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Fast Pillars Setup G-Mode Spark Interrupt #2602
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Fast Pillars Setup G-Mode Spark Interrupt #2602
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I see there are no [4, 5] variants. Seems like this would be a good candidate for an R-Mode obstacle, since there are already strats that break A. (They would need to be split into direct/indirect variants)
Never mind, guess I shouldve read the description. I'll review it now.
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
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I've split the different kill options into four - the better to have a more tailored description for each approach, but if nothing else, it'll at least make it simpler to refine each option and then squish it all back together after:
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kjbranch
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Seems good. A little verbose being 4 separate strats; I could see all but the bombs kill being combined (so 2 total) not sure what is best, @blkerby might have some thoughts on if more or less strats is preferrable.
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
There are probably advantages and disadvantages either way. In Map Rando, separate strats can help make the spoiler give more specific information, helping the player find a description & video that applies in the situation in their seed. On the other hand it is a lot of duplication, so I could see them being merged. At some point we might add some new functionality that could help get a best of both worlds, e.g. some form of room-local helpers or strat groups. |
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An RMode node at 5 might be something to look at for reducing clutter, but then you have violas alive and not. Without the runway junk, I like having the extra strats for better notes. Seems like the bombs strat is the only unintuitive one, where you overload and then kill, which affects your enemy drop. There's also the variation where you do 2 midair PBs and then you don't have to overload lasers and get the pirate drop.
Artificial Morph from [1] to PB the barrier wall.
Only works with Immobile because it needs an X-Ray activation to release PLMs and remove the barrier wall. (Mobile would require CF which prevents X-Ray use.)
High placed PB could avoid killing the Viola and thus not require heat interrupt but I'm concerned about the pirate lasers overloading and preventing energy drops. It could work with an ammo kill.
Could also investigate psuedo-Varia, but the equivalent R-Mode strat is full-heatproof also so it didn't make sense to relax that here.