not familiar
I take it NUR+ is no mystery to you, then. As for NGR+, it is the more extreme version of NGR (No Grab Run). NGR just restricts OS (Orion's Snare *ground grab*), air OS (air grab) and OH (Orion's Harpoon *ground-to-air grab*). The 'plus' version varies with entries, but takes away things related to the focus that were given a pass otherwise. False OS is essentially shoving things by using a throw on an invalid target. Often not helpful, but sometimes quite useful. Advanced knowledge thing (so something to take away). GoW1 doesn't have special grabs, so no need to fret over such things. What this leaves would be enemy throws. Any throw you can escape by some means once it lands (mini-game types)? You're not permitted to escape. You hold that L and LOVE it. If the throw does more damage or even just outright kills you? That's how it goes. Don't get caught (making them more of a threat by consequence). Reversals don't just limit the threat of this enemy option, but often harm them (sometimes others). NGR+ takes that away from you. The NOPE ROPE would job pretty readily if you could just shake-free of their throws.
>will do
For the best.