I like 5-1 but the Crystal Viper fight feels a bit unnecessary.
I dunno about lock-on being a low skill weapon somehow. It is powerful per ammo though. It has a decent amount of depth as it's the only weapon able to be fired during a roll (along with laser cannon), being able to change the starting trajectory of the lasers by aiming (high to get headshots, low to shoot through doorways, low in front of another enemy to shotgun etc..) and since their travel time is delayed you can stack simultaneous hits with other weapons. Vaguely reminds me of some gunslinger weapon in DMC3.
Lock-on is extremely good against the single bogey at the end of 5-3 (I like to call this guy 'Hyper Bogey' for some reason). If lock-on lasers are flying at him the AI starts focusing on evasion using his new ARS abilities instead of shooting dangerous bravo laser bursts which have no visual or audio indicator. Makes it easy to reach the limiters off trigger without playing passive in the 'meant to lose' part.
Disk Launcher melee being a grab makes enemies immune to knockback from other sources. So it's possible to stack grenade, rocket and maybe even LFE hits on enemies while locking them down with melee.
LFE gun does damage per frame on enemies without i-frames like the Argus limbs and 4-legged core + Buzzard. Saw a japanese godhard player use this very efficiently on the first 2-3 argus. A couple shots where you use slowmo as it's connecting and the thing goes down.
You can even use a timestop glitch to take this further and one-shot parts but it's kinda redundant.If you overheat due to firing the Laser Cannon you surprisingly get a much reduced overheat time than normal. I wish they took this a step further and had this weapon give you a benefit to overheating: during overheat you would regain gauge faster than normally. (EDF series does this with wing diver: max damage output can involve firing heavy weapons into overheat for a quicker recharge, a risky move). As it is it feels like there's no reason for this LC mechanic to exist. Or any reason for player to touch overheat mechanic outside of mistakes period unless landing a melee hit.
5-3 bogeys on godhard were always my favorite fight in the game. I've spent stupid amounts of time on the game and still the last challenge run I did of that fight took ~6 hours to get down the way I wanted and was fun all that time (shotgun only, no knockdown loop, no EMP/AR).
I would say the bogey bravo/blue is the major problem as his main shot (triple laser burst) has no kind of indicator yet takes you often immediately into red. Every other attack in this fight is well indicated, that's the one that can tag you without audio or even visual cues. iirc red tends to be easier to chase around and hit overall, partially because they defend with that normal shot. Hyper Bogey is kind of annoying to deal due to constant shot bursts when without limiter off or AR unless you can maintain consistent iframes somehow.
Deathless run of godhard is no doubt possible but I think if that's really your main goal, you should play very defensively like those NG2 no damage runs. Which doesn't sound appealing to me. It should still be possible to get with a variety of playstyles constantly dropping that death count. I think I'm too burned out on the game to ever attempt this unfortunately and by now doubt anyone really will. There might have been a chance if those japanese godhard players kept grinding GH full game runs as hard as they did but that ship sailed a few years ago.
About enemy aggression in 60fps ports: I think this might be true in that enemy aggression / AI speed is somehow sped up as tied to framerate. I spent a lot of time messing with challenge 3 while testing/building a PC mod for the game and I could swear the first wave of enemies is way more aggro than normally. I'm afraid in the base game so much of the game logic was tied to framerate that them trying to fully fix it is a total nightmare, things like them saying they adjusted every enemy attack individually to scale correctly with FPS. But something like bogeys still having it very wrong in the end. Still, going back to playing the game at 30fps is a pain. Just have to accept the 60fps versions are a different but probably the most fun version and not super accurate imo.
>no AR runs
This is possible with a mod on PC version now if you want to do them without roll into standing shot cancel etc. As as side effect this also changes behavior of things like shooting weapons during slides, laser cannon being easier to use in some ways as you can remove AR consumption
I'd pick up the PS4 version of this if it had any new features/improvement over PC version but there seemingly are none. Bayonetta I'm still interested in though. Bayo always felt more fully fleshed out / finished in terms of content and bonus unlocks compared to Vanquish, even if the core combat is so good in both.
It's fun remembering playing this game around the initial launch. I was totally sold on getting the game at the point the 2nd demo was released (You got to play Challenge 1, japanese marketplace only?). I was the 2nd on xbox360 leaderboard to finish a god hard playthrough (the first guy to beat it had a terrifying amount of deaths on 5-3, 5-2 was way more annoying for me) and Iconoclast was seemingly the first on PS3 to post about clearing it. Been in contact with him since for various other games.
Infinity_Divide wrote:One thing I’m curious about: when you boost left or right while hitscan enemies are shooting at you from directly in front you, does it increase your chance to dodge the attacks?
Could be off since it's been a long time for me: iirc the boost will initially throw off their aim. And the very start and end of a boost is invincible. But if you let the same boost continue for too long they will correct their aim and hit you.
Otherwise keep in mind enemies try to aim for your head which does increased damage. This is the most clear with snipers 1-shotting you on lower difficulties but not on bodyshots. It's even possible to instantly die to red gorgie fire on Hard mode if full bursts hit Sam in the head, too quick to trigger auto-AR (perhaps 30fps only?).