A bit late, but yeah, that's intended. Works on hardware and Mars. You get an auto guard with that barrel, like V2 does. It's also why you can hold one and boost through the mines on the other side, even though they can still attach to you and blow up.Phoenix Wright wrote:Uh, Roy (or Khan and/or Kaiser), could you confirm something? Are you supposed to be invincible while holding an explosive barrel? As in, you can be smacked to Hell and back from all sides, but you take no damage whatsoever (don't even need to press block *not that you can do it with a barrel from the looks of it*, standing perfectly still does the trick)? I think I read a post in the earlier pages here that said the explosion doesn't damage Jehuty if the barrel is thrown, or if Jehuty attacks with it, but that you DO take damage if the barrel explodes while you're holding it. However, that doesn't seem to be the case here. And it seems like Jehuty still has the holding animation for about half a second after the barrel explodes, and it seems like you're still invincible in that period.
Zone of the Enders 2 PS4 4k-edition
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451 Re: Zone of the Enders 2 PS4 4k-edition Mon Oct 14, 2024 2:42 pm
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452 Re: Zone of the Enders 2 PS4 4k-edition Thu Oct 17, 2024 4:46 pm
Phoenix Wright
A-Rank
Good to finally have confirmation that this works outside emulation.
>like V2 does
I think the barrel works more like the Mummy shield, because it makes you impervious to physicals AND unblockables.
-----------------------
It's been months, but I'll finally start making my Lv 1 videos public.
Part 1:
Part 2:
The early game isn't different from a normal Extreme run for obvious reasons.
>like V2 does
I think the barrel works more like the Mummy shield, because it makes you impervious to physicals AND unblockables.
-----------------------
It's been months, but I'll finally start making my Lv 1 videos public.
Part 1:
Part 2:
The early game isn't different from a normal Extreme run for obvious reasons.
453 Re: Zone of the Enders 2 PS4 4k-edition Fri Oct 18, 2024 7:30 pm
Phoenix Wright
A-Rank
Part 3:
Part 4:
Part 5:
Part 6:
Part 7:
From Part 5 onwards, you can begin to notice the effects of being underleveled more. But still, nothing too bad so far.
Part 4:
Part 5:
Part 6:
Part 7:
From Part 5 onwards, you can begin to notice the effects of being underleveled more. But still, nothing too bad so far.
454 Re: Zone of the Enders 2 PS4 4k-edition Sat Oct 19, 2024 10:29 pm
Phoenix Wright
A-Rank
Part 8:
Part 9:
Part 10:
Part 11:
I remember that one of the ways to get a SS rank in a given run was to do it deathless with 0 saves, or do it within 19 saves while getting a SS rank in the first ranked mission (piece of cake) and at least a S rank in the second ranked mission (never done it before). With the way I used my saves, I can pretty comfortably go for it one day. But I'll leave that for whenever I get a good controller. If you see me playing it very, very safe on certain spots, that's the reason (playing this on a keyboard isn't all that comfortable for me).
Part 9:
Part 10:
Part 11:
I remember that one of the ways to get a SS rank in a given run was to do it deathless with 0 saves, or do it within 19 saves while getting a SS rank in the first ranked mission (piece of cake) and at least a S rank in the second ranked mission (never done it before). With the way I used my saves, I can pretty comfortably go for it one day. But I'll leave that for whenever I get a good controller. If you see me playing it very, very safe on certain spots, that's the reason (playing this on a keyboard isn't all that comfortable for me).
455 Re: Zone of the Enders 2 PS4 4k-edition Tue Oct 22, 2024 2:11 pm
Phoenix Wright
A-Rank
Part 12:
Part 13:
Part 14:
Part 15:
Part 16:
Finale:
NOTE: For Part 15, I had to resort to waiting for the majority of the enemies to disappear in order to make this more tolerable. I explain why in the video. You spend meter pretty fast and you can't get it back nearly as easily as you can in a normal Extreme run, so most of the time you'll find yourself running out of meter (dragging this on for far too long).
Anyway, that's the Lv 1 run. Definitely doable, and learned a handful of new stuff while doing it.
Part 13:
Part 14:
Part 15:
Part 16:
Finale:
NOTE: For Part 15, I had to resort to waiting for the majority of the enemies to disappear in order to make this more tolerable. I explain why in the video. You spend meter pretty fast and you can't get it back nearly as easily as you can in a normal Extreme run, so most of the time you'll find yourself running out of meter (dragging this on for far too long).
Anyway, that's the Lv 1 run. Definitely doable, and learned a handful of new stuff while doing it.
456 Re: Zone of the Enders 2 PS4 4k-edition Thu Oct 24, 2024 9:37 am
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Remind me again how you stayed at level-1, a cheat? Very interesting run though, I'll have to refresh and watch them. Been a bit behind on your notes after fatherhood happened.
Could you give a short written log perhaps on how the run impacted you and what you noticed compared to a regular run?
Could you give a short written log perhaps on how the run impacted you and what you noticed compared to a regular run?
457 Re: Zone of the Enders 2 PS4 4k-edition Thu Oct 24, 2024 4:23 pm
Phoenix Wright
A-Rank
Correct, it was a cheat. I used a code that prevented my EXP from ever going past 0 (like in KH).
>behind because of fatherhood
No worries, family comes first.
>log
Of course.
- The obvious out of the way first, you only really start noticing changes a bit further into the game, IIRC on the first Narita fight.
- You can no longer one-shot several enemies that you could with a fully charged Spirit Bomb. This became a notable problem in the train section, where you could normally just shrug off the enemies by charging a SB before they spawned. Due to the awkwardness of the physics during that section, maneuvering around them in order to strike with Gauntlet was tricky, and you always had to deal with more than one at once.
- Meter management is much more important in this run. The bulk of your SUB meter is what you have at the start (since Extreme nerfs the gains per level up considerably), but your damage output also takes a hit, which means you have to spend even more meter to make up for the damage nerf.
- Because of the above, there were some spots where I sort of wished (but still was able to manage) to have more meter/damage output. Notable examples are the crusher room (of course), Inhert, and to a lesser extent the fleet fight (Homing Missile can no longer one shot even RAPTORS, if you can believe it), and Zakat.
- Halberd loses much of its appeal to quickly erase major threats in exchange for a good chunk of meter, again, because of the damage nerf, so you'd end up spending quite a lot of meter, and spend a while killing one or a few more things (leaving you open).
- The second ranked mission (Crevice, lots of LEVs to protect) is an absolute chore to do normally (which I didn't in the video), since you can no longer get a lot of meter back by quickly erasing a bunch of enemies at once (they've been designed that way, since every single one of them is at Lv 1 *this doesn't happen anywhere else in the game outside maybe one Cellar*). You can delete a lot of Raptors with the spin toss (smacking a lot of them with the victim) in a normal run and be able to get some meter back. Or even by using Halberd. This is no longer possible to do at Lv 1, so you'll find yourself running out of meter way too often, which in turn makes the whole affair even more of a chore.
- The Lv 1 run stops mattering once you get the V2 suit upgrade (unless you play really badly, due to the reduced HP meter *which would be a feat considering the fact that you can go wild with Homing Missile, the meter cost is considerably reduced, and you can STILL one shot everything despite being at Lv 1).
- The same happens with Naked Jehuty, although I don't remember if you could destroy Clods along with the Raptors inside their 'shells' with just Homing Laser in a normal Extreme run. Here you need Spirit Bomb to destroy the Clod completely in one go, but the fights are still free with Naked.
- Anubis doesn't care if you're at Lv 1 or Lv 99 (for any of his fights), which was an absolute relief for his two last fights (which I was dreading, since I thought the chip would have been real annoying). Cellars also don't care about levels.
>behind because of fatherhood
No worries, family comes first.
>log
Of course.
- The obvious out of the way first, you only really start noticing changes a bit further into the game, IIRC on the first Narita fight.
- You can no longer one-shot several enemies that you could with a fully charged Spirit Bomb. This became a notable problem in the train section, where you could normally just shrug off the enemies by charging a SB before they spawned. Due to the awkwardness of the physics during that section, maneuvering around them in order to strike with Gauntlet was tricky, and you always had to deal with more than one at once.
- Meter management is much more important in this run. The bulk of your SUB meter is what you have at the start (since Extreme nerfs the gains per level up considerably), but your damage output also takes a hit, which means you have to spend even more meter to make up for the damage nerf.
- Because of the above, there were some spots where I sort of wished (but still was able to manage) to have more meter/damage output. Notable examples are the crusher room (of course), Inhert, and to a lesser extent the fleet fight (Homing Missile can no longer one shot even RAPTORS, if you can believe it), and Zakat.
- Halberd loses much of its appeal to quickly erase major threats in exchange for a good chunk of meter, again, because of the damage nerf, so you'd end up spending quite a lot of meter, and spend a while killing one or a few more things (leaving you open).
- The second ranked mission (Crevice, lots of LEVs to protect) is an absolute chore to do normally (which I didn't in the video), since you can no longer get a lot of meter back by quickly erasing a bunch of enemies at once (they've been designed that way, since every single one of them is at Lv 1 *this doesn't happen anywhere else in the game outside maybe one Cellar*). You can delete a lot of Raptors with the spin toss (smacking a lot of them with the victim) in a normal run and be able to get some meter back. Or even by using Halberd. This is no longer possible to do at Lv 1, so you'll find yourself running out of meter way too often, which in turn makes the whole affair even more of a chore.
- The Lv 1 run stops mattering once you get the V2 suit upgrade (unless you play really badly, due to the reduced HP meter *which would be a feat considering the fact that you can go wild with Homing Missile, the meter cost is considerably reduced, and you can STILL one shot everything despite being at Lv 1).
- The same happens with Naked Jehuty, although I don't remember if you could destroy Clods along with the Raptors inside their 'shells' with just Homing Laser in a normal Extreme run. Here you need Spirit Bomb to destroy the Clod completely in one go, but the fights are still free with Naked.
- Anubis doesn't care if you're at Lv 1 or Lv 99 (for any of his fights), which was an absolute relief for his two last fights (which I was dreading, since I thought the chip would have been real annoying). Cellars also don't care about levels.
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