Biohazard Mercenaries

UMBRELLA => Mercenary Chat => Topic started by: Berserker on December 08, 2009, 07:30:24 PM



Title: The Mercenaries Information Thread
Post by: Berserker on December 08, 2009, 07:30:24 PM
THE MERCENARIES

FAQ: http://www.gamefaqs.com/console/xbox360/file/929197/56737 (http://www.gamefaqs.com/console/xbox360/file/929197/56737)
http://berserkersblog.blogspot.com (http://berserkersblog.blogspot.com)

STAGE MAPS

(these maps are all blank)

Public Assembly

(http://img88.imageshack.us/img88/3772/re5public2.th.png) (http://img88.imageshack.us/i/re5public2.png/)


The Mines

(http://img263.imageshack.us/img263/7931/re5mines22.th.png) (http://img263.imageshack.us/i/re5mines22.png/)


Village

(http://img59.imageshack.us/img59/7305/re5village2.th.png) (http://img59.imageshack.us/i/re5village2.png/)


Ancient Ruins

(http://img59.imageshack.us/img59/5489/re5ancient2.th.png) (http://img59.imageshack.us/i/re5ancient2.png/)


Experimental Facility

(http://img695.imageshack.us/img695/9044/re5exfacility2.th.png) (http://img695.imageshack.us/i/re5exfacility2.png/)


Missile Area

(http://img717.imageshack.us/img717/9414/re5missile2.th.png) (http://img717.imageshack.us/i/re5missile2.png/)


Ship Deck

(http://img710.imageshack.us/img710/3875/re5deck2.th.png) (http://img710.imageshack.us/i/re5deck2.png/)


Prison

(http://img709.imageshack.us/img709/1594/re5prison2.th.png) (http://img709.imageshack.us/i/re5prison2.png/)

Score System

Mercenaries Combo System

Kills      Normal Bonus   Boss Bonus

   02        = +20               +500
   03        = +50               +1000
   04        = +100             +1500
   05        = +200             +2000
   06        = +250             +2500
   07        = +300             +3000
   08        = +350             +3500
   09        = +400             +4000
   10 - 19 = +500             +4500
   20 - 29 = +600             +5000
   30 - 39 = +700             +5500
   40 - 49 = +850             +6000
   50+      = +1000           +7000

Mercenaries Combo System with Combo Chests

Kills      Normal Bonus   Bonus w/Combo Chest    Actual Bonus received

   02        = +20                    +1000                             +980
   03        = +50                    +1000                             +950
   04        = +100                  +1000                             +900
   05        = +200                  +1000                             +800
   06        = +250                  +1000                             +750
   07        = +300                  +1000                             +700
   08        = +350                  +1000                             +650
   09        = +400                  +1000                             +600
   10 - 19 = +500                  +1000                             +500
   20 - 29 = +600                  +1000                             +400
   30 - 39 = +700                  +1000                             +300
   40 - 49 = +850                  +1000                             +150
   50+      = +1000                +1000                             +0

The table above shows off the point amounts per kills when a combo chest is activated.  Players will always receive 1000 points per enemy kill once a combo chest is activated since it takes the place of the current bonus from the normal combo system.  The actual bonus received is listed on the right.

This is basically the way it works:

Combo Chest point amount (1000) - Current Combo Bonus = Actual Bonus received

Bonus Point Scale

Info for this section is by Headminerve (http://www.biohazardmercenaries.com/forums/index.php?action=profile;u=267)

Here's a tool to know exactly how many bonus points we get from 150 basic majinis.
It doesn't include sub-bosses, chicken, kimbos, cephalos, duvalias, kipepeos, bui kichwas and other potential enemies who give more or less bonus points than normal majinis.
You can check how many points you lose if you don't break your combo at all, if you break it once, and if you break it twice. If you break it more than twice... let's say you can restart your run ! ;)

For each map, some of the 150 majinis must be substituted for other kinds of enemies if you want the real count. But since every map is different, I chose to do the maths with 150 normal majinis, which doesn't change the amount of lost points (or a very very little bit !).

The following lists are built as :

001-??? = bonus points for the 1st combo
001-??? = bonus points for the 2nd combo

total :   addition of the 2 combos bonus points
and in parenthesis (approximative loss of points in comparison to a single 150 combo)

- If you break your combo once in a run, you lose 21k max. No big loss so :

001-150 = 129 170
-----------------

001-140 = 119 170
001-010 = 2 170

total :   121 340 (-8k)
-----------------

001-130 = 109 170
001-020 = 7 270

total :   116 440 (-13k)
-----------------

001-120 = 99 170
001-030 = 13 370

total :   112 540 (-17k)
-----------------

001-110 = 89 170
001-040 = 20 520

total :   109 690 (-19.5k)
-----------------

001-100 = 79 170
001-050 = 29 170

001-090 = 69 170
001-060 = 39 170

001-080 = 59 170
001-070 = 49 170

total :   108 340 (-21k)

- If you break your combo twice in a run, you lose 42k max :

001-150 = 129 170
-----------------

001-130 = 109 170
001-010 = 2 170
001-010 = 2 170

total :   113 510 (-16k)
-----------------

001-120 = 99 170
001-020 = 7 270
001-010 = 2 170

total :   108 610 (-20.5k)
-----------------

001-110 = 89 170
001-020 = 7 270
001-020 = 7 270

total :   103 710 (-25.5k)
-----------------

001-100 = 79 170
001-030 = 13 370
001-020 = 7 270

total :   99 810 (-29.5k)
----------------

001-090 = 69 170
001-030 = 13 370
001-030 = 13 370

total :   95 910 (-33k)
----------------

001-080 = 59 170
001-040 = 20 520
001-030 = 13 370

total :   93 160 (-36k)
----------------

001-070 = 49 170
001-040 = 20 520
001-040 = 20 520

total :   90 210 (-39k)
----------------

001-060 = 39 170
001-050 = 29 170
001-040 = 20 520
total :   88 860 (-40.5k)
----------------

001-050 = 29 170
001-050 = 29 170
001-050 = 29 170

total :   87 510 (-42k)


Original thread: http://www.biohazardmercenaries.com/forums/index.php?topic=2368.0 (http://www.biohazardmercenaries.com/forums/index.php?topic=2368.0)

Enemy Spawning Region Info

These are all done myself for the most part.  I basically kill off all enemies in an area then inch forward until Majini start to spawn in order to determine the boundaries.  Enemy totals are based on the official guide's numbers, but I did go through and check them for myself to at least get close to their numbers.

The region boundaries are as precise as I can make them.  They should be very exact.  Both Mercenaries and Mercenaries Reunion share the same boundaries for enemy spawning per stage.

Public Assembly

(http://img180.imageshack.us/img180/717/publicassemblyspawningr.th.png) (http://img180.imageshack.us/i/publicassemblyspawningr.png/)

Region A

- Town Majini x60

Region B

- Town Majini x75

Other Enemies

- Executioner 1 (spawns from southwest fence at 20 kills)
- Executioner 2 (spawns from east fence behind execution platform [left side while facing it] at 50 kills)
- Executioner 3 (spawns from northwest fence at 70 kills)

- Starting Majini x11 (Majini that begin in the stage, including the Agitator)
- 1 chicken (starts at east end of the waterway)

60 + 75 + 3 + 11 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A starts in the far north portion of the area and ends at the same portion where the southwest ramp on the hill slopes downward.

- Region B begins just a few steps past where the main gate used to be in story mode - the gate that is blown open by Kirk.  This regions extends all the way to the far south and includes the rest of the map.

- One camper Majini usually spawns along the west side while a player is in Region B.  He will appear sometimes after the 10th kill in that region.

- Three camper Majini will appear in the northwest sometimes after the 10th kill while a player is in Region B.



The Mines

(http://img534.imageshack.us/img534/7934/theminesspawningregions.th.png) (http://img534.imageshack.us/i/theminesspawningregions.png/)

Region A

- Town Majini x73
- Big Man Majini x2

Region B

- Town Majini x57
- Big Man Majini x3

Other Enemies

- Reaper 1 (spawns from southwest high platform in the back of the bottom tunnel at 30 kills)
- Reaper 2 (spawns from high platform on the east side in the middle portion of the bottom tunnel at 70 kills)
- Reaper 3 (spawns from northeast high platform (VERY high) in the north open area at 90 kills)

- Starting Majini x9 (Majini that begin in the stage)
- 1 Big Man Majini (starts in upper tunnel)
- 2 chickens (one in upper tunnel, one in 30 second dead end tunnel in bottom area)

73 + 2 + 57 + 3 + 3 + 9 + 1 + 2 = 150
Enemy total = 150

Extra Notes on Regions

- Region A starts in the far north portion of the area and extends downward all the way until the south end of the middle tunnel.

- Region B starts just to the north of the west middle high ledge spawn in the middle tunnel then continue to the far south and takes up all the of the south area.

- Campers (all from region B)

  - One Big Man Majini in the southwest portion of the bottom tunnel
  - One dynamite Majini in the southwest portion of the bottom tunnel
  - One Majini in the middle portion of the bottom tunnel near the 60 seconds (arrives late in the kill streak)
  - One Majini in the middle tunnel near where the third Reaper spawns.



Village

(http://img293.imageshack.us/img293/6550/villagespawningregions2.th.png) (http://img293.imageshack.us/i/villagespawningregions2.png/)

Region A

- Wetland Majini x50
- Bui Kichwa x10

Region B

- Wetland Majini x64
- Bui Kichwa x 16

Other Enemies

- Giant Majini 1 (spawns from high wall in the east portion of the map (by the two 30 second timers) at 20 kills)
- Giant Majini 2 (spawns from the front gate of the Village in the southeast at 40 kills)
- Giant Majini 3 (spawns from the high wall across from the combo chest on the hill in the east at 60 kills)
- Giant Majini 4 (70 kills)

- Starting Majini x11 (Majini that begin in the stage; the one that guards the fenced area is a scripted Cephalo)
- 1 chicken (starts in the bottom area surrounded by a fence with the combo bonus)
- 0-6 random Kipepeo spawns (can be canceled)

50 + 10 + 64 + 16 + 4 + 11 + 1 + 6 = 162
Enemy total = 150+

Extra Notes on Regions

- Region A starts in the far north portion of the area and extends all the way to the beginning portion of the bottom bridge.

- Region B starts on the north side of the bridge and continues all the way to the south.

- If a player stands in the very back portion of the top dead end tunnel, the player is actually in between Region B and A while standing there.

- Wetland Majini that begin in the stage have slightly more health than Wetland Majini that spawn later.  Their health is about 1000 HP.



Ancient Ruins

(http://img46.imageshack.us/img46/967/ancientruinsspawningreg.th.png) (http://img46.imageshack.us/i/ancientruinsspawningreg.png/)

Region A

- Wetland Majini x30

Region B

- Wetland Majini x20

Region C

- Wetland Majini x20

Region D

- Wetland Majini x30

Region E

- Wetland Majini x28

Other Enemies

- Giant Majini 1 (starts in the stage [southwest area near 90 seconds])
- Giant Majini 2 (10 kills)
- Giant Majini 3 (40 kills)
- Giant Majini 4 (60 kills)
- Giant Majini 5 (70 kills)

- Torch Majini 1 (begins in stage - starts in the east tunnel on the bottom floor)
- Torch Majini 2 (spawns at 10 kills)
- Torch Majini 3 (spawns at 40 kills)
- Torch Majini 4 (spawns at 60 kills)
- Torch Majini 5 (spawns at 70 kills)
- Torch Majini 6 (spawns at 80 kills)
- Torch Majini 7 (spawns at 90 kills)

- Starting Majini x9 (Majini that begin in the stage)
- 1 chicken (starts in the alcove outside the southwest area)

30 + 20 + 20 +30 + 28 + 5 + 7 + 9 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers all of the southwest area with the 90 second timer, combo bonus and chicken.  The moment a player steps through either of the southwest doorways, that player will enter Region B.

- Region B begins outside the southwest area and extends to the north.  It's north boundary stops at the very top of the first middle staircase in the south.  It's east boundary stops at the wall that hides a 30 second timer.

- Region C includes the majority of the southeast area.  It includes the bottom tunnel and a good bit of the second floor walkway above the tunnel.  The north boundary stops right where the north wall of the tunnel ends.  The area behind the wall to the southwest with the 30 second timer is part of this region.

- Region D covers the northwest portion of the map.  It's southwest boundaries take up the walkway that leads to the north lower walkway from the west side.  The top of the staircase that leads to the north and the walkway below the stairs are actually in Region E however.

- Region E covers most of the north portion of the map.  It covers the lower and upper portion of the north walkway to the east.  It's boundaries stretch to the top of the south staircase in the middle but only extend toward the north wall of the bottom floor tunnel in the east.


Experimental Facility

(http://img697.imageshack.us/img697/3716/experimentalfacilityspa.th.png) (http://img697.imageshack.us/i/experimentalfacilityspa.png/)

Region A

- Base Majini x30
- Licker Beta x30

Region B

- Base Majini x30
- Licker Beta x42

Other Enemies

- Rocket Launcher Majini 1 (spawns from top floor spawn point at 10 kills)
- Rocket Launcher Majini 2  (30 kills)
- Rocket Launcher Majini 3 (40 kills)
- Rocket Launcher Majini 4 & 5 (60 kills)
- Rocket Launcher Majini 6 & 7 (70 kills)
- Rocket Launcher Majini 8 & 9 (80 kills)

- Starting Majini x8 (Majini that begin in the stage)
- 1 chicken (starts right outside the elevator on the top floor)

60 + 72 + 9 + 8 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the B1 floor and first floor.

- Region B covers the second floor and third floor.

- 8 Majini and 1 chicken start in the stage and the other 3 Base Majini spawn from spawn points after the stage begins for a total of 12 enemies.


Missile Area

(http://img41.imageshack.us/img41/4855/missileareaspawningregi.th.png) (http://img41.imageshack.us/i/missileareaspawningregi.png/)

* Region B DOES cover all of the 30 second platform.  My linework is a bit off.  The official strategy guide shows Region A and B extending all the way across Missile Area, but I thought it was best to split them up.  They are the only two regions on the top floors.

Region A

- Town Majini x20

Region B

- Town Majini x20

Region C

- Town Majini x20

Region D

- Town Majini x30

Region E

- Town Majini x25

Region F

- Town Majini x20

Other Enemies

- Gatling Gun Majini 1 (yellow) (spawns from the high ledge spawn point above the tall ladder in the north at 20 kills)
- Gatling Gun Majini 2 (yellow) (spawns from the high doorway spawn point inside the central shaft at 60 kills)
- Gatling Gun Majini 3 (red) (spawns from the ceiling spawn point in the top floor office at 90 kills)

- Starting Majini x11 (Majini that begin in the stage)
- 1 chicken (starts in the area with explosive barrel, combo chest and first aid spray pickup beside the south conveyor belt)

20 + 20 + 20 + 30 +25 +20 + 3 + 11 + 1 = 150
Enemy total = 150

Extra Notes on Regions

-- Region A (green)

Region A is split into two portions.  The south portion covers the entire second floor walkway in the south and the northern portion covers the majority of the middle walkway in the north up until the walkway stretches across the bottom floor in the north area.

-- Region B (yellow)

Region B is split into two portions just like Region A.  It covers the north portion of the south high walkway.  The bottom portion of the stairs on the west side of the south walkway is where the south boundary starts for the south portion of this region.  On the middle walkway, this regions covers the platform with the 30 second timer, the narrow walkway to the east of the platform and the side of the walkway in front of the middle shaft before reaching the path that leads to the east storage room.

-- Region C (red)

Region C covers all of the bottom portion of the south floor up until a player passes underneath the south overhead walkway.

-- Region D (orange)

Regions D starts below the stairs that lead up to the middle portion of the bottom floor of the stage.  It's boundary extends to the north up until a player steps past the top walkway along the conveyor belt that leads to the storage room.

-- Region E (light blue)

Region E begins near the west area with the missiles on the wall past the railing.  The region extends all the way to the south up until a player drops from the north end of either walkway that hangs over the north conveyor belt.

-- Region F (purple)

Region F covers the entire bottom floor of the north area.  A player can stand on the north portion of the middle conveyor belt and still be in this region. The north portion of the middle high walkway is also included in this area.  A player can stand right next to the potion of the walkway in front of the tall ladder and hop over the gap then stand on the piece of walkway to the east and still be in this area.


Ship Deck

(http://img717.imageshack.us/img717/2083/shipdeckspawningregions.th.png) (http://img717.imageshack.us/i/shipdeckspawningregions.png/)

Region A

- Town Majini x52

Region B

- Town Majini x40

Region C

- Town Majini x40

Other Enemies

- Chainsaw Majini 1 (blue) (spawns from crane at the start of the stage)
- Chainsaw Majini 2 (red) (spawns from crane at 20 kills)
- Chainsaw Majini 3 (blue) (spawns from crane at 20 kills)
- Chainsaw Majini 4 (red) (spawns from crane at 30 kills)
- Chainsaw Majini 5 (red) (spawns from crane at 40 kills)
- Chainsaw Majini 6 (red) (spawns from crane at 50 kills)
- Chainsaw Majini 7 (blue) (spawns from crane at 50 kills)

- Starting Majini x10 (Majini that begin in the stage)
- 1 chicken (starts near 60 second time in the far north area)

52 + 40 + 40 + 7 + 10 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the majority of the southwest area.  Its east boundary ends in the middle portion to the east and its north boundary ends right across from the platform with the west combo bonus.

- Region B covers the majority of the southeast area.  Its west boundary ends in the middle portion to the west and its north boundary ends right across from the area that contains the east combo bonus.

- Region C covers the north portion of the map and its south boundary ends right before the narrow path near the row of large crates.

- Region A and B do not intersect.


Prison

(http://img153.imageshack.us/img153/6358/prisonspawningregions3.th.png) (http://img153.imageshack.us/i/prisonspawningregions3.png/)

Region A

- Town Majini x122
- Big Man Majini x14

Other Enemies

- Executioner Majini (red) (starts in the B1 portion of the map)
- Executioner Majini (normal) (leaps down from spawn point above the top floor combo chest after the first red Executioner is killed)
- Executioner Majini (red) (leaps down from spawn point above the bottom portion of the stair corridor on the top floor at 50 kills)
- Executioner Majini (normal) (leaps down from spawn point above the top portion of the stair corridor on the top floor at 90 kills)
- Executioner Majini (red) (leaps down from spawn point above the bottom portion of the stair corridor on the top floor at 120 kills)

- Starting Majini x8 (Majini that begin in the stage)
- 1 chicken (starts in the area with the combo bonus behind the fence in the northeast)

136 + 5 + 8 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the full map.  Prison only has one region.

- The spawn point above the bottom portion of the stairway corridor is connected with the ceiling spawn point on the ceiling of the cell corridor (the one near the 30 second timer in the cell).  Basically if a player is on the staircase, enemies will drop from the small building spawn point but if a player is in the cell corridor then the same enemies will drop from the ceiling spawn point at the southeast end.

ENEMY STAT LIST

This is a list of all (or will be all eventually) enemies in Mercs along with their stats.  The official guidebook only lists damage totals for enemies in story mode, so I used weapon stats and enemy damage modifiers to slowly find out a number close to the actual HP amount for each enemy.

Since I use STARS Chris, a lot of the damage totals are based on his weapons.  WEAPON STATS FOR EACH CHARACTER ARE LISTED MUCH FURTHER DOWN and you will need these to see how I figured the HP totals if you're interested.  The calculations listed in small font are the methods I used to find what I think the HP total for each enemy is.

The Damage Modifiers show how much damage an enemy will take when shot in each area listed below.  For instance with a Town Majini, one SIG 556 shot to the body will take the full 160 damage, one SIG 556 shot to the leg will take 144 damage (160 - 10%) and one SIG 556 shot to the head will take 192 damage (160 + 20%).

The Stun Areas are something I'm thinking about removing.  They are basically ways to stun an enemy or set it up for melee when shot or hit in the area described - it's something I added at the last second.

*My main goal in doing all of this is to make a huge melee kill list for each character.  Much deeper than the one found in my guide.  It sure as hell isn't going to have explanations for each melee kill like my Mercs guide currently has though. xD

Knowing the HP total and damage modifier for each enemy along with the damage rate per weapon will help you and me to figure out ways to melee kill them better.  I'll probably list character melee kills in separate posts in this thread until I gather enough that I'm satisfied with for each character then maybe make a new thread with everything included in it.  All of this info should be included together.

If you disagree with something or find an error or want to add anything or whatever, then tell me!  Not every enemy has an HP total because I haven't gotten around to them yet.  All of this pretty rough, so you can expect to find errors or strange stuff at times.


Town Majini

Damage Modifiers

Head: +20%
Body: Normal Damage
Leg: -10%

Stun Areas:

Head: Head Stun Melee
Arm: Arm Stun Melee
Legs: Leg Stun Melee
If Grappled: Partner can perform partner assist melee

Male Town Majini

HP: 800

2 SIG P226 shot to body + 2 knife slashes to body
700 + 100 = 800

5 SIG 556 shots to body
800

4 SIG 556 shots to body + 4 knife slashes to body
640 + 200 = 840


Agitator

HP: 1400

9 SIG 556 shots to body
1440

8 SIG 556 shots to body + 3 knife slashes to body
1280 + 150 = 1430


Female, Bowgun, Dynamite and Cocktail Majini

HP: 700

2 SIG P226 shots to body
700

14 knife slashes to body
700

4 SIG 556 shots to body + 2 knife slashes to body
640 + 100 = 740




Wetland Majini

Damage Modifiers:

Head: +20%
Body: Normal Damage
Leg: -10%

Stun Areas:

Head: Head Stun Melee
Arm: Arm Stun Melee
Legs: Leg Stun Melee
If Grappled: Partner can perform partner assist melee

Normal Wetland Majini

HP: 670 - 680

2 SIG 556 shots to body + 7 knife slashes to body = 670
3 SIG 556 shots to body + 5 knife slashes = 730


* Normal Wetland Majini will usually stay grounded after receiving 450+ damage from a melee knockdown

1 Knife Slash + 1 Flash grenade + 1 Straight = Grounded Wetland Majini
50 + 0 + 400 = 450


* Normal Wetland Majini will usually stay grounded after receiving 475+ damage from a weapon fire knockdown

1 M92F shot to body + 1 M92F shot to leg = Grounded Wetland Majini
250 + 225 = 475

2 SIG 556 shots  + 1 SIG 556 shot to leg = Wetland Majini will NOT stay grounded
320 + 144 = 464

3 MP5 shots to body + 1 MP5 shot to leg = Wetland Majini will NOT stay grounded
360 + 108 = 468


Shield Majini

HP: 700

2 SIG 226 shots to body
700


Explosive Arrow Majini

HP: 620 - 630

(instantly explodes if explosive arrow is hit while it is lit)
(grenade rounds set off explosive arrow IF one is lit)

2 SIG shots to body + 6 knife slashes to body = 620
3 SIG shots to body + 3 knife slashes to body = 630


Torch Majini

HP: 1500

5 M92F shots to body + 5 knife slashes to body
1250 + 250 = 1500


Starting Normal Wetland Majini in Village

HP: 900

6 SIG 556 shots to body = 960
5 SIG 556 shots to body + 2 knife slashes to body = 900




Base Majini

Damage Modifiers:

Head: +20%
Body: Normal Damage
Leg: -10%
Armor: No damage (only a magnum/explosive can penetrate)

Stun Areas:

Head: Head Stun Melee
Arm: Arm Stun Melee
Legs: Leg Stun Melee

Normal Base Majini

HP: 800

4 SIG 556 shots to body + 4 knife slashes to body
640 + 200 = 840


Rocket Launcher Majini

HP: 1000

2 SIG 226 shots to body + 6 knife slashes to body
700 + 300 = 1000




Chicken

HP: 1

Damage Modifiers:

N/A

Stun Areas:

N/A



Executioner Majini

Damage Modifiers:

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

Stun Areas:

Any Area: Leg Stun Melee
If grappled: Partner can perform partner assist melee

Public Assembly Executioner

HP: 8000

2 M29 shots to leg + 2 M29 shots to head
3360 + 4620  + 400 = 8380

1 M29 shot to body + 2 M29 shots to head + 1 M29 shot to arm + Uppercut
2100 +  4620 + 1260 + 400 = 8380


Prison Normal Executioner

HP: 15000

4 M500 shots to body
17,200

8 M29 shots to body
16,800

7 M29 shots to body + 2 SIG 556 shots to body
14700 + 320 = 15020



Prison Red Executioner

HP: 20000

10 M29 shots to body
21000

9 M29 shots to body + 7 SIG 556 shots to body
18900 + 1120 = 20020

5 M500 shots to body
21,500

9 L. Hawk shots to body
20700




Chainsaw Majini

Damage Modifiers:

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

Stun Areas:

Head: Arm Stun Melee
Leg: Leg Stun Melee

Red Chainsaw Majini

HP: 7000

M500 shot to leg + M500 shot to leg + Tiger Uppercut
6880 + 400 = 7280


Blue Chainsaw Majini

HP: 13500

8 M29 shots to leg + 1 SIG 556 shot to leg

(1680*8 ) + 128 = 13568


Blue Chainsaw Majini Berserk Status

HP: 2000

5 SIG P226 shots to body + Hook
1750 + 250 = 2000




Giant Majini

HP: 5,000

1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160


Damage Modifiers:

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage

Stun Areas:

Leg: Arm Stun Melee
Blast with Shotgun: Leg Stun Melee



Big Man Majini

HP: 4,000

1 M500 shot to leg + 1 P8 shot to body
3870 + 300 = 4170

1 M29 shot to body + 1 M29 shot to leg + 1 knife slash
2100 + 1890 + 50 = 4040


Damage Modifiers:

Head: +20%
Body: Normal Damage
Legs: -10%

Stun Areas:

Leg: Head Stun Melee
Blast with Shotgun: Leg Stun Melee



Gatling Gun Majini

Yellow Gatling Gun Majini

HP: 12000

6 M29 shots to body
12600

2 M500 shots to body + 12 P8 shots to body
8600 + 3600 = 12200


M29 shot to leg + 1 M29 shot to head + 2 M29 shots to body + Back Hand
2730 + 2730 + 4200 + 3000 = 12660

M500 shot to body + Ghost Butterfly + 9 P8 shots to body
4300 + 5000 + 2700 = 12000


Red Gatling Gun Majini

HP: 16500 - 16900

9 M29 shots to the body
18900

8 L. Hawk shots to body
18400

3 M500 shots to body + Ghost Butterfly
12900 + 5000 = 16900

1 M29 shot to leg + Back Hand + 3 M29 shots to head + Back Hand
2730 + 3000 + 8190 + 3000 = 16920



Damage Modifiers:

Head: +30%
Body: Normal Damage
Legs: +30%
Ammo container: No damage (magnum can pierce and hit other areas of body)

Stun Areas:

Body: Front Tag Team Melee
Leg: Back Tag Team Melee


Bui Kickwa

HP: 200

4 knife slashes to body
200


Damage Modifiers:

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

Stun Areas:

If grappled: Partner can perform knife slash



Cephalo

HP: 2900

1 M29 shot to body + 5 SIG shots to body
2100 + 800 = 2900

10 SIG 556 shots = 3040


Damage Modifiers:

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

Stun Areas:

N/A



Kipepeo

HP: 1,000

7 SIG 556 shots to body
1120


Damage Modifiers:

Body: +50%
Tentacle: Normal Damage
Wings: -70%

Stun Areas:

If grappled: Partner can perform knife slash



Duvalia

HP: 7000?

4 M29 shots to legs
7560

1 M29 shot to leg + 1 M29 shot to mouth
1890 + 3150 = 5040


Damage Modifiers:

Shell: No Damage
Mouth: +150%
Appendage: -90%
Legs: -10%

Stun Areas:

Legs: reveals mouth weak point



Licker Beta

HP: 900

2 SIG P226 shots to body + 4 knife slashes
700 + 200 = 900

2 Samurai Edge shots to body + 2 knife slashes
800 + 100 = 900



Damage Modifiers:

Heart: +300%
Head: +10%
Body: Normal Damage
Front Legs: -30%
Rear Legs: -20%

Stun Areas:

After Counter Attack: Stab
After Powerful Blast that nearly kills it: Stab


Reaper

HP: 1300?

Indirect hit with Grenade + M92F shot to body + M92F shot to shoulder
1,000 + 250 + 125

Direct hit with proximity bomb + M92F shot to body
1,500 + 250


Damage Modifiers:

Weak Spot (stomach): Normal Damage
Weak Spot (sides): -50%
Other Parts: No Damage

Stun Areas:

Stomach: Reveals side weak spots
Side Weak Spot: Reveals other side weak spot
Side Weak Spot 2: Reveals stomach weak spot


CHARACTER STAT LIST

This is all taken from my Mercs guide, which was recorded from the official strategy guide.  I really think some of the damage listings are wrong.  Especially Jill and Wesker's tag team melee attack damage listing.  I think they all take 3,000 damage.

*All of this is unformatted and spaced in a very halfass manner at the moment.  I'll fix this later. xD  I want to list many melee kills along with each character eventually.  Much more than what my Mercs guide has.

Chris (BSAA)

-- M92F (HG)

Firepower: 250
Capacity: 50
Reload Speed: 1.70 sec.
Special: Critical 37.5%

-- Ithaca M37 (SG)

Firepower: 400
Capacity: 20
Reload Speed: 2.40 sec.
Special: Critical 25%

-- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000

-- Melee Attacks
  
Melee Command  Type of Melee                    Damage
  
Straight               Head Stun Melee                      400
Hook                  Arm Stun Melee (front)              250
Kick                    Arm Stun Melee (back)              250
Uppercut             Leg Stun Melee (front)               400
Neck Breaker       Leg Stun Melee (back)                Kill
Stomp                Ground Melee                           600
Haymaker           Tag Team Melee (front)          3,000
Back Hand          Tag Team Melee (back)           3,000
Top-down Punch  Partner Assist Melee                   500
Uppercut             Counter Melee on Licker Beta      600
Stab                   Ground Melee on Licker Beta    1,200


Chris (Safari)

-- SIG P226 (HG)

Firepower: 350
Capacity: 16
Reload Speed: 1.70 sec.
Special: --------------  

-- M3 (SG)

Firepower: 500
Capacity: 10
Reload Speed: 3.00 sec.
Special: ------------

-- Rocket Launcher

Firepower: 30,000
Capacity: 1
Reload Speed: ------------
Special: ------------


-- Melee Attacks
  
Melee Command  Type of Melee                    Damage
  
Straight               Head Stun Melee                      400
Hook                  Arm Stun Melee (front)              250
Kick                    Arm Stun Melee (back)              250
Uppercut             Leg Stun Melee (front)               400
Neck Breaker       Leg Stun Melee (back)                Kill
Stomp                Ground Melee                           600
Haymaker           Tag Team Melee (front)          3,000
Back Hand          Tag Team Melee (back)           3,000
Top-down Punch  Partner Assist Melee                   500
Uppercut             Counter Melee on Licker Beta      600
Stab                   Ground Melee on Licker Beta    1,200


Chris (S.T.A.R.S.)

-- SIG 556 (MG)

Firepower: 160
Capacity: 65
Reload Speed: 2.55 sec.
Special: --------------

-- S&W M29 (MAG)

Firepower: 2,100
Capacity: 12
Reload Speed: 3.53 sec.
Special: Level 3 Piercing

-- Grenade Rounds

Acid Rounds

Firepower: 500
Effect: Penetrates armor and stuns with acid damage as acid spreads from each shot

Electric Rounds

Firepower: 400
Effect: Instantly stuns multiple enemies with electricity.

Explosive Rounds

Firepower: 1,000
Effect: Explosive damage on target creating an area affect on surrounding targets.

Flame Rounds

Firepower: 500
Effect: Instant burning damage on target creating area affect around target.

Flash Rounds

Firepower: 100
Effect: Instant blinding stun on multiple enemies. Instant kill on parasitic enemies.

Nitrogen Rounds

Firepower: 100
Effect: Instant freeze on normal enemies.  Staggers other enemies with damage.

-- Melee Attacks
  
Melee Command  Type of Melee                    Damage
  
Straight               Head Stun Melee                      400
Hook                  Arm Stun Melee (front)              250
Kick                    Arm Stun Melee (back)              250
Uppercut             Leg Stun Melee (front)               400
Neck Breaker       Leg Stun Melee (back)                Kill
Stomp                Ground Melee                           600
Haymaker           Tag Team Melee (front)          3,000
Back Hand          Tag Team Melee (back)           3,000
Top-down Punch  Partner Assist Melee                   500
Uppercut             Counter Melee on Licker Beta      600
Stab                   Ground Melee on Licker Beta    1,200


Sheva (BSAA)

-- M92F (HG)

Firepower: 250
Capacity: 40
Reload Speed: 1.36 sec.
Special: Critical 50%

-- VZ61 (MG)

Firepower: 100
Capacity: 260
Reload Speed: 2.83 sec.
Special: Critical 37.5%

-- Dragunov SVD (RIF)

Firepower: 1,300
Capacity: 13
Reload Speed: 2.41 sec.
Special: Semi-auto

-- Melee Attacks

Melee Command      Type of Melee                  Damage

Roundhouse            Head Stun Melee                    350
Twist Kick                Arm Stun Melee (front)            200
Knee                      Arm Stun Melee (back)             200
Somersault             Leg Stun Melee (front)             350
Throat Slit               Leg Stun Melee (back)              Kill
Impale                   Ground Melee                         800
Skull Crusher          Tag Team Melee (front)         3,000
Spinning Back Kick  Tag Team Melee (back)          3,000
Pivot Kick               Partner Assist Melee                 450
Somersault            Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta      900


Sheva (Clubbin')

-- AK-74 (MG)

Firepower: 200
Capacity: 50
Reload Speed: 2.83 sec.
Special: --------------

-- Jail Breaker (SG)

Firepower: 180
Capacity: 8
Reload Speed: 2.24 sec.
Special: Attack Range: 15

-- S75 (RIF)

Firepower: 2,000
Capacity: 20
Reload Speed: 2.24 sec.
Special: --------------

-- Melee Attacks

Melee Command      Type of Melee                  Damage

Roundhouse            Head Stun Melee                    350
Twist Kick                Arm Stun Melee (front)            200
Knee                      Arm Stun Melee (back)             200
Somersault             Leg Stun Melee (front)             350
Throat Slit               Leg Stun Melee (back)              Kill
Impale                   Ground Melee                         800
Skull Crusher          Tag Team Melee (front)         3,000
Spinning Back Kick  Tag Team Melee (back)          3,000
Pivot Kick               Partner Assist Melee                 450
Somersault            Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta      900


Sheva (Tribal)

-- Longbow

Firepower: 1,500
Capacity: Infinite
Reload Speed: 1.00 sec.
Special: --------------

-- Grenade Rounds

Acid Rounds

Firepower: 500
Effect: Penetrates armor and stuns with acid damage as acid spreads from each shot

Electric Rounds

Firepower: 400
Effect: Instantly stuns multiple enemies with electricity.

Explosive Rounds

Firepower: 1,000
Effect: Explosive damage on target creating an area affect on surrounding targets.

Flame Rounds

Firepower: 500
Effect: Instant burning damage on target creating area affect around target.

Flash Rounds

Firepower: 100
Effect: Instant blinding stun on multiple enemies. Instant kill on parasitic enemies.

Nitrogen Rounds

Firepower: 100
Effect: Instant freeze on normal enemies.  Staggers other enemies with damage.

-- Incendiary Grenade

Direct Hit: 500
Area Effect: 500

-- Flash Grenade

Direct Hit: 0
Area Effect: 0


-- Melee Attacks

Melee Command      Type of Melee                  Damage

Roundhouse            Head Stun Melee                    350
Twist Kick                Arm Stun Melee (front)            200
Knee                      Arm Stun Melee (back)             200
Somersault             Leg Stun Melee (front)             350
Throat Slit               Leg Stun Melee (back)              Kill
Impale                   Ground Melee                         800
Skull Crusher          Tag Team Melee (front)         3,000
Spinning Back Kick  Tag Team Melee (back)          3,000
Pivot Kick               Partner Assist Melee                 450
Somersault            Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta      900


Jill (BSAA)


-- PX4 (HG)

Firepower: 300
Capacity: 25
Reload Speed: 1.70 sec.
Special: Critical 87.5%


-- H&K MP5 (MG)

Firepower: 120
Capacity: 150
Reload Speed: 2.10 sec.
Special: Level 4 Piercing


-- Flash Grenade

Direct Hit: 0
Area Effect: 0


-- Melee Attacks

Melee Command       Type of Melee                   Damage

High Kick                  Head Stun Melee                      350
Roundhouse              Arm Stun Melee (front)             250
Reverse Roundhouse Arm Stun Melee (back)              250
Sweep Kick                Leg Stun Melee (front)              350
Head Grab                Leg Stun Melee (back)               Kill
Double Knee Drop     Ground Melee                        1,200
Flip Kick                   Tag Team Melee (front)          2,000
Cartwheel Kick          Tag Team Melee (back)          2,000
Double Kick              Partner Assist Melee                  350
Sweep Kick               Counter Melee on Licker Beta     600
Stab                        Ground Melee on Licker Beta      900


Jill (Battle Suit)


-- VZ61 (MG)

Firepower: 100
Capacity: 300
Reload Speed: 2.83 sec.
Special: Critical 37.5%


-- H&K PSG-1 (RIF)

Firepower: 1,200
Capacity: 9
Reload Speed: 1.70 sec.
Special: Level 8 Scope


-- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


-- Melee Attacks

Melee Command       Type of Melee                   Damage

High Kick                  Head Stun Melee                      350
Roundhouse              Arm Stun Melee (front)             250
Reverse Roundhouse Arm Stun Melee (back)              250
Sweep Kick                Leg Stun Melee (front)              350
Head Grab                Leg Stun Melee (back)               Kill
Double Knee Drop     Ground Melee                        1,200
Flip Kick                   Tag Team Melee (front)          2,000
Cartwheel Kick          Tag Team Melee (back)          2,000
Double Kick              Partner Assist Melee                  350
Sweep Kick               Counter Melee on Licker Beta     600
Stab                        Ground Melee on Licker Beta      900


Wesker (Midnight)


-- H&K P8 (HG)

Firepower: 300
Capacity: 21
Reload Speed: 1.53 sec.
Special: Level 3 Piercing


-- S&W M500 (MAG)

Firepower: 4,300
Capacity: 6
Reload Speed: 3.53 sec.
Special: Level 2 Piercing


-- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


-- Proximity Bomb

Direct Hit: 1,500
Area Effect: 1,000


-- Melee Attacks

Melee Command      Type of Melee                  Damage

Cobra Strike            Head Stun Melee                 1,200
Panther Fang          Arm Stun Melee (front)            300
Jaguar Kick             Arm Stun Melee (back)            300
Tiger Uppercut        Leg Stun Melee (front)             400
Mustang Kick          Leg Stun Melee (back)             500
Windfall                 Ground Melee                          600
Rhino Charge         Tag Team Melee (front)         4,000
Ghost Butterfly       Tag Team Melee (back)          4,000
Ram Horn              Partner Assist Melee                 500
Tiger Uppercut       Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta    1,200
Knee Cannon         Knee after Dash                     1,200


Wesker (S.T.A.R.S.)

-- Samurai Edge (HG)

Firepower: 400
Capacity: 15
Reload Speed: 1.70 sec.
Special: ----------------


-- Hydra (SG)

Firepower: 500
Capacity: 6
Reload Speed: 3.67 sec.
Special: Attack Range: 15


-- L. Hawk (MAG)

Firepower: 2,300
Capacity: 8
Reload Speed: 1.53 sec.
Special: Level 5 Piercing

-- Melee Attacks

Melee Command      Type of Melee                  Damage

Cobra Strike            Head Stun Melee                 1,200
Panther Fang          Arm Stun Melee (front)            300
Jaguar Kick             Arm Stun Melee (back)            300
Tiger Uppercut        Leg Stun Melee (front)             400
Mustang Kick          Leg Stun Melee (back)             500
Windfall                 Ground Melee                          600
Rhino Charge         Tag Team Melee (front)         4,000
Ghost Butterfly       Tag Team Melee (back)          4,000
Ram Horn              Partner Assist Melee                 500
Tiger Uppercut       Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta    1,200
Knee Cannon         Knee after Dash                     1,200



SCRIPTED PLAGAS/CRITICALS LIST


A Majini that mutates into a Cephalo or Duvalia does not count as a kill nor a melee kill if a mutation occurs.  A mutation can be canceled to where the parasite will not form and a kill or possibly a melee kill will be earned from the disposal of the Majini.  In some of the Mercs stages a few of the Majini will always spawn a parasite - the mutation is scripted to occur when the Majini is attacked.  A player can learn which Majini will spawn these parasites and be ready to deal with that particular Majini to cancel the parasite mutation.

Majini that spawn Kipepeos will still count as a kill or a melee kill even if the mutation occurs.  The mutation can still be cancelled however to where the player will not have to fight the Kipepeo.


PLAGAS LOCATIONS

Cephalos are found on the following stages:

Public Assembly
Mines
Village
Ancient Ruins
Missile Area
Ship Deck
Prison

Duvalias are found on the following stages:

Ancient Ruins
Experimental Facility

Kipepeos are found on the following stages:

Village


KILL METHODS TO CANCEL SCRIPTED PLAGAS

The following lists ways to cancel a scripted plagas and gain a kill or a melee kill in process.

Cephalos

Melee Kill without Cephalo spawn:
- Instant kill melee
- Nitrogen round + melee

Normal Kill without Cephalo spawn:
- Direct hit with hand grenade or proximity bombo
- Hit Majini with a rotten egg
- Dynamite or explosive arrow explosion from other Majini
- Critical headshot (these are random but if you pick BSAA Jill and use her PX4, you'll have an extremely high chance for getting one when shooting a Majini in the head)

Duvalias

Melee Kill without Duvalia spawn:
- Instant kil melee
- Nitrogen round + melee
- Knock Majini to ground without triggering the mutation then perform a ground melee.

Normal Kill without Duvalia spawn:
- Direct hit with hand grenade or proximity bombo
- Hit Majini with a rotten egg
- Dynamite or explosive arrow explosion from other Majini
- * Kill Majini while it is:
 a) grounded
 b) climbing a ladder
 c) falling from a high ledge
 d) stepping over a railing
 e) sidestepping (sometimes)
 d) dashing (sometimes)

* Majini's head will explode.

Kipepeos

Melee Kill without Kipepeo spawn:
- Instant kill melee
- Nitrogen round + melee
- Melee kill Majini while a structure is overhead (roof, cave ceiling, etc)

Normal Kill without Kipepeo spawn:
- Direct hit with hand grenade or proximity bombo
- Hit Majini with a rotten egg
- Dynamite or explosive arrow explosion from other Majini
- Kill Majini while a structure is overhead (roof, cave ceiling, etc)


KILL METHODS THAT INCREASE RANDOM CEPHALO SPAWNINGS

These kill methods increase the risks of a random Cephalo spawning:

- Headshots
- A melee that kills a Majini after a flash round/flash grenade stun
- Critical ground melee (ground melee aimed directly at a Majini's head)

A scripted Cephalo will appear regardless of whether these type of attacks avoided or not unless the Cephalo is avoided through one of the kill methods listed in the last section.


SCRIPTED CEPHALO/DUVALIA LIST

The following is a list of the scripted plagas that I have found throughout the stages.  The kill in which they appear refers to that particular region, so if a player goes to that area at the beginning of the stage then the scripted parasite should appear around the kill that I mention.  If you go to that region after the kill streak has been raised in another region then the kill streak in which the scripted plagas appears will differ since a player has to be in the scripted plagas' area for it to spawn - unless it's already in the stage from the beginning.

Each scripted plagas that appears from a spawn point will appear randomly but it will always appear from the spawn point that I have listed.  For instance, in Ancient Ruins, the scripted Duvalias on the east side have appeared one right after the other and then at other times, they would appear far apart from each other.

I wouldn't expect a player to stand right by a spawn point and wait for a scripted plagas, but knowing their location and the type of Majini that they spawn from might help you avoid them or at least be ready for them if you think one might be scripted.


PUBLIC ASSEMBLY

-- Cephalo

Type of Majini: Female Town Majini
Location: Many spawn points
When: Throughout the stage run
Extra Notes: All of the female Majini in Public Assembly have a high chance of spawning a Cephalo when shot in the head or after performing a critical ground melee that hits the Majini's head directly.  Perform other melees besides head stun melees and perform ground melees that are not aimed directly at their head in order to reduce the risk of a Cephalo spawn from a female Majini.  Most female Majini have less life, so different melee kill setups can be used by some characters to kill them off without the possibility of activating a Cephalo spawn - such as a leg stun and Mustang Kick with Midnight Wesker instead of a headshot + Cobra Strike.

THE MINES

-- Cephalo

Type of Majini: Bowgun Town Majini
Location: Spawns from the spawn point above the 30 seconds near the combo chest in the bottom tunnel
When: Appears randomly between the 1-20 kill.

-- Cephalo

Type of Majini: Town Majini with bottle
Location: Spawns from the spawn point near the entrance to the bottom tunnel (right side)
When: Appears randomly between the 1-20 kill.

_ _ <-- tunnel entrance
* |
| |
| * <-- this spawn point

-- Cephalo

Type of Majini: Town Majini with shovel
Location: Spawns from the spawn point near the middle 60 seconds.
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Town Majini with shovel
Location: ?
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Pickaxe Town Majini
Location: Spawns from the fenced spawn point in the upper tunnel.
When: Appears as one of the final few enemies from the spawn point.

VILLAGE

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Under the overhead structure that leads to the area with the chicken and combo bonus chest.  This Majini guards this area and stands there from the beginning of the stage.
When: Stands in place under the overhead structure from the start of the stage.

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Spawns from high wall spawn point across from the south window in the lower building containting the 60 second timer.
When: Appears randomly between the 10-20 kill.

-- Cephalo

Type of Majini: Explosive Arrow Wetland Majini
Location: Spawns from the high wall spawn point near the ladder on the east side across from the combo chest (to right of the chest).  There are a total of three to four of these!
When: ?

ANCIENT RUINS

-- Cephalo

Type of Majini: Torch Wetland Majini
Location: Inside the tunnel on the east side of the ruins.  There is a 30 second time bonus along the way to him.
When: Stands in place from the start of the stage.

-- Cephalo

Type of Majini: Torch Wetland Majini
Location: Spawns from the spawn point on the southeast side of the ruins.  This spawn point is right beside the 30 second time bonus behind the wall on the southeast side of ruins.
When: Spawns immediately after the first torch Majini in the tunnel is killed.

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Spawns from the spawn point at the top of the east tunnel with the 30 second timer inside.
When: Appears around the 10-20 kill.

-- Cephalo

Type of Majini: ? (there are three scripted around the 100th combo in the east)
Location: Spawn on the east side of the Ruins.
When: Spawns around the 100th kill in a DUO game.

-- Cephalo

Type of Majini: ?
Location: Spawn from the spawn point right outside the bridge area.
When: Spawns around the 150th kill in a DUO game.

-- Duvalia

Type of Majini: Explosive Arrow Wetland Majini
Location: Below the staircase that leads to the 90 seconds and two flash grenade pickups
When: Stands in place from the start of the stage.

-- Duvalia (West 1)

Type of Majini: Normal Weltand Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase (facing the bottom of the west staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill.

-- Duvalia (West 2)

Type of Majini: Normal Weltand Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase (facing the bottom of the West staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill sometimes after the first scripted Duvalia from this region has spawned.

-- Duvalia (East 1)

Type of Majini: Spear Weltand Majini
Location: Hops out of the water from the spawn point below the east staircase (facing the bottom of the east staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill.

-- Duvalia (East 2)

Type of Majini: Spear Weltand Majini
Location: Hops out of the water from the spawn point below the east staircase (facing the bottom of the east staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill sometimes after the first scripted Duvalia from this region has spawned.

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Spawns from the high ledge spawn point in between the stairs that leads to the 90 second timer in the southwest bridge area.
When: Appears randomly between the 1-20 kill.

EXPERIMENTAL FACILITY

-- Duvalia

Type of Majini: Armored Majini (torso armor, no leg armor)
Location: Starts on first floor and moves down to bottom floor from the beginning.  He will always meet the bottom floor player.
When: Stands on first floor from the start of the stage.

-- Duvalia

Type of Majini: Random Base Majini
Location: Spawns from bottom floor spawn point above the 90 second timer.
When: Appears randomly between the 1-40 kill. Can appear right at the beginning or very late (before the Licker wave).

-- Duvalia

Type of Majini: Random Base Majini
Location: Spawns from spawn point across from the raised platform with the 60 second timer on the first floor.
When: Appears randomly between the 10-30 kill.

-- Duvalia

Type of Majini: Armored Base Majini (torso armor, no leg armor)
Location: Starts on the second floor near the two breakable tallk crates then move up the ladder toward the top player.
When: Stands on the second floor near the two tall crates from the start of the stage.

-- Duvalia

Type of Majini: Random Base Majini
Location: Spawns from top second floor spawn point near green herb pickup and garden.
When: Appears randomly between 1-40 kill.

MISSILE AREA

There are quite a few Majini in Missile Area that will usually spawn a Cephalo after any type of critical hit that shatters their head.  Using headshots or performing a critical ground melee to a Majini's head greatly increases the chances for a Cephalo spawn in Missile Area.  Avoid all shots to the head or melees that hit the head directly if possible.  Angle melees away from the head portion.

-- Cephalo

Type of Majini: Majini with Megaphone
Spawning Region: 90 second area
Spawn Point Facing the set of door on the high north walkway, he exits the right doorway.

-- Cephalo

Type of Majini: Cocktail Majini
Spawning Region: Chicken area
Spawn Point Spawns from ceiling spawn point above the 30 seconds in the middle area (west side/near missiles).

-- Cephalo

Type of Majini: Majini with long pipe
Spawning Region: middle 30 second platform/30 seconds on high south walkway
Spawn Point Spawns from the ceiling spawn point in the south office room.

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini (weaponless)
Spawning Region: middle 30 second platform/30 seconds on high south walkway
Spawn Point Spawns from the ceiling spawn point above the 30 seconds and first aid spray on the east side of the middle area.

-- Cephalo

Type of Majini: Majini with machete
Spawning Region: chicken area
Spawn Point Spawns from the ceiling spawn point above the 30 seconds on the high south walkway.

SHIP DECK

A good majority of the Majini that spawn around the 70th to the 110th kill (duo) and 120 - 150 (solo) on the west side of the boat will become Cephalos if they are not finished off with an instant kill melee or an explosion.

-- Cephalo

Type of Majini: Majini with crossbow
Location: Spawns in the west area - south crate spawn point
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Majini with spiked club
Location: Spawns in the west area - north crate spawn point
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Majini with red wrench
Location: Spawns in the north area
When: ?

-- Cephalo

Type of Majini: Majini with long pipe
Location: Spawns from the crate opening in the alcove to the left of the 90 second (while facing north).
When: Appears randomly between the 130-150 kill in duo.

-- Cephalo

Type of Majini: Dynamite Majini
Location: Spawns from the crate opening in the alcove to the left of the 90 second (while facing north).
When: Appears randomly between the 130-150 kill in duo.


Majini more likely to become Cephalos in west area:

Type of Majini: Majini with red wrench
Type of Majini: Majini with spiked club (THREE of these will become Cephalos)
Type of Majini: Majini with bow gun (ONE of these will become a Cephalo, usually the first or second bow gun Majini)

Dynamite, knife, axe, pipe and molotov Majini will not become Cephalos in the west area - this ONLY goes for the west area.

PRISON

A good majority of the Majini found in Prison can spawn a Cephalo at any time randomly, no matter how they are killed.  The east side of the Prison seems to have the highest Cephalo rate.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 1-30 kill.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 1-30 kill after the first Machete Town Majini scripted Cephalo.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 30-50 kill after the second Machete Town Majini scripted Cephalo.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 30-50 kill after the third Machete Town Majini scripted Cephalo.

50% SCRIPTED CEPHALO LIST

All of the following Majini have a 50% chance of becoming a Cephalo.  Performing any type of critical gunshot or melee (direct head stomp) that makes the head explode will increase the chances of getting a Cephalo greatly - this action almost always guarantees the Cephalo.

PUBLIC ASSEMBLY

-- Cephalo

Type of Majini: Female Town Majini with red dress (no weapon)
Location: Stands inside the building with the two flash grenades on the east side of the middle of the east area.
When: Starts in the stage from the beginning.

-- Cephalo

Type of Majini: Female Town Majini with green dress (no weapon)
Location: Stands inside the building with the 60 second timer inside in the middle of the area.
When: Starts in the stage from the beginning.

MISSILE AREA

-- Cephalo

Type of Majini: Normal Town Majini (no weapon)
Location: Stands near the explosive canisters on the north end of the middle conveyor belt and will drop to the bottom floor conveyor belt from the west ledge of the middle conveyor belt while moving along the bottom conveyor belt in a duo game.
When: Starts in the stage from the beginning.

-- Cephalo

Type of Majini: Town Majini with red wrench
Location: Stands just to the south of the explosive canisters on the north end of the middle conveyor belt and will drop to the bottom floor conveyor belt from the west ledge of the middle conveyor belt while moving along the bottom conveyor belt in a duo game.
When: Starts in the stage from the beginning.

SCRIPTED CRITICALS

Scripted Critical Majini are Majini that will always give a player a critical headshot (Majini's head will explode) if they are killed with gunfire.  A single headshot will always result in a critical headshot from these type of Majini.  To avoid getting a critical headshot, kill the Majini off with a melee that does not require a headshot.

THE MINES

-- Scripted Critical Majini

Type of Majini: Cocktail Majini
Location: Hops down from the spawn point near the bottom tunnel combo chest in the south.
When: Appears randomly between 1-20 kill.

-- Scripted Critical Majini

Type of Majini: Cocktail Majini
Location: Hops down from the spawn point near the bottom tunnel combo chest in the south after the first scripted critical cocktail Majini has been killed.
When: Appears randomly between 1-20 kill.

-- Scripted Critical Majini

Type of Majini: Majini with shovel
Location: Hops down from the upper ledge spawn point near the 60 seconds in the middle in the bottom tunnel.
When: Appears randomly between 1-20 kill.


* NOTE: All Cocktail Majini and Dynamite Majini in the Mines give off a high chance for a critical headshot when shot in the head, so you're always risking a critical when one of these types are shot.

MISSILE AREA

-- Scripted Critical Majini

Type of Majini: Majini with hatchet
Location: Appears in the area near the 90 second timer.  Spawns from the third floor walkway spawn point.  Can drop off either side of that walkway - east or west side.
When: Appears randomly between 1-30 kill.


If you know of any other scripted Cephalo/Duvalia/Kipepeos in a stage then list them in this thread and I'll add them to the list and give you credit.  Feel free to correct me also.

All of these were found through solo mode while standing by particular spawn points.  I restarted multiple times to confirm each one.  Some stages have not been experimented with as much as others.  I know I'm missing some scripted Cephalos in Mines and Ship Deck.  Most likely Prison also.  Missile Area is just... a little bastard with its randomness of Cephalos.  It's hard to pinpoint a scripted Cephalo there.

I'll probably add these to my Mercs guide eventually.

- Berserker



CREDITS

Thanks to the following users for their help:

- justMatt
- Elgar/Dreamer RD (Serge)
- Seitengrate
- Andrew Evenstar
- BoBo_273
- Headminerve
- RogerRockmore
- K1NGxCARVER
- Big K


Title: Re: Scripted Plagas List
Post by: NEXUS on December 08, 2009, 08:14:28 PM
Damn!! Nice berserker, must have tooken u a LONG time to write all of this information down. I was really interested in the scripted cephalo's info. Thanks for posting this stuff.


Title: Re: Scripted Plagas List
Post by: advoc8r on December 08, 2009, 10:45:19 PM
Damn!! Nice berserker, must have tooken u a LONG time to write all of this information down. I was really interested in the scripted cephalo's info. Thanks for posting this stuff.
concur wholeheartedly!


Title: Re: Scripted Plagas List
Post by: JuJuJC on December 08, 2009, 11:00:54 PM
AWESOME berserker!!

I always had problems figuring which one spawns a parasite! Thanks for this info! ^_^


Title: Re: Scripted Plagas List
Post by: Berserker on December 08, 2009, 11:54:31 PM
It really didn't take that long, just some careful observation for a few hours.

I was really surprised to notice some in Prison.  I bet there's more.  I didn't try out every spawn point there.  Ship Deck is even harder to take a look at since the Cephalos don't start appearing that often until about midway through.

Ex Facilities' Duvalias are completely random Base Majini every time it seems (except for the armored ones), but they always appear from the same spawn points.

Anyway, I was originally going to start writing for RE: Darkside Chronicles, but I've lost motivation for it with Alternate Edition being so close and RE5 still has my complete attention, so I'll spend time doing stuff for the forum until Alternate Edition is released next year.  I've still got something else planned.  This thread is pretty minor and a split second decision from an idea that I got yesterday while practicing type B controls in solo mode. :)


Title: Re: Scripted Plagas List
Post by: advoc8r on December 09, 2009, 12:14:25 AM
ur a forum treasure berserker!


Title: Re: Scripted Plagas List
Post by: DandyMan123 on December 09, 2009, 10:16:17 AM
Great post! Thanks!


Title: Re: Scripted Plagas List
Post by: Hyperbomb180 on December 09, 2009, 10:20:47 AM
I may be wrong but ive sorta been noticing that the bald headed white male majini usually never transforms. like i said i may be wrong though, ill have to check it out.


Title: Re: Scripted Plagas List
Post by: justMatt on December 09, 2009, 03:46:14 PM
Great observations, didn't know most of these, thanks for posting.
Also, on village I'm sure there is one normal spear majini who spawns between 10-15 kills on the south side of the hut with combo and time bonuses who always seems to become a cephalo.
It becomes very noticeable when using the kenbio strat


Title: Re: Scripted Plagas List
Post by: Berserker on December 10, 2009, 02:20:48 AM
Thanks for the info, you two.  I'll be sure to check it out.

I really didn't experiment with Village that much much like I didn't with Ship Deck


Title: Re: Scripted Plagas List
Post by: DRMsSymphony on December 13, 2009, 09:56:37 AM
Ive got an idea:

sometimes with Wesker-Midnight/STARS:

Its better to hit ur opponent in the back with an cobra strike,
instead of his head..
maybe that will decrease the Cephalo rate?


Title: Re: Scripted Plagas List
Post by: Berserker on December 13, 2009, 03:40:56 PM
- Added "KILL METHODS THAT INCREASE RANDOM CEPHALO SPAWNINGS" section.
- Added the extra Village scripted Cephalo thanks to justMatt
- Corrected the locations of the Ancient Ruins Duvalias.

Ive got an idea:

sometimes with Wesker-Midnight/STARS:

Its better to hit ur opponent in the back with an cobra strike,
instead of his head..
maybe that will decrease the Cephalo rate?

Thanks.  I'll get a friend to experiment with that.


Title: Re: Scripted Plagas List
Post by: Hyperbomb180 on December 14, 2009, 02:49:59 AM
Hey i just realized that i think you can stop that spear majini near the chicken in the village from spawning a cephalo. The player that starts on top near the time bonus and red herb can kick the trap near the bonus.


Title: Re: Scripted Plagas List
Post by: Berserker on December 14, 2009, 04:04:17 AM
Hey i just realized that i think you can stop that spear majini near the chicken in the village from spawning a cephalo. The player that starts on top near the time bonus and red herb can kick the trap near the bonus.

Nah, that would only kill the explosive arrow Majini below.  The scripted Cephalo Majini stands over the other spike trap that can only be activated from the bottom portion.  I don't really think the player on the bottom could sneak toward the button without alerting the scripted Cephalo.

Even if you did, that would waste too much time really.


Title: Re: Scripted Plagas List
Post by: Wesker maniac on December 14, 2009, 09:04:42 AM
Thanks for this.Now I know when to expect to fight those damn Duvalias.


Title: Re: Scripted Plagas List
Post by: justMatt on December 14, 2009, 04:18:40 PM
My scripted cephalo guy made the list! He was annoying me so much in solo I thought he must have been trying to get on the list :D
Hey i just realized that i think you can stop that spear majini near the chicken in the village from spawning a cephalo. The player that starts on top near the time bonus and red herb can kick the trap near the bonus.
So those traps can stop plaga  spawns? I just know that they are really powerful, I have killed a Giant Majini before by spearing him as he went on the bridge.


Title: Re: Scripted Plagas List
Post by: furbe8 on December 14, 2009, 10:07:52 PM
You can toss a grenade down to the majini who guards the chicken area in village to prevent the cephalo from coming out. This is especially useful in duo because it saves a lot of time for the bottom spawn player. I still haven't got the trajectory of the aim down yet though, tossing it from the hut spawn. Anyone good at this part?


Title: Re: Scripted Plagas List
Post by: Immortal_Neji on December 15, 2009, 03:55:53 AM
You can toss a grenade down to the majini who guards the chicken area in village to prevent the cephalo from coming out. This is especially useful in duo because it saves a lot of time for the bottom spawn player. I still haven't got the trajectory of the aim down yet though, tossing it from the hut spawn. Anyone good at this part?
i tried but it was epic fail lol , you can see it in the kenbio vidz


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on December 22, 2009, 01:04:32 AM
- Added a "SCRIPTED CRITICALS LIST"

I think only The Mines has scripted criticals.


Title: Re: Scripted Plagas/Criticals List
Post by: andrew932 on December 22, 2009, 01:19:53 AM
Wow Berserker, your my hero. Now have a + Karma





Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on December 22, 2009, 12:55:57 PM
There are 2 wetlands majini in AR without spears (grabbing type) who spawn around the area with 2 flashes, time and combo bonus on I think the east side that are scripted cephalos. Not sure exactly when they spawn but it's usually when you have cleared every1 else from the area they spawn from so in HITORI strat 30-35 kills


Title: Re: Scripted Plagas/Criticals List
Post by: BoBo_273 on December 24, 2009, 05:30:30 PM
There are actually 3 more scripted Cephalos you can add to Ancient Ruins. They spawn around the 90 mark and I've experimented with this as well. They're 3 Wetland Majini with no weapons. They will always spawn a Cephalo. I'm not sure of the exact spawn location, but they spawn on the side of the map where the 60 second clock as well as the 90 second clock (with 2 Flash Grenades). One or 2 could spawn a random Cephalo, but there are 3 that are scripted.


Title: Re: Scripted Plagas/Criticals List
Post by: RogerRockmore on December 24, 2009, 06:31:52 PM
Thanks alot Kev. Cancelling out a potential Duvalia spawn with a rotten egg is great. On AR you tend to know when the majini will be a duvalia. Especially at the end. It will save a lot of time when you have no flash grenades left.


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on December 25, 2009, 12:22:44 AM
Thanks for all the extra info everyone.

Yeah, I've noticed that the east side has quite a few Cephalos on the way back while on that side in duo.  I've started neck breaking the majority of the Majini on the way back while on that side.  I know the scripted Cephalos are shown in many videos.

Too bad I can't find the spawn point.  I could tell someone to keep the combo for me and wait while I examine the spawn points and wait for the scripted Cephalo to hop out I guess.

Yeah, we're about to get a higher 800K score, but - oh, wait - Berserker wants to test something. ::)

All jokes aside, I'm pretty sure they hop out from the spawn point above the staircase or the high ledge spawn point on the bottom floor near that side.


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on January 05, 2010, 08:33:53 PM
- Added several unlisted Cephalos to Ship Deck and a few to Ancient Ruins

Big thanks to Ship Deck thread (http://www.biohazardmercenaries.com/forums/index.php?topic=1686.0) for his/her help with Ship Deck scripted Cephalos.


I might play solo AR and SD a bit to find the more exact locations.  Would be interesting to pinpoint the Cephalos on Ship Deck


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on January 06, 2010, 03:51:23 AM
- Added several unlisted Cephalos to Ship Deck and a few to Ancient Ruins

Big thanks to Ship Deck thread ([url]http://www.biohazardmercenaries.com/forums/index.php?topic=1686.0[/url]) for his/her help with Ship Deck scripted Cephalos.


I might play solo AR and SD a bit to find the more exact locations.  Would be interesting to pinpoint the Cephalos on Ship Deck
ur a treasure , i 4 1 appreciate u 2 no end , i honestly wait with baited breath 4 ur updates !!


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on January 08, 2010, 09:05:10 AM
Ok so I've tried this out a few times and have come to a conclusion i hope you'll all agree with: on MA cephalos will always spawn at the worst moment possible ;)


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on January 09, 2010, 02:09:00 AM
Ok so I've tried this out a few times and have come to a conclusion i hope you'll all agree with: on MA cephalos will always spawn at the worst moment possible ;)

So very true.  If you think a Majini is a Cephalo then it isn't... but if you think it is a Cephalo then... it wasn't. Playing MA is like playing a game of Minesweeper... and I never was good at that game. I hate it to hell. =(

BTW, I think I now see some more scripted Cephalos in the bottom cave tunnel of the Mines now.  They appear all the time on videos that I watch.  I'll add them soon.  Watch a video closely and look for two Majini with shovels that spawn Cephalos around the 70th and 100th kill in the bottom Mines tunnel respectively.


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on January 10, 2010, 08:42:27 AM
Ok forget my earlier post, cephalos on MA are completely random. I just had a few runs where I got several cephalos in a row. They weren't really at the worst moment but it was still very annoying  >:( But just generally on MA you should try not to rely on the hope that a cephalo won't spawn to save the combo because it probably will. Also, don't try knee cannoning too many enemies because it also greatly increases cephalo chances.

I've tested PA a bit as well and I'm almost completely certain female majini will always spawn cephalos if you knee cannon, which leads me to believe knee cannons are almost as bad as head crushes


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on January 10, 2010, 10:00:17 AM
One thing that I have noticed about MA is that it seems that there are certain Majini that are MORE likely to become Cephalos if you perform some type of critical to them.  If you use the old Kurono-K duo strategy, there is one that moves up the stairs after your character on the north side of MA that will almost ALWAYS become a Cephalo if a critical of any type is performed to him.

For instance, with STARS Chris, if I stomp this certain Majini in the head, it will become a Cephalo.  If I uppercut it and the uppercut turns out to be a critical then it will spawn a Cephalo.  If I kill it normally with a melee that isn't critical or through normal gunfire then it will NOT become a Cephalo.  It's much more than the random females on PA also.  This seems to be constant.  Believe me, I have restarted a game CONSTANTLY because of this and it was always because of a critical head stomp or uppercut.

It's like there are scripted Cephalos on MA that will only spawn when a critical is done to them, but you need a critical to activate them.  If that's true, it would sort of explain this "luck" that some players have with very few Cephalos - a pair of Wesker's do not get many critical headshots that cause the Cephalos to spawn.

I believe there are some true scripted one's there though, hidden among the constant seemingly random spawns.

That's just a bunch of theory though. :)


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on January 10, 2010, 11:40:57 AM
There probably are about 5 or more scripted cephalos in MA but it would be even more difficult to find out than in other stages because so many more majini are blown up by dynamite and they may/may not have turned into cephalos.
I think you're right in saying that criticals greatly raise cephalo chance, most of the knee cannons I was talking about were criticals. Maybe cobra striking majini in the back would lower cephalo rate, reduce the amount of cobras done to the head.


Title: Re: Scripted Plagas/Criticals List
Post by: Max20002000 on January 14, 2010, 03:57:15 PM
Thank you for the guide


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on January 14, 2010, 04:11:13 PM
yes max2x2k i am also very grateful 4 berserker and his strategy guides , i hope more mercs are 2 !!


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on January 14, 2010, 06:12:15 PM
Thank you for the guide
yes max2x2k i am also very grateful 4 berserker and his strategy guides , i hope more mercs are 2 !!

Thanks for the posts, both of you!

I'm probably not going to be updating my threads on this board that much this month.  I'm working on Darkside Chronicles at the moment.  If you see me idle on the boards then that's most likely what I'm busy with.

It should only take about another two weeks really... maybe a bit longer.  I don't really know.


Title: Re: Scripted Plagas/Criticals List
Post by: andrew932 on January 14, 2010, 09:10:49 PM
Yeah Berserker you've done well here. I always enjoy reading your walkthroughs, it must take you a long time.

But could you please release a step by step guide to the Final Fantasy series? I'd need something to recite over when I'm dying of old age.



Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on January 15, 2010, 01:51:29 PM
Hey, thanks!

You'll probably never see another Final Fantasy FAQ or RPG FAQ by me for that matter.  RPGs take WAY TOO LONG for me - FFXII took three months.  I don't really see how FAQ authors can follow them through to completion.  My hat's off to sephirosuy and Split Infinity on GameFAQs for their exquisite work on Final Fantasy games.

Oh and... I just got done with the RE2 segment of my DSC guide.  Now, I only have the majority of Operation Javier and all of CVX left!  I'm moving through this one pretty quickly.  Seems to take nearly a week per scenario.  Not bad.


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on January 16, 2010, 06:46:35 PM
--> The Mines

-- Cephalo

Type of Majini: Town Majini with shovel
Location: Spawns from the spawn point near the middle 60 seconds.
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Town Majini with shovel
Location: ?
When: Appears randomly between the 70 - 100 kill.

RE5 mercs TM 360 DUO 830k (http://www.youtube.com/watch?v=uxCJzKJsF8c#)

^ 3:44 Shovel Majini Scripted, 4:56 Shovel Majini Scripted


--> Ship Deck

-- Cephalo

Type of Majini: Majini with crossbow
Location: Spawns in the west area - south crate spawn point
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Majini with spiked club
Location: Spawns in the west area - north crate spawn point
When: Appears randomly between the 70 - 100 kill.

Resident Evil 5 Mercenaries - Ship Deck DUO - 913774 Pts. - Wesker Midnight/Chris S.T.A.R.S (http://www.youtube.com/watch?v=L7OA0RBwtbU#)

^ 3:43 Crossbow Majini scripted (1/1), 4:13 Spiked Club scripted (1/3)



Scripted in Mines:

- 3 bottle (1 found) [other 2 appear near (1) bottom tunnel entrance and (2) top west portion of north ledge
- 1 bowgun
- 2 shovel
- 2 sickle (both appear somewhere on top north ledge on the west side)
- 3 pickaxe (1 found) (other 2 appear near (1) bottom tunnel entrance and (2) top west portion of north ledge
- 1 red wrench (bottom tunnel entrance, I think)


^ I'm unsure of some of these locations and if they actually are scripted.  I'm pretty sure there are 3 bottle Majini scripted and 2 sickle scripted though.

I'll probably have to add another sort of explanation as to the show times for each Cephalo for Solo mode if that is possible.  All of these so far are mainly based on Duo mode.  Really, listing the times can be useless since it depends on the strategy you use.


Title: Re: Scripted Plagas/Criticals List
Post by: Seitengrate on January 16, 2010, 07:39:27 PM
There are definitely some scripted ones on Missile Area, every run in the past I noticed at least one dynamite and Molotov Majini would spawn one. I agree with Berserker also that criticals and Plaga spawns are intertwined, the developers knew how strong Wesker was so probably made sure he would have as hard a time with Cephalo as is possible for him.

Missile Area also seems to have key points in the combo where they appear. On a typical Solo run for example, I always get one within the first 20 enemies, then once jumping down at 40 there is usually 1 or 2 between 40-60 then 1 in the main area and once to the section with the raised platform Time Bonus the rate increases drastically. Either way, the Cephalo there are annoying. I've also noticed it's the only stage I've ever consistently gotten a Cephalo spawn from the first kill, I'm sure it happens on other stages but using a Knee Cannon on the first Majini in the low Duo spawn usually mutates them into a Cephalo.


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on January 29, 2010, 02:50:23 PM
ok I have noticed more scripteds on village: 2 will spawn from the cave, the first has no weapons and the second has a spear, spawn around 60-70 in Duo


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on January 29, 2010, 04:08:51 PM
ok I have noticed more scripteds on village: 2 will spawn from the cave, the first has no weapons and the second has a spear, spawn around 60-70 in Duo

Yeah, I really believe that there is a whole mess of scripted Cephalos on Village toward the end.  They most likely come from the cave spawn point, like you mentioned and the spawn point near the combo chest on the hill.

It's so very hard to tell them apart though unless you watch as they spawn.

Thanks for the info.  I'll add it at a later date.

I will get back to all of my stuff on the strategy board once I'm finished with DSC.  Almost done.


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on January 29, 2010, 05:02:52 PM
berserker , idk if u have covered this , if u have nvm . would it make sense 2 loc8 all enemy spawn locations , and how many spawn from each spawn point , and maybe how 2 initiate and cre8 full spawns from each spawn point ?


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on January 30, 2010, 01:00:21 PM
If you think its necessary, you can add that cephalos never spawn when a majini dies from falling


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on February 03, 2010, 03:23:21 PM
I read in the 1st page cephs were at random in ma... however some are scripted but sprout only during some kinds of spawning.
For example, in the first wave of 12 after the very first majinis, theres this molotov guy. I can guess which on it is and magnum x2 right away. This happens in the chicken area.
In the same zone theres a ceph in a dynamite guy too. So at least 2 scripted in this area. With more time ill figure out more of them and quote them here.
sorry i see some replies about ma lol.

It also seems cephs appear more during a dash+knee as a combo-saving move. Yesterday igot 2 ceph with a desperate dash! But it may deal with the fact some ceph in becoming move slower than non ceph majinis, thats why I choose them as dash targets (theyre far away)...


Title: Re: Scripted Plagas/Criticals List
Post by: Jaz_B on February 03, 2010, 03:27:37 PM
headminvere i cant believe how much progress you've made in a few days Xd
whats your MA solo score so far ?


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on February 03, 2010, 03:33:30 PM
my score is still 360 k with a route i dont play anymore. My knowledge about the map grows faster than my aiming aptitude lol! And i play 5h a week for now so im not in the high score mood yet...

About scripted cephs again, the 30kills main zone has at least 3 scripted cephs, 1 of them is a long stick guy and 1 is a dynamite iirc. Not 100% sure though since i may be confused withe dynamite of the chicken zone.


Title: Re: Scripted Plagas/Criticals List
Post by: Jaz_B on February 03, 2010, 03:35:35 PM
oh i see, keep it up man, maps like MA aren't understood 100%. you could be the first to do it and fully maximise your knowledge to get a crazy crazy score.


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on February 03, 2010, 04:00:05 PM
As tunnel spawn the cephalos on mines ar really easy to predict until about 90 kills
I agree there must be tons of scripted cephs on MA but then sometimes the majini that will spawn them get blown up so idk


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on February 03, 2010, 11:40:32 PM
Thanks for the info Headminerve.  You seem to make careful studies of in-game occurrences like I do.  Only... you put yours to use in gaining higher scores, etc, while I just list them for others, for the most part. =P

I'll check out the MA scripted and add them once I get back to playing RE5 more.

With the appearance times for the scripted, I'm going to start listing the area (region) where they spawn right next to the kills in which they spawn since it's going to be different depending on the strategy used in both solo and duo, especially with bigger maps like MA.


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on February 04, 2010, 12:50:49 AM
berserker , u mainly , and any1 who posts info 4 ur guide r so f'ing ultra awesome !  idk how u do it !  i hope u enjoy doing that stuff as much as i and the forum appreciate u ! dawgone it , and shucks ( scraping my shoe in the dirt ) !


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on February 06, 2010, 09:59:35 AM
More on mines: scripted critical on a shovel majini, I've windfalled his chest several times and he his head pops. Also there is another bottle majini who comes from the main tunnel entrance who is a scripted cephalo


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on February 06, 2010, 10:14:53 AM
More on mines: scripted critical on a shovel majini, I've windfalled his chest several times and he his head pops. Also there is another bottle majini who comes from the main tunnel entrance who is a scripted cephalo

Thanks.  I noticed the scripted critical on the shovel Majini during my dual STARS Chris run.  I pretty much knew it was scripted when a head explodes after a stomp aimed at the chest.

I'll updated everything soon.

Keep adding more info if anyone finds out anything else though.  Just record a post here and I'll look back through them.


Title: Re: Scripted Plagas/Criticals List
Post by: Ae on February 06, 2010, 11:04:18 AM
This topic is easily one of the best on the forums, thanks so much for this.


Title: Re: Scripted Plagas/Criticals List
Post by: rJay on February 06, 2010, 11:17:45 AM
This topic is easily one of the best on the forums, thanks so much for this.

I agree. You are probably more familiar with the game mechanics than anyone else here Kev. You're work is very much appreciated.


Title: Re: Scripted Plagas/Criticals List
Post by: RogerRockmore on February 07, 2010, 10:41:15 AM
You can kill scripted Duvalia with a critical headshot, I did it on AR with Wesker to the bow majini. Jill BSAA could do this easilly with her HG's critical rate.


Title: Re: Scripted Plagas/Criticals List
Post by: Choko_TS on February 07, 2010, 01:41:50 PM
You can kill scripted Duvalia with a critical headshot, I did it on AR with Wesker to the bow majini. Jill BSAA could do this easilly with her HG's critical rate.
They wont mutate with a critical headshot ? O_O


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on February 07, 2010, 04:27:51 PM
Thanks for the comments above. ;)

You can kill scripted Duvalia with a critical headshot, I did it on AR with Wesker to the bow majini. Jill BSAA could do this easilly with her HG's critical rate.

Hmm, I never have thought of trying that.  Interesting.  Thanks for that.


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on February 07, 2010, 05:26:00 PM
This topic is easily one of the best on the forums, thanks so much for this.

I agree. You are probably more familiar with the game mechanics than anyone else here Kev. You're work is very much appreciated.
u 2 r so right , thx berserker  !


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on February 08, 2010, 02:35:19 PM
I think the likeliness of getting a cephalo increases as the game goes on, or maybe it's just the majini near the end ar all more likely to turn cephalo.


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on February 08, 2010, 02:49:49 PM
Difficulty adjustment plays a role in this. DA changes the ceph percentage, DA being changed itself by the ammo you drop, the amount of times you're hit, grabbed, if you broke a combo or several, and maybe even if you miss shots or don't melee much !

In some maps zones overlap and that's terrible to figure out which spawns first among allllll those majinis.

So here's a question I haven't seen answered in Berserker's faq : do we know spawning priorities (MA is the map I specifically want but it works in other maps) ?

If I take MA, it's insane to figure out all the possibilities... except in some "isolated" zones (where only 2 zones overlap for example).


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on February 10, 2010, 06:36:29 PM
I won't explain all my strat for this result, but for info I counted 6 scripted cephalos and only 3 auto-crits in MA, playing Wesker Midnight. Crits are difficult to figure out with only one day studying the map, but the ones I may have avoided are the dynamite majinis I often magnumed, or they just killed themselves. And with bad luck maybe a few scripted crits may have been killed otherwise than with headshots in all the tries I did, bad luck but possible since molotovs and dynamites may screw up the run.

I'm finally ready for trying highscores ! ;D


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on February 10, 2010, 06:59:04 PM
go 4 it Headminerve , get some  !


Title: Re: Scripted Plagas/Criticals List
Post by: Kanemaster on February 11, 2010, 03:32:54 PM
I can see Berserker trying to figure out the scripted majini for the M.R guide

Cephalo on EF would say this to him: "WHERE IS YOUR GOD NOW"


Title: Re: Scripted Plagas/Criticals List
Post by: Immortal_Neji on February 11, 2010, 05:25:56 PM
I can see Berserker trying to figure out the scripted majini for the M.R guide

Cephalo on EF would say this to him: "WHERE IS YOUR GOD NOW"
yeah and fuckin bui'kichwas in PA , kipeopeo in AR , and now duvalias in SD... whats next ? all plagas-enemies on prison :D ? xD


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on February 15, 2010, 09:45:32 AM
On MA in the bottom conveyor belt area, the last person to spawn next to the 90sec timer is always a cpehalo. Very noticable in solo, you can see it in almost all MA solo vids.

Also there are 3-4 bowgun majini in village who spawn right next to a laddewr near the upper spawn combo bonus, all of them seem to be pretty consistent cephalos


Title: Re: Scripted Plagas/Criticals List
Post by: RD on February 15, 2010, 03:21:14 PM
On MA there are at least 4 scripted Cephalos.

1) Megaphone guy in 90 sec area
2) Molotov guy in central area, drops near 30sec
3) Dynamite guy from the same place
4) Pipe guy from office spawn point


Title: Re: Scripted Plagas/Criticals List
Post by: JuJuJC on February 15, 2010, 03:40:15 PM
On MA there are at least 4 scripted Cephalos.

1) Megaphone guy in 90 sec area
2) Molotov guy in central area, drops near 30sec
3) Dynamite guy from the same place
4) Pipe guy from office spawn point

OH GAWD thanks!!!


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on February 15, 2010, 07:06:38 PM
On MA there are at least 4 scripted Cephalos.

1) Megaphone guy in 90 sec area
2) Molotov guy in central area, drops near 30sec
3) Dynamite guy from the same place
4) Pipe guy from office spawn point

That's great, Serge!  Thanks for posting that.

You seasoned solo players are usually good at knowing scripted Cephalos.

Anyway, I'll start back on this thread and some other stuff for RE5 tomorrow.

Darkside Chronicles is done!  Now, if GameFAQs would hurry up and post the guide I'd feel complete... or in Dead Space terms - I'd feel "whole again". :D


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on February 16, 2010, 08:16:46 AM
Elgar> actually the molotov you're talking about spawns from the missiles spawn point, but is triggered in the 1st floor conveyor belt/chicken zone (or what you would call "office spawn point). ;)


Title: Re: Scripted Plagas/Criticals List
Post by: carver on February 24, 2010, 06:18:26 PM
just something to mention...in the mines u have the list correct but when playing the cave spawn its worth mentioning that all molotovs in there are crits and it is the first archer near the combo box in caves thats a cephalo... in ur list u just say randomly spawns between 1-20 kills

but good list


Title: Re: Scripted Plagas/Criticals List
Post by: BoBo_273 on February 24, 2010, 06:49:00 PM
On Prison, you mentioned 2 scripted Cephalos which are correct, but 2 more will spawn from the same area (cell corridors) and they also carry the Machete's. They'll spawn from 30-50. In my Prison run I actually got all 4 scripted ones, all with Machete's.


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on February 25, 2010, 11:35:52 AM
Alright, I updated the list finally.  Thanks for all the info.

With the bowgun Majini in the Mines, I already have him listed with his location.  With the cocktail Majini, I've only found two that are guaranteed criticals along with a newer shovel Majini now.  I made a note that all cocktail Majini can be criticalled rather easily though.  They have the highest chance.

It's updated with Village scripted, MA scripted, SD scripted, Mines scripted headshot, and Prison scripted for those interested.

I hope to add some scripted Cephalos and Duvalias for Reunion soon.  We all know about the Agitator and Allyson on PA, but I'm sure there are tons of scripted on PA in Reunion.  There seems to always be at least one female Cephalo and one female Duvalia around the alley area.  A whole widespread of Duvalias and Cephalos seem to start after the 50th kill on PA now.

PA is such a token stage.  It's pretty easy in normal Mercs and much harder with all the new plagas spawns in Reunion yet we all still play it more than other stages all the time. xD


Title: Re: Scripted Plagas/Criticals List
Post by: Immortal_Neji on February 27, 2010, 08:56:53 PM
there's a bunch of scripted duvalias in the first 20 enemies in AR , after i kill the first 10 guys i have mostly 3 or 4 of them..
also kipeopeo's seems to be scripted ( at least 3 ) , there's not any until 90 kills i think

in village , there's NO cephalos in the first 40 enemies , the first in an archer in the 40-50 kills , he spawns from a big wall in the upper area , in the fielded side with a combo chest





Title: Re: Scripted Plagas/Criticals List
Post by: BoBo_273 on February 28, 2010, 01:23:36 AM
there's a bunch of scripted duvalias in the first 20 enemies in AR , after i kill the first 10 guys i have mostly 3 or 4 of them..
also kipeopeo's seems to be scripted ( at least 3 ) , there's not any until 90 kills i think

in village , there's NO cephalos in the first 40 enemies , the first in an archer in the 40-50 kills , he spawns from a big wall in the upper area , in the fielded side with a combo chest





The one guy who stands by the spikes where the chicken is located is a scripted Cephalo. He's already stationary there from the start.


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on February 28, 2010, 01:27:11 AM
quote from bobo ,
The one guy who stands by the spikes where the chicken is located is a scripted Cephalo. He's already stationary there from the start.
so hit the upper or lower spike trigger  ?


Title: Re: Scripted Plagas/Criticals List
Post by: Immortal_Neji on February 28, 2010, 06:27:48 AM
there's a bunch of scripted duvalias in the first 20 enemies in AR , after i kill the first 10 guys i have mostly 3 or 4 of them..
also kipeopeo's seems to be scripted ( at least 3 ) , there's not any until 90 kills i think

in village , there's NO cephalos in the first 40 enemies , the first in an archer in the 40-50 kills , he spawns from a big wall in the upper area , in the fielded side with a combo chest





The one guy who stands by the spikes where the chicken is located is a scripted Cephalo. He's already stationary there from the start.
i mean in reunion , the scripted in the chicken area is already well know but its on regular mercs
( and the chicken is on the upper area in reunion , in the cave with the 60sec timer )


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on February 28, 2010, 09:23:33 AM
Scripted crit in MA. You can see it in Yaritaiji's 697k vid, he seems to know about it. Just after he jumps down the ladder to get the final Timer, theres a guy with an adze thing. He tiger uppercuts him then windfalls and its a crit


Title: Re: Scripted Plagas/Criticals List
Post by: BoBo_273 on February 28, 2010, 01:45:17 PM
quote from bobo ,
The one guy who stands by the spikes where the chicken is located is a scripted Cephalo. He's already stationary there from the start.
so hit the upper or lower spike trigger  ?

You won't be able to get there without triggering him. The player on the top spawn can hit the spikes, but the one where the archer stays.


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on March 01, 2010, 08:21:59 AM
@justmatt> he's not a scripted 100% crit. I actually think Yari lost time with this enemy (and he didn't anticipate the 5 kills explosion too, other mistake that stole him a 700k run). I'd rather say he thought this enemy was hit before and thought he needed to shoot once only to melee-kill him. Or it was just pressure, to not lose the combo and/or avoid any "potential" crit because he already lost 5 kills (around 10 sec or more if he ahd meleed them), he chosed to do a safe melee kill.

The crit after the windfall is there because the enemy had a very few health points remaining, imo.


Title: Re: Scripted Plagas/Criticals List
Post by: Chie_8 on March 01, 2010, 09:44:10 AM
GREAT WORK EVERYONE & Kevo ;)

btw i have an info for Jill BSAA players in AR :
-- Duvalia
Type of Majini: Explosive Arrow Wetland Majini
Location: Below the staircase that leads to the 90 seconds and two flash grenade pickups
When: Stands in place from the start of the stage.

shoot his leg w/Jill MG the duvalia will canceled ;D i am 100% sure & i always do it ;)
IF U NEED VID LET ME KNOW  ::)


Title: Re: Scripted Plagas/Criticals List
Post by: justMatt on March 01, 2010, 12:56:48 PM
Oh maybe he's not always crit but I remebered seeing lots of other runs where a guy at that point was a crit. I dont think crits happen when their just low on life tho, windfalling the chest and getting a cirt is usually a sure sign that its scripted.


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on March 01, 2010, 01:16:47 PM
Well, maybe. The thing is the guy you see in the vid isn't a 100% crit. He may be a 50% or 75% scripted crit, but for now I can't tell (frakkin ps3 bug). What I see in Yari's run is he could have killed him with a headshot+cobra, he wouldn't have got a crit. I watched again and it seems his windfall was very close to the head, so chest... head... the sound is too crappy to be sure what happened. :P


Title: Re: Scripted Plagas/Criticals List
Post by: Chie_8 on March 01, 2010, 01:23:25 PM
i am not talking about wesker player , i am talking about Jill player & i mean by IF U NEED A VID i mean i CAN record a vid for that IF IT NEED TO XD


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on March 01, 2010, 04:10:26 PM
I think everyone understood you Chie. ;D
Btw, Enemies are the same for any character playing the same map (in the same kind of mercs mode of course).


Title: Re: Scripted Plagas/Criticals List
Post by: Seitengrate on March 01, 2010, 04:43:36 PM
Scripted crit in MA. You can see it in Yaritaiji's 697k vid, he seems to know about it. Just after he jumps down the ladder to get the final Timer, theres a guy with an adze thing. He tiger uppercuts him then windfalls and its a crit

During the low section of Missile Area with the current Solo strat there are a few enemies that can be criticals 50% of the time from personal experience. Playing it in the past I have had 4 criticals in a row near the final 90 second Time Bonus on many occasions. It could be bad luck on my part but it seems quite consistent.


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on March 01, 2010, 05:12:00 PM
Btw this would be interesting to figure out who are the 50% or xx% crits and cephs... who knows... maybe every ceph and crit are scripted, with no exception. Actually more I think of it...


Title: Re: Scripted Plagas/Criticals List
Post by: Seitengrate on March 01, 2010, 05:20:11 PM
Btw this would be interesting to figure out who are the 50% or xx% crits and cephs... who knows... maybe every ceph and crit are scripted, with no exception. Actually more I think of it...

I agree about the scripted part. I think almost all criticals and Cephalo are 50% and there are the obvious 100% ones. Take Ship Deck for example, there is a dynamite Majini in the area just outside the chicken area that seems to spawn a Cephalo every 3 runs or so. I'm sure the game is programmed to make the player aware these spawns occur but also keep them guessing (it would be boring if Plagas were the same every run lol).

There are odd occasions though, for example, I remember a Solo PA run with Chris Safari where I had 9 criticals in a row and this was followed by 2 Cephalo lol, I imagine all the criticals just happened to occur at once as opposed to spread out.


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on March 01, 2010, 05:23:19 PM
PA would be the easiest map to check since there are a very few crits and cephs overall. Interesting debates and discussions in becoming ! :D


Title: Re: Scripted Plagas/Criticals List
Post by: Chie_8 on March 01, 2010, 08:12:33 PM
I think everyone understood you Chie. ;D
Btw, Enemies are the same for any character playing the same map (in the same kind of mercs mode of course).

I think i will have to record XD


Title: Re: Scripted Plagas/Criticals List
Post by: BoBo_273 on March 01, 2010, 11:02:12 PM
I think everyone understood you Chie. ;D
Btw, Enemies are the same for any character playing the same map (in the same kind of mercs mode of course).

I think i will have to record XD


Wesker players won't understand ;) I know what you mean though. I DKD him or Head Grab him all the time. But you should also add that you only have 2 MG shots to set him up. A 3rd one will spawn the Duvalia.


Title: Re: Scripted Plagas/Criticals List
Post by: Chie_8 on March 01, 2010, 11:46:09 PM
I think everyone understood you Chie. ;D
Btw, Enemies are the same for any character playing the same map (in the same kind of mercs mode of course).

I think i will have to record XD


Wesker players won't understand ;) I know what you mean though. I DKD him or Head Grab him all the time. But you should also add that you only have 2 MG shots to set him up. A 3rd one will spawn the Duvalia.

u are right BoBo XD
o thankX i forgot to add that XD
because the MG is weaker & effect majini less so we had the chance to melee them or kill them if we hit there legs ;D


Title: Re: Scripted Plagas/Criticals List
Post by: Seitengrate on March 01, 2010, 11:53:07 PM
I think everyone understood you Chie. ;D
Btw, Enemies are the same for any character playing the same map (in the same kind of mercs mode of course).

I think i will have to record XD


Wesker players won't understand ;) I know what you mean though. I DKD him or Head Grab him all the time. But you should also add that you only have 2 MG shots to set him up. A 3rd one will spawn the Duvalia.

u are right BoBo XD
o thankX i forgot to add that XD
because the MG is weaker & effect majini less so we had the chance to melee them or kill them if we hit there legs ;D

The same thing works for any character with a weaker weapon, Chris BSAA's M92F, Chris STARS SIG 556 and Sheva BSAA's/Jill Battlesuit's VZ61 also allow this ;) Safari's, both Wesker's and I think Clubbin's AK-74 are too strong and cause the Duvalia to emerge.


Title: Re: Scripted Plagas/Criticals List
Post by: Chie_8 on March 02, 2010, 12:24:38 AM
I think everyone understood you Chie. ;D
Btw, Enemies are the same for any character playing the same map (in the same kind of mercs mode of course).

I think i will have to record XD


Wesker players won't understand ;) I know what you mean though. I DKD him or Head Grab him all the time. But you should also add that you only have 2 MG shots to set him up. A 3rd one will spawn the Duvalia.

u are right BoBo XD
o thankX i forgot to add that XD
because the MG is weaker & effect majini less so we had the chance to melee them or kill them if we hit there legs ;D

The same thing works for any character with a weaker weapon, Chris BSAA's M92F, Chris STARS SIG 556 and Sheva BSAA's/Jill Battlesuit's VZ61 also allow this ;) Safari's, both Wesker's and I think Clubbin's AK-74 are too strong and cause the Duvalia to emerge.

Greg u are a first class PRO player w/every character ;)
& yeah u are right about them ;D


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on March 02, 2010, 02:18:24 AM
GREAT WORK EVERYONE & Kevo ;)

btw i have an info for Jill BSAA players in AR :
-- Duvalia
Type of Majini: Explosive Arrow Wetland Majini
Location: Below the staircase that leads to the 90 seconds and two flash grenade pickups
When: Stands in place from the start of the stage.

shoot his leg w/Jill MG the duvalia will canceled ;D i am 100% sure & i always do it ;)
IF U NEED VID LET ME KNOW  ::)

Yeah, I need to go over certain ways to cancel scripted plagas with each character.  Thanks. ;)

With Duvalias, each scripted Duvalia can only take a certain amount of damage before the Duvalia emerges.  I think Clubbin' Sheva can get a least one shot in on a scripted Duvalia before it can mutate since her AK takes off less (200) than BSAA Chris' and BSAA Sheva's handgun (250).  I don't play as her enough to know though.

Someone go and knife slash the AR scripted Duvalia in the body and count the number of slashes to the body that it takes to get him to spawn a Duvalia then multiply the number of slashes by 50 and you'll get the damage amount that he can take before he mutates.  ....or I'll do it later.

Btw this would be interesting to figure out who are the 50% or xx% crits and cephs... who knows... maybe every ceph and crit are scripted, with no exception. Actually more I think of it...

With MA, I know for sure that there are certain Majini that will spawn a Cephalo from a critical head stomp or any type of critical melee.

I can't remember they're location off the top of my head, but if you perform any type of critical melee to them, they will spawn a Cephalo every time.  If you kill them with a normal melee that doesn't critical then they won't spawn a Cephalo.

I'll try to list out some later.

The best way to check on the possible scripted critical near the 90 second area of MA would be to try to kill all the Majini near the 90 seconds with normal gunfire to the chest.  If the head explodes on one when you shoot the chest, it's bound to be a scripted critical.


Title: Re: Scripted Plagas/Criticals List
Post by: advoc8r on March 02, 2010, 04:04:51 AM
berserker ur analytical and troubleshooting abilities r epic !


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on March 02, 2010, 04:32:05 AM
I checked again, and my mistake, this axe maj is a 100% scripted ceph. You're right Justmatt, I stupidly looked at the wrong zone in my log... ::)


Title: Re: Scripted Plagas/Criticals List
Post by: Berserker on March 02, 2010, 01:26:11 PM
Added/Edited these:


-- Scripted Critical Majini

Type of Majini: Majini with hatchet
Location: Appears in the area near the 90 second timer.  Spawns from the third floor walkway spawn point.  Can drop off either side of that walkway - east or west side.
When: Appears randomly between 1-30 kill.

-- Cephalo

Type of Majini: Majini with Megaphone
Location: Appears around the conveyor belt area near the 90 seconds.  Spawns from the second floor walkway then hops down near the 90 seconds.
When: Appears randomly between the 1-30 kill.


I played just a few seconds ago to figure out where each of them spawn from.  The hatchet Majini's head exploded every time I shot him with a magnum and the megaphone Majini spawned a Cephalo every time I shot him with a magnum.

There seems to be a megaphone Majini already in the stage from the beginning on the north end near the 90 seconds, but the scripted Cephalo comes later.  With the hatchet Majini, there are two that spawn and one is the scripted critical.  I don't think one will always appear before the other.


I also started on this list.  This just off the top of my head with a bit of confimation:

50% SCRIPTED CEPHALO LIST

All of the following Majini have a 50% chance of becoming a Cephalo.  Performing any type of critical gunshot or melee (direct head stomp) that makes the head explode will increase the chances of getting a Cephalo greatly - this action almost always guarantees the Cephalo.

PUBLIC ASSEMBLY

-- Cephalo

Type of Majini: Female Town Majini with red dress (no weapon)
Location: Stands inside the building with the two flash grenades on the east side of the middle of the east area.
When: Starts in the stage from the beginning.

-- Cephalo

Type of Majini: Female Town Majini with green dress (no weapon)
Location: Stands inside the building with the 60 second timer inside in the middle of the area.
When: Starts in the stage from the beginning.

MISSILE AREA

-- Cephalo

Type of Majini: Normal Town Majini (no weapon)
Location: Stands near the explosive canisters on the north end of the middle conveyor belt and will drop to the bottom floor conveyor belt from the west ledge of the middle conveyor belt while moving along the bottom conveyor belt in a duo game.
When: Starts in the stage from the beginning.

-- Cephalo

Type of Majini: Town Majini with red wrench
Location: Stands just to the south of the explosive canisters on the north end of the middle conveyor belt and will drop to the bottom floor conveyor belt from the west ledge of the middle conveyor belt while moving along the bottom conveyor belt in a duo game.
When: Starts in the stage from the beginning.



Really... I think we could just call them "Critical Attack Scripted Majini", or something like that.  I can't quite remember, but I don't think I have ever gotten a Cephalo from "50% Scripted" listed above when I perform a normal melee to kill them, BUT if that melee criticals in any way (critical uppercut, critical head stomp) then the Cephalo almost always spawns.


Title: Re: Scripted Plagas/Criticals List
Post by: Headminerve on March 02, 2010, 05:32:48 PM
I personnally rate the crits as :
low crit
mid crit
high crit
Same for cephs. This way we don't have to put a number. :)


Title: Re: Scripted Plagas/Criticals List
Post by: The Krauser on March 10, 2010, 01:08:55 PM
Thanks for the list. At least I can better anticipate these guys now.


Title: Re: Scripted Plagas/Criticals List
Post by: whywhytea123 on March 17, 2010, 09:57:36 AM
Great post! Thanks!


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 02, 2010, 10:43:17 PM
Alright, this thread is now officially the "Mercenaries Information Thread"

Everything that was collected on the Mercenaries is now viewable in the first post.  Scripted Plagas and Criticals is now at the bottom.

I probably won't be updating this thread much for a while as I concentrate on Reunion.  There are still tons of scripted plagas that need to be listed and many of the ones that are listed need a better explanation.


Title: Re: The Mercenaries Information Thread
Post by: LuNaTiiC on April 05, 2010, 07:05:52 AM
so i tried calculated wesker's dash (out of curiosity), it's kinda weird.

while i did 1 dash + 12 body slashes, it killed a male majini.

but i also did 2 shots with the p8, and a dash and it killed a male majini.

x + 600 =/= x + 600 ??? unless i'm slashing the leg or head and i don't know about it, this doesn't make sense. but i've tried it 15 times. out of those 15 times, 11 came out to 12 knife slashes.

i also watched that village 1mil village video. to melee a ceph (2,900), he magnum'd (2,300), handgun'd (400), then dashed twice.

according to the 2 p8 shots to dash, it should've taken just one dash to kill it.


a theory i have is based off of something i found interesting: dash damage depends on distance between wesker and and the majini.

in p8 platform spawn, i hopped down and shot the majini to the far right (in between the houses) twice, with the p8 to the body, before he got a chance to run towards me. i then dashed and it killed him.

however, that same majini, on a restart, i shot him twice point blank, and dashed him at close range. it didn't kill him.

interesting.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on April 05, 2010, 02:52:39 PM
so luna , r u saying longer distance dashes r more powerful   ? very interesting if true !


Title: Re: The Mercenaries Information Thread
Post by: LuNaTiiC on April 05, 2010, 06:42:48 PM
yeah, i know right? i've tried several times on solo, maybe some dashes hit the head or legs??

but every time i shoot twice then dash from a distance, i kill a majini when i dash pass him. but when i do it up front, WTF? two dashes. my only thing to really say is that it probably has to do with it hitting the legs or the head randomly. but everytime it kills from far and not up close? can't be.

same goes for ma too, that first majini on the belt next to the explosive containers.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on April 05, 2010, 08:33:59 PM
luna there's definitely something 2 ur point , i have been noticing similar experiences on EF !  i have been using triple dash quite frequently , the  3rd part of my triple dash almost always  is the longest and  kills stragglers more frequently that have only gotten hit by dash 0 to 2x , it's hard 2 predict , i wish we could get berserker excited about this    !!


Title: Re: The Mercenaries Information Thread
Post by: LuNaTiiC on April 06, 2010, 12:07:47 AM
LOL at "i wish we could get berserker excited about this!" xD lol.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on April 06, 2010, 12:13:24 AM
LOL at "i wish we could get berserker excited about this!" xD lol.
yeah luna that is funny lol , and i am kinda serious 2 !


Title: Re: The Mercenaries Information Thread
Post by: LuNaTiiC on April 06, 2010, 12:21:57 AM
i know. i wanna find out myself. i'm just that curious lol.


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 06, 2010, 01:20:46 AM
I really haven't sat down to try it, but I really think the dash can hit different portions of a Majini's body like Lunatiic said.  Just about every melee can take off different damage amounts because they hit a different portion of a Majini's body at times.

If you play Safari Chris on Village and shoot a shield Majini in the leg then uppercut it, the uppercut will sometimes kill one but not always.  It's as if his uppercut is sometimes hitting the legs and sometimes not.

Safari Chris is full of that type of stuff since his handgun and melees basically total up to a normal Majini's health most of the time.  With Wesker, the dash might hit a Majini differently depending on what the Majini is currently doing.  Like if it's dashing toward you, Wesker might hit the head or body first.

That's just a quick answer though.  I'm working more with Reunion at the moment.  Not that I'm done with normal Mercs just yet though. =P


Title: Re: The Mercenaries Information Thread
Post by: LuNaTiiC on April 06, 2010, 01:25:04 AM
lol. whatever the case, melees aren't easy to calculate.

i'm still stuck on stupid with excella's high heel <<"


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on April 06, 2010, 01:54:14 AM
lol. whatever the case, melees aren't easy to calculate.

i'm still stuck on stupid with excella's high heel <<"
  careful , u might get on berserker's sig line with a catchy phrase like that , i hope i don't get pushed off!


Title: Re: The Mercenaries Information Thread
Post by: LuNaTiiC on April 06, 2010, 05:04:18 AM
^LOL.


Title: Re: The Mercenaries Information Thread
Post by: JackKrauserBSAA on April 07, 2010, 08:04:34 PM
Great guide berserker this helped alot


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 11, 2010, 02:03:45 PM
Thanks!

Added Headminerve's Bonus Point Scale to the first post.

http://www.biohazardmercenaries.com/forums/index.php?topic=2368.0 (http://www.biohazardmercenaries.com/forums/index.php?topic=2368.0)

I need to add more to the Combo Bonus section later.  What's up now is a quick copy and paste job. =P


Title: Re: The Mercenaries Information Thread
Post by: LuNaTiiC on April 19, 2010, 08:58:26 PM
so i was reading someone else's guide on gamefaqs, and he suggested that the giant man majini has a resistance to certain weapons.

he writes: shotguns and rifles have a -70% weapon damage modifier, magnums have a -20% modifier, and every other weapon have a -50% modifier. is this true?

in that case, it would mean that the giant man majini would have:

M500: 4,300 * .8 = 3440
P8: 4 * 300 * .5 = 600

about 4000 health...

btw, if the giant man majini had 5000, wouldn't 3 P8 shots be enough, not 4? 4300 + 900 = 5200.

just something to check (:


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 20, 2010, 07:13:18 PM
Thanks.  Yeah, that sounds pretty much right.  I'll have to change that later.

Here's an example of the spawning region maps that I'm labeling.  This is for AR:

(http://img11.imageshack.us/img11/967/ancientruinsspawningreg.png)

^ This can be used for both Mercs and Mercs Reunion.  The Kipepeo spawns cause the kill count to go over 150 in Reunion.

I tried to be as precise as I could with this one unlike my last map.  This is based on my character walking throughout a map and killing enemies before stepping into a new area to get enemies to spawn.  The area in red that holds the 60 second timer on the bottom floor (east side) is actually in that red area!  You can actually stand there and make enemies spawn from the east region.

The portion separating the yellow and the green isn't really exact enough, but... meh, I don't want to redo it.  I'll probably go back through and label each region as Region A, B, C, B, etc.

The enemy total per area is based on what the official guide has.  That should really be right.  You have to take into account the torch Majini, bosses and 12 enemies already in the stage also.  That should be 150 enemies total.

If you compare mine to the official guide, you'll see some slight changes:

(http://www.biohazardmercenaries.com/images/ancient_ruins.jpg)

Missile Area will be the most interesting.  The guide is very off on their labeling there so far.


Title: Re: The Mercenaries Information Thread
Post by: emu815 on April 21, 2010, 11:52:44 PM
so i was reading someone else's guide on gamefaqs, and he suggested that the giant man majini has a resistance to certain weapons.

he writes: shotguns and rifles have a -70% weapon damage modifier, magnums have a -20% modifier, and every other weapon have a -50% modifier. is this true?

in that case, it would mean that the giant man majini would have:

M500: 4,300 * .8 = 3440
P8: 4 * 300 * .5 = 600

about 4000 health...

btw, if the giant man majini had 5000, wouldn't 3 P8 shots be enough, not 4? 4300 + 900 = 5200.

just something to check (:
yes
differents boss has different modification according to different weapons.

the gun man got less damage
we can check this information in the japanese game book


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 23, 2010, 06:36:49 PM
SPAWNING REGIONS

These are all done myself for the most part.  I basically kill off all enemies in an area then inch forward until Majini start to spawn in order to determine the boundaries.  Enemy totals are based on the official guide's numbers, but I did go through and check them for myself to at least get close to their numbers.

The region boundaries are as precise as I can make them.  They should be very exact.  Both Mercenaries and Mercenaries Reunion share the same boundaries for enemy spawning per stage.

Public Assembly

(http://img180.imageshack.us/img180/717/publicassemblyspawningr.th.png) (http://img180.imageshack.us/i/publicassemblyspawningr.png/)

Region A

- Town Majini x60

Region B

- Town Majini x75

Other Enemies

- Executioner 1 (spawns from southwest fence at 20 kills)
- Executioner 2 (spawns from east fence behind execution platform [left side while facing it] at 50 kills)
- Executioner 3 (spawns from northwest fence at 70 kills)

- Starting Majini x11 (Majini that begin in the stage, including the Agitator)
- 1 chicken (starts at east end of the waterway)

60 + 75 + 3 + 11 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A starts in the far north portion of the area and ends at the same portion where the southwest ramp on the hill slopes downward.

- Region B begins just a few steps past where the main gate used to be in story mode - the gate that is blown open by Kirk.  This regions extends all the way to the far south and includes the rest of the map.

- One camper Majini usually spawns along the west side while a player is in Region B.  He will appear sometimes after the 10th kill in that region.

- Three camper Majini will appear in the northwest sometimes after the 10th kill while a player is in Region B.



The Mines

(http://img534.imageshack.us/img534/7934/theminesspawningregions.th.png) (http://img534.imageshack.us/i/theminesspawningregions.png/)

Region A

- Town Majini x73
- Big Man Majini x2

Region B

- Town Majini x57
- Big Man Majini x3

Other Enemies

- Reaper 1 (spawns from southwest high platform in the back of the bottom tunnel at 30 kills)
- Reaper 2 (spawns from high platform on the east side in the middle portion of the bottom tunnel at 70 kills)
- Reaper 3 (spawns from northeast high platform (VERY high) in the north open area at 90 kills)

- Starting Majini x9 (Majini that begin in the stage)
- 1 Big Man Majini (starts in upper tunnel)
- 2 chickens (one in upper tunnel, one in 30 second dead end tunnel in bottom area)

73 + 2 + 57 + 3 + 3 + 9 + 1 + 2 = 150
Enemy total = 150

Extra Notes on Regions

- Region A starts in the far north portion of the area and extends downward all the way until the south end of the middle tunnel.

- Region B starts just to the north of the west middle high ledge spawn in the middle tunnel then continue to the far south and takes up all the of the south area.

- Campers (all from region B)

  - One Big Man Majini in the southwest portion of the bottom tunnel
  - One dynamite Majini in the southwest portion of the bottom tunnel
  - One Majini in the middle portion of the bottom tunnel near the 60 seconds (arrives late in the kill streak)
  - One Majini in the middle tunnel near where the third Reaper spawns.



Village

(http://img293.imageshack.us/img293/6550/villagespawningregions2.th.png) (http://img293.imageshack.us/i/villagespawningregions2.png/)

Region A

- Wetland Majini x50
- Bui Kichwa x10

Region B

- Wetland Majini x64
- Bui Kichwa x 16

Other Enemies

- Giant Majini 1 (spawns from high wall in the east portion of the map (by the two 30 second timers) at 20 kills)
- Giant Majini 2 (spawns from the front gate of the Village in the southeast at 40 kills)
- Giant Majini 3 (spawns from the high wall across from the combo chest on the hill in the east at 60 kills)
- Giant Majini 4 (70 kills)

- Starting Majini x11 (Majini that begin in the stage; the one that guards the fenced area is a scripted Cephalo)
- 1 chicken (starts in the bottom area surrounded by a fence with the combo bonus)
- 0-6 random Kipepeo spawns (can be canceled)

50 + 10 + 64 + 16 + 4 + 11 + 1 + 6 = 162
Enemy total = 150+

Extra Notes on Regions

- Region A starts in the far north portion of the area and extends all the way to the beginning portion of the bottom bridge.

- Region B starts on the north side of the bridge and continues all the way to the south.

- If a player stands in the very back portion of the top dead end tunnel, the player is actually in between Region B and A while standing there.

- Wetland Majini that begin in the stage have slightly more health than Wetland Majini that spawn later.  Their health is about 1000 HP.


Title: Re: The Mercenaries Information Thread
Post by: yautjared on April 23, 2010, 06:50:14 PM
very nice job, Berserker !! These spawns tips of yours have gold-value !! :D I`m very very interesting about spawn points information, since this issue has a lot of importance in do very good runs in Mercs.


Title: Re: The Mercenaries Information Thread
Post by: Jaz_B on April 23, 2010, 07:07:06 PM
kev thanks for that. also, is there a set number of guys that can come out of each individual spawning place. for example, where the 2nd exe comes from. is it possible to ''clear that spawning place'' out so we can focus on other places to kill


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on April 23, 2010, 07:40:24 PM
Berserker working 2 perfection AGAIN  !  thanks Berserker!


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 23, 2010, 08:31:34 PM
kev thanks for that. also, is there a set number of guys that can come out of each individual spawning place. for example, where the 2nd exe comes from. is it possible to ''clear that spawning place'' out so we can focus on other places to kill

I really think there are about 10-12 enemies per spawn point... for most spawn points.  They appear to spawn randomly though.  I haven't really noticed if they spawn based on your location in a spawning region.  I really don't think they do.

One thing that I need to figure out for the bigger stages is which regions activate which spawn points.  That would be very helpful for maps with more than two regions.


Title: Re: The Mercenaries Information Thread
Post by: Headminerve on April 24, 2010, 11:15:09 AM
In village, I think there's a little zone where no enemies spawn.
I grabbed all the timers and stood on south east of the story magnum area (in main story, a body carries a magnum under that "building").
So I stood there, killed starting majinis, and I let the time die till the end of the run. No one came to me. I can't believe all majinis who respawned after the starting majinis were campers, but that would be the only explanation. Or this zone doesn't spawn enemies (glitch ?).


Title: Re: The Mercenaries Information Thread
Post by: Choko_TS on April 24, 2010, 01:42:25 PM
In village, I think there's a little zone where no enemies spawn.
I grabbed all the timers and stood on south east of the story magnum area (in main story, a body carries a magnum under that "building").
So I stood there, killed starting majinis, and I let the time die till the end of the run. No one came to me. I can't believe all majinis who respawned after the starting majinis were campers, but that would be the only explanation. Or this zone doesn't spawn enemies (glitch ?).

can you record this ? :o ...


Title: Re: The Mercenaries Information Thread
Post by: yautjared on April 24, 2010, 01:48:54 PM
In village, I think there's a little zone where no enemies spawn.
I grabbed all the timers and stood on south east of the story magnum area (in main story, a body carries a magnum under that "building").
So I stood there, killed starting majinis, and I let the time die till the end of the run. No one came to me. I can't believe all majinis who respawned after the starting majinis were campers, but that would be the only explanation. Or this zone doesn't spawn enemies (glitch ?).

I pretty much agree, when in Duo, seems that after you kill all majinis in that region, the other partner will have hard time dealing with at least 30-40 majinis after a simple one appear to you in the same map location.


Title: Re: The Mercenaries Information Thread
Post by: Headminerve on April 25, 2010, 11:08:11 AM
Chokobunny> I can't, but anyone can try it. The zone is on south east, you see on the map that kind of circle  ? I stood there, next to the spike trap, closer than the bounds of the map than the middle of the map.
I remember I had spawned a few enemies actually (after I waited minutes seeing noone around), by walking a few steps towards the middle of the map, then I stepped back, killed the majinis who came to me, and noone spawned then. It happens exactly the same thing than when you cross a spawning line : an ennemy calls.


Title: Re: The Mercenaries Information Thread
Post by: Choko_TS on April 25, 2010, 01:50:39 PM
Chokobunny> I can't, but anyone can try it. The zone is on south east, you see on the map that kind of circle  ? I stood there, next to the spike trap, closer than the bounds of the map than the middle of the map.
I remember I had spawned a few enemies actually (after I waited minutes seeing noone around), by walking a few steps towards the middle of the map, then I stepped back, killed the majinis who came to me, and noone spawned then. It happens exactly the same thing than when you cross a spawning line : an ennemy calls.

okay..sounds like I've to search it, when I've enough time .. I hopefully dont forget it xD


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 26, 2010, 12:36:42 AM
Ancient Ruins

(http://img46.imageshack.us/img46/967/ancientruinsspawningreg.th.png) (http://img46.imageshack.us/i/ancientruinsspawningreg.png/)

Region A

- Wetland Majini x30

Region B

- Wetland Majini x20

Region C

- Wetland Majini x20

Region D

- Wetland Majini x30

Region E

- Wetland Majini x28

Other Enemies

- Giant Majini 1 (starts in the stage [southwest area near 90 seconds])
- Giant Majini 2 (10 kills)
- Giant Majini 3 (40 kills)
- Giant Majini 4 (60 kills)
- Giant Majini 5 (70 kills)

- Torch Majini 1 (begins in stage - starts in the east tunnel on the bottom floor)
- Torch Majini 2 (spawns at 10 kills)
- Torch Majini 3 (spawns at 40 kills)
- Torch Majini 4 (spawns at 60 kills)
- Torch Majini 5 (spawns at 70 kills)
- Torch Majini 6 (spawns at 80 kills)
- Torch Majini 7 (spawns at 90 kills)

- Starting Majini x9 (Majini that begin in the stage)
- 1 chicken (starts in the alcove outside the southwest area)

30 + 20 + 20 +30 + 28 + 5 + 7 + 9 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers all of the southwest area with the 90 second timer, combo bonus and chicken.  The moment a player steps through either of the southwest doorways, that player will enter Region B.

- Region B begins outside the southwest area and extends to the north.  It's north boundary stops at the very top of the first middle staircase in the south.  It's east boundary stops at the wall that hides a 30 second timer.

- Region C includes the majority of the southeast area.  It includes the bottom tunnel and a good bit of the second floor walkway above the tunnel.  The north boundary stops right where the north wall of the tunnel ends.  The area behind the wall to the southwest with the 30 second timer is part of this region.

- Region D covers the northwest portion of the map.  It's southwest boundaries take up the walkway that leads to the north lower walkway from the west side.  The top of the staircase that leads to the north and the walkway below the stairs are actually in Region E however.

- Region E covers most of the north portion of the map.  It covers the lower and upper portion of the north walkway to the east.  It's boundaries stretch to the top of the south staircase in the middle but only extend toward the north wall of the bottom floor tunnel in the east.


Experimental Facility

(http://img697.imageshack.us/img697/3716/experimentalfacilityspa.th.png) (http://img697.imageshack.us/i/experimentalfacilityspa.png/)

Region A

- Base Majini x30
- Licker Beta x30

Region B

- Base Majini x30
- Licker Beta x42

Other Enemies

- Rocket Launcher Majini 1 (spawns from top floor spawn point at 10 kills)
- Rocket Launcher Majini 2  (30 kills)
- Rocket Launcher Majini 3 (40 kills)
- Rocket Launcher Majini 4 & 5 (60 kills)
- Rocket Launcher Majini 6 & 7 (70 kills)
- Rocket Launcher Majini 8 & 9 (80 kills)

- Starting Majini x8 (Majini that begin in the stage)
- 1 chicken (starts right outside the elevator on the top floor)

60 + 72 + 9 + 8 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the B1 floor and first floor.

- Region B covers the second floor and third floor.

- 8 Majini and 1 chicken start in the stage and the other 3 Base Majini spawn from spawn points after the stage begins for a total of 12 enemies.




I'll go back through and add more details on Giant Majini, Torch Majini and Rocket Launcher Majini spawning areas later.  Really, the AR map probably needs to be redone since it doesn't show how some of the region boundaries overlap.

Haven't tried the Village glitch yet.  Very interesting.  Thanks for mentioning that Headminerve.


Title: Re: The Mercenaries Information Thread
Post by: Headminerve on April 26, 2010, 05:38:47 AM
Something else is screwing my mind about the starting majinis ! XD

In EF, 8 enemies  are on screen (incl. chicken), and an extera majini spawns. In PA, MA and Prison, 11 enemies are on screen and 1 extra maj spanws too. I assume in all the maps, an extra maj spawnsat the beginning so. Tell me if any map is different.

Who is that extra majini ???!

- Is he one majini of one of the areas ? In this case, we would have only 149 enemies in the map.
- Is he a random majini from a scripted "bank of majinis" (data base) ? In this case,  the virtual bank has several enemies from each spawning point, and we can make a list of all of them.
- Is he a majini from a random area which is duplicated from this area ? For example if in MA, a dynamite spawns from the missiles outlet, he lmay be a duplicated maj of a dynamite who spawns there usually. So if he's a duplicated scripted ceph, we'll get an extra scripted ceph in the run.

Idk if I make myself clear... :-[


Title: Re: The Mercenaries Information Thread
Post by: Berserker on April 28, 2010, 02:21:45 PM
It's pretty hard to say for certain how many Majini are in each stage from the beginning and which ones spawn.  I've only actually tried to figure that out in Reunion so far.  The beginning Majini are different there.  On EF, the stage only has three Lickers in the stage from the beginning and the rest of the Lickers and Base Majini all spawn after the stage begins.  There is no way I'm going to go back through and redo that map to show that though. xD

On AR Reunion, I've noticed that there is always one Majini that spawns from a particular spawn point at the beginning.  In other stages like EF in normal Mercs though, it seems like the spawning for the first few Majini is random.

For all of these maps that I'm doing, I'm just getting the enemy numbers from the official strategy guide mainly.  I am checking a few areas, but it would be too time consuming to check them all at the moment for me.

With Ship Deck, the official guide was very accurate with their spawning regions.  It's strange how the bottom two regions don't overlap though.  It's almost as if there is a certain portion in the middle where no enemies will spawn.

Oh, and as for Missile Area, I'll post up that info later.  Missile Area is the most interesting and complicated map out of all of them.  Was quite fun to finally figure the stage out.


Ship Deck

(http://img717.imageshack.us/img717/2083/shipdeckspawningregions.th.png) (http://img717.imageshack.us/i/shipdeckspawningregions.png/)

Region A

- Town Majini x52

Region B

- Town Majini x40

Region C

- Town Majini x40

Other Enemies

- Chainsaw Majini 1 (blue) (spawns from crane at the start of the stage)
- Chainsaw Majini 2 (red) (spawns from crane at 20 kills)
- Chainsaw Majini 3 (blue) (spawns from crane at 20 kills)
- Chainsaw Majini 4 (red) (spawns from crane at 30 kills)
- Chainsaw Majini 5 (red) (spawns from crane at 40 kills)
- Chainsaw Majini 6 (red) (spawns from crane at 50 kills)
- Chainsaw Majini 7 (blue) (spawns from crane at 50 kills)

- Starting Majini x10 (Majini that begin in the stage)
- 1 chicken (starts near 60 second time in the far north area)

52 + 40 + 40 + 7 + 10 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the majority of the southwest area.  Its east boundary ends in the middle portion to the east and its north boundary ends right across from the platform with the west combo bonus.

- Region B covers the majority of the southeast area.  Its west boundary ends in the middle portion to the west and its north boundary ends right across from the area that contains the east combo bonus.

- Region C covers the north portion of the map and its south boundary ends right before the narrow path near the row of large crates.

- Region A and B do not intersect.


Prison

(http://img153.imageshack.us/img153/6358/prisonspawningregions3.th.png) (http://img153.imageshack.us/i/prisonspawningregions3.png/)

Region A

- Town Majini x122
- Big Man Majini x14

Other Enemies

- Executioner Majini (red) (starts in the B1 portion of the map)
- Executioner Majini (normal) (leaps down from spawn point above the top floor combo chest after the first red Executioner is killed)
- Executioner Majini (red) (leaps down from spawn point above the bottom portion of the stair corridor on the top floor at 50 kills)
- Executioner Majini (normal) (leaps down from spawn point above the top portion of the stair corridor on the top floor at 90 kills)
- Executioner Majini (red) (leaps down from spawn point above the bottom portion of the stair corridor on the top floor at 120 kills)

- Starting Majini x8 (Majini that begin in the stage)
- 1 chicken (starts in the area with the combo bonus behind the fence in the northeast)

136 + 5 + 8 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the full map.  Prison only has one region.

- The spawn point above the bottom portion of the stairway corridor is connected with the ceiling spawn point on the ceiling of the cell corridor (the one near the 30 second timer in the cell).  Basically if a player is on the staircase, enemies will drop from the small building spawn point but if a player is in the cell corridor then the same enemies will drop from the ceiling spawn point at the southeast end.


Title: Re: The Mercenaries Information Thread
Post by: Berserker on May 03, 2010, 04:41:28 PM
Missile Area

(http://img41.imageshack.us/img41/4855/missileareaspawningregi.th.png) (http://img41.imageshack.us/i/missileareaspawningregi.png/)

* Region B DOES cover all of the 30 second platform.  My linework is a bit off.  The official strategy guide shows Region A and B extending all the way across Missile Area, but I thought it was best to split them up.  They are the only two regions on the top floors.

Region A

- Town Majini x20

Region B

- Town Majini x20

Region C

- Town Majini x20

Region D

- Town Majini x30

Region E

- Town Majini x25

Region F

- Town Majini x20

Other Enemies

- Gatling Gun Majini 1 (yellow) (spawns from the high ledge spawn point above the tall ladder in the north at 20 kills)
- Gatling Gun Majini 2 (yellow) (spawns from the high doorway spawn point inside the central shaft at 60 kills)
- Gatling Gun Majini 3 (red) (spawns from the ceiling spawn point in the top floor office at 90 kills)

- Starting Majini x11 (Majini that begin in the stage)
- 1 chicken (starts in the area with explosive barrel, combo chest and first aid spray pickup beside the south conveyor belt)

20 + 20 + 20 + 30 +25 +20 + 3 + 11 + 1 = 150
Enemy total = 150

Extra Notes on Regions

-- Region A (green)

Region A is split into two portions.  The south portion covers the entire second floor walkway in the south and the northern portion covers the majority of the middle walkway in the north up until the walkway stretches across the bottom floor in the north area.

-- Region B (yellow)

Region B is split into two portions just like Region A.  It covers the north portion of the south high walkway.  The bottom portion of the stairs on the west side of the south walkway is where the south boundary starts for the south portion of this region.  On the middle walkway, this regions covers the platform with the 30 second timer, the narrow walkway to the east of the platform and the side of the walkway in front of the middle shaft before reaching the path that leads to the east storage room.

-- Region C (red)

Region C covers all of the bottom portion of the south floor up until a player passes underneath the south overhead walkway.

-- Region D (orange)

Regions D starts below the stairs that lead up to the middle portion of the bottom floor of the stage.  It's boundary extends to the north up until a player steps past the top walkway along the conveyor belt that leads to the storage room.

-- Region E (light blue)

Region E begins near the west area with the missiles on the wall past the railing.  The region extends all the way to the south up until a player drops from the north end of either walkway that hangs over the north conveyor belt.

-- Region F (purple)

Region F covers the entire bottom floor of the north area.  A player can stand on the north portion of the middle conveyor belt and still be in this region. The north portion of the middle high walkway is also included in this area.  A player can stand right next to the potion of the walkway in front of the tall ladder and hop over the gap then stand on the piece of walkway to the east and still be in this area.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on May 03, 2010, 04:49:54 PM
when did chris stars get the big ass , btw super work berserker  !


Title: Re: The Mercenaries Information Thread
Post by: Headminerve on May 05, 2010, 04:18:43 PM
Great job, here's what MA really looks like. ;D

Region C should go a little further to the north. If you stand in the basement area, you can spawn Region C by sticking to the south-east wall. Also, you can spawn Region C up to the western stairs, that emphasizes the fact the spawning line goes a bit further. :)



Title: Re: The Mercenaries Information Thread
Post by: RogerRockmore on May 14, 2010, 12:53:23 PM
Great work Big Baaaaaaaaaaassssaerker :) and Head Minerve.


About the spawning glitch area on Village: I think we should experiment on this level to find a spawning area but has some sort of filtering effect with majini's. The current strat is very hard to pull off succesfully as your just fighting around the centre with very "saucy" majini lol. It would be tricky even with town majini let alone Wetlands types. I think an area to attract them/allign them would make 600k+ extremely easy.


 


Title: Re: The Mercenaries Information Thread
Post by: Berserker on June 27, 2010, 01:19:10 AM
Alright.  I finally added the rest of the spawning region info to the first post.  Some of it has some slight errors, but I'll have to get to that later.

Starting next week, I'll probably start redoing my original Mercs guide.  I've already got an extra version on my laptop that I'm editing right now.

For stage strategies, I think it would really be best just to link to videos and describe what the person is doing.  All current strategies that I have in place will most likely be taken out.  A good bit of character info needs to be redone.

God, how I dread trying to redo the Wesker sections with extensive detail.  I could make an entire FAQ for that character really (STARS and Midnight).  I might just link to kiriko's videos a good bit.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on June 27, 2010, 01:29:23 AM
berserker the beloved !


Title: Re: The Mercenaries Information Thread
Post by: pixpinallen on July 18, 2010, 08:05:11 AM
very useful information
but i still have problem dealing ruins duvalia
i was just so lucky that i once faced 4 duvalia in a row
and two of them spawn at the same time!!!

thanks for all your information
hope you finish reunion's melee damage


Title: Re: The Mercenaries Information Thread
Post by: Berserker on July 29, 2010, 03:40:23 PM
Since I know this stage pretty well now.  This is the complete list of scripted Cephalos for Missile Area.  I'm using a new format here and will try to update the rest of the list this same way.  I took out "When" since the Majini spawn at random usually and if you're playing duo or solo, the spawning times will be different depending on when you step into that specific area of enemy spawning.

For info on the spawning regions, look at the spawning region info.  The MA map does have some inconsistencies, but it's correct for the most part.

I'm still slightly unsure if the weaponless Majini spawns from the spawn point that I have listed, but he usually comes from around that area.


MISSILE AREA

There are quite a few Majini in Missile Area that will usually spawn a Cephalo after any type of critical hit that shatters their head.  Using headshots or performing a critical ground melee to a Majini's head greatly increases the chances for a Cephalo spawn in Missile Area.  Avoid all shots to the head or melees that hit the head directly if possible.  Angle melees away from the head portion.

-- Cephalo

Type of Majini: Majini with Megaphone
Spawning Region: 90 second area
Spawn Point Facing the set of door on the high north walkway, he exits the right doorway.

-- Cephalo

Type of Majini: Cocktail Majini
Spawning Region: Chicken area
Spawn Point Spawns from ceiling spawn point above the 30 seconds in the middle area (west side/near missiles).

-- Cephalo

Type of Majini: Majini with long pipe
Spawning Region: middle 30 second platform/30 seconds on high south walkway
Spawn Point Spawns from the ceiling spawn point in the south office room.

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini (weaponless)
Spawning Region: middle 30 second platform/30 seconds on high south walkway
Spawn Point Spawns from the ceiling spawn point above the 30 seconds and first aid spray on the east side of the middle area.

-- Cephalo

Type of Majini: Majini with machete
Spawning Region: chicken area
Spawn Point Spawns from the ceiling spawn point above the 30 seconds on the high south walkway.


Title: Re: The Mercenaries Information Thread
Post by: Berserker on August 17, 2010, 08:15:16 AM
I had this requested a few days ago, and thought it was a good idea to list out:



Mercenaries Combo System with Combo Chests

Kills      Normal Bonus   Bonus w/Combo Chest    Actual Bonus received

   02        = +20                    +1000                             +980
   03        = +50                    +1000                             +950
   04        = +100                  +1000                             +900
   05        = +200                  +1000                             +800
   06        = +250                  +1000                             +750
   07        = +300                  +1000                             +700
   08        = +350                  +1000                             +650
   09        = +400                  +1000                             +600
   10 - 19 = +500                  +1000                             +500
   20 - 29 = +600                  +1000                             +400
   30 - 39 = +700                  +1000                             +300
   40 - 49 = +850                  +1000                             +150
   50+      = +1000                +1000                             +0



Basically, this shows the point value that you get when you pick up a combo chest at the kills listed above.  All of the bonuses add up to 1000 points.  When you pick up a combo chest you receive:

1000 points (combo chest amount) - Regular Combo Bonus for that kill  = Current kill point amount

The table above breaks it apart for those that are interested.

To me, it's kind of questionable to pick up one after 20 kills really.  At 40 kills, however, I feel you're absolutely wasting time since you only gain 150 points extra.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on August 30, 2010, 11:32:38 PM
iirc no one has described clothing of scripted mutations , or is that random as well ?  that's what i notice 1st . the clothes make the majini  !  they dress 4 success !


Title: Re: The Mercenaries Information Thread
Post by: The Krauser on August 31, 2010, 06:15:17 AM
iirc no one has described clothing of scripted mutations , or is that random as well ?  that's what i notice 1st . the clothes make the majini  !  they dress 4 success !

I think it is random each time. Take for example the scripted majini with the megaphone that spawns by the 90 second timer on MA. The clothing has never been the same each time I have encountered him.


Title: Re: The Mercenaries Information Thread
Post by: Berserker on September 03, 2010, 10:10:09 PM
Yeah, the scripted Majini always seem to wear different clothes and have different features.  Only their weapons stay the same.

BTW, I'm not done with all the stuff in these two threads.  I'll get back to them eventually.

Just taking a MAJOR break from RE5 at the moment to do other things for the most part. I'll never leave the game behind though.  I'm still playing, just not near as much at the moment.


Title: Re: The Mercenaries Information Thread
Post by: pixpinallen on September 04, 2010, 03:15:41 AM
hey breserker, it is a nice and helpful thread
about the information of the giant majini's health and damage modifiers,
i find out that your information of giant majini has some little mistakes
(or maybe it is me wrong, i just want to share what i found)

i think that giant majini's health is not 5000HP
if it is, when playing as j.suit, it should be kill in 5 shot to body
however, i shoot it in leg for 8 times (1440HP*8=11520) and two roundhouse melee (700HP)to kill it

and i read some japanese website, some guns can hurt a specific enemies more or less in resident evil5
so i tried it, and here is my result: the giant majini's health is 4000HP
and damage modifiers are:
BodyX1.0, Back & LegsX1.2 , magnum X0.8, rifleX0.3, machine gunX0.3~0.5, shotgunX0.3~0.4, handgunX0.5

here are my test data:
wesker midnight, 1 M500(mag) to body + 4 P8(hg) to body
4300*0.8 + 300*4*0.5 = 3440 + 600 = 4040
or 1 M500 to leg
4300*0.8*1.2 = 4128

wesker stars, 2 L.Hawk(mag) to body + 2 samurai edge(hg) to body
2300*2*0.8 + 400*2*0.5 = 3680 + 400 = 4080

jill battlesuit, 8 PSG(rif) to leg + 2 roundhouse melee
1200*8*0.3*1.2 + 350*2 = 3456 + 700 = 4156

chris stars, 2 M29(mag) to leg
2100*2*0.8*1.2 = 4032
or 1 M29(mag) to body + 1 M29(mag) to leg + 4 SIG556(mg) to body or leg
2100*0.8 + 2100*0.8*1.2 + 160*4*0.5 = 1680 + 2016 + 320 = 4016


Title: Re: The Mercenaries Information Thread
Post by: Berserker on September 04, 2010, 11:31:55 PM
Thanks for the info.  I'll get back to adding/updating it eventually. :)

I got your PM also.  Thanks.


Title: Re: The Mercenaries Information Thread
Post by: GotACoolName on October 14, 2010, 12:10:45 AM
Lately I've been intensely obsessed with Sheva in both mercs modes, so I have to ask: How is it that BSAA Sheva can't kill standard male town majini with a handgun chest shot + handgun leg shot + somersault the vast majority of the time? 250 + 225 + 350 = 825. I don't understand. Figured I'd ask here since this thread lists all the characters' stats.


Title: Re: The Mercenaries Information Thread
Post by: Berserker on October 14, 2010, 12:51:28 AM
Some of the Sheva info could be off in the stats list.  That info was taken from the official RE5 strategy guide.  I skimmed over some of it before adding it but never got to all of it.  I think they had her arm melees listed as 250, but it's actually around 200.  The leg melee damage could be wrong also.

I've heard that she can kill Base Majini and certain Majini on the Mines (besides cocktail and dynamite) with a chest shot + leg shot + Soumersault.  I've never really tried either of them out for myself though.


Title: Re: The Mercenaries Information Thread
Post by: GotACoolName on October 14, 2010, 01:29:31 AM
Thanks for the input. My experience with using her has been that it kills (normal town majini) every once in a while...say, 30% of the time. I've asked Seitengrate/JuJu about it in YouTube comments and was given an explanation something to effect of, the first bullet has to hit them in the upper chest, close to the head; if it hits the lower chest or arm, the somersault won't kill. Which seems to defy the head/chest/leg shot multipliers, so it doesn't leave me any less confused. :s

I've seen a lot of different information about melee damage, but there seems to me to be a pattern where the male characters' melees are slightly stronger than the females'. Uppercut/Tiger Uppercut does 400 vs. Somersault's/Sweep Kick's 350, arm melees are 250 vs. 200, Straight does 400 while Roundhouse and High Kick do 350. 350 for Somersault fits the pattern, but it does make me wonder if the official guide is wrong, especially if that's where all the guides get their info from.


Title: Re: The Mercenaries Information Thread
Post by: Berserker on October 14, 2010, 07:00:01 PM
The Soumersault most likely kills sometimes because the Soumersault hits the Majini in the head.  If any type of melee hits a Majini in the head, it will take more than normal.  That's why Safari Chris appears to have a random factor as to whether or not his straight will kill after a handgun headshot - his straight can hit the head sometimes and sometimes not (even if you try to aim it).

Arm stun melees are the same way.  ALL melees can hit the head at some point.  With Wesker's dash, I think it always hits the head whenever it is aimed at the front of a Majini - that's why it often spawns a Cephalo on MA.  On Versus, you can actually get extra points for it while hitting an enemy player from the front, because it hits the enemy player in the head.

I've never heard of normal Majini having different areas of damage besides head/body/legs.  The only enemy that has a bunch of damage areas that I know of is the Executioner - head/body/arms/legs.  I know that sometimes I aim for the lower chest sometimes and hit the leg a bunch of times on accident.  That happens a bunch with STARS Chris.

As for the melee damage from the guidebook being correct or not, some of it could easily be wrong.  The weapon damage might be wrong as well.  I never have really tried all of the damage rates.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on October 14, 2010, 11:29:42 PM
good stuff bkev  !


Title: Re: The Mercenaries Information Thread
Post by: Brawnysilverfox on October 29, 2010, 12:37:11 PM
Question: If Giant Majini have 5000 health, and STARS Chris's magnum does 2100 damage, then why is the big fella dying after 2 legs shots?!


Title: Re: The Mercenaries Information Thread
Post by: The Krauser on October 29, 2010, 01:21:00 PM
Question: If Giant Majini have 5000 health, and STARS Chris's magnum does 2100 damage, then why is the big fella dying after 2 legs shots?!

Certain limbs grant damage modifiers. Shooting the legs do more damage than the head. Obviously because of that big helmet. I forget the percentage of the modifier, but it is enough to kill him.

EDIT: I just looked at Kev's guide and the modifier is 20%. So two magnum shots to the leg does 5040 total damage.


Title: Re: The Mercenaries Information Thread
Post by: Brawnysilverfox on October 29, 2010, 04:21:26 PM
Ah i thought shooting the legs meant the big guy would take LESS damage. Thats usually the case with other enemies isn't it?!


Title: Re: The Mercenaries Information Thread
Post by: The Krauser on October 30, 2010, 12:55:44 AM
Yes it is. It seems that the Giant Majini is the only exception to that rule. Then again, he doesn't take any damage to the head so it would seem appropriate to increase the modifier on the legs.


Title: Re: The Mercenaries Information Thread
Post by: Sp33dd34m0n on November 30, 2010, 06:33:11 AM
Quote
Giant Majini

HP: 5,000

1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160


Damage Modifiers:

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage

Stun Areas:

Leg: Arm Stun Melee
Blast with Shotgun: Leg Stun Melee


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new (http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new)

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on November 30, 2010, 11:06:21 PM
that's very helpful info speed ! r/hand bottle scripted  !


Title: Re: The Mercenaries Information Thread
Post by: Daryan on December 01, 2010, 04:33:13 AM
Quote
Giant Majini

HP: 5,000

1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160


Damage Modifiers:

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage

Stun Areas:

Leg: Arm Stun Melee
Blast with Shotgun: Leg Stun Melee


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
[url]http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new[/url] ([url]http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new[/url])

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.

Giant Majinis have weapon damage modifiers:
- Shotguns & Rifles: - 70%
- Magnums: -20%
- All other weapons: - 50%

Saw this on Absolute Steve Guide

And the dash power seems to variate between 150-200, it depends on where you hit the majini


Title: Re: The Mercenaries Information Thread
Post by: Berserker on December 02, 2010, 06:48:27 AM
Good info!  Especially about The Mines scripted bottle Majini.

I'll get back to this stuff eventually.  Just not sure when.


Title: Re: The Mercenaries Information Thread
Post by: Sp33dd34m0n on December 02, 2010, 06:58:06 AM
Quote
Giant Majini

HP: 5,000

1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160


Damage Modifiers:

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage

Stun Areas:

Leg: Arm Stun Melee
Blast with Shotgun: Leg Stun Melee


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
[url]http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new[/url] ([url]http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new[/url])

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.

Giant Majinis have weapon damage modifiers:
- Shotguns & Rifles: - 70%
- Magnums: -20%
- All other weapons: - 50%

Saw this on Absolute Steve Guide

And the dash power seems to variate between 150-200, it depends on where you hit the majini


I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.


Title: Re: The Mercenaries Information Thread
Post by: reav3634 on December 02, 2010, 12:27:56 PM
I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.
I think that perhaps the dash hits the legs of the majini almost all times, that could be the reason they don't die with 4 dashes.
Or simply it does have a modifier on the Bui Kichwa.


Title: Re: The Mercenaries Information Thread
Post by: The Krauser on December 02, 2010, 12:48:18 PM
I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.
I think that perhaps the dash hits the legs of the majini almost all times, that could be the reason they don't die with 4 dashes.
Or simply it does have a modifier on the Bui Kichwa.

The only way that town majini die in four dashes is that the first dash has to hit them head on. Then the other three dashes hit accordingly.


Title: Re: The Mercenaries Information Thread
Post by: Berserker on December 16, 2010, 07:33:56 AM
Missile Area Spawning Region Activation

This info lists the spawn points that are activated per region.  The only way to stand in Region B by itself is through the south catwalk.  With Region F, you can stand on the first floor of the 90 second area to be only in that region.

Use the spawning region map to help pinpoint regions:

(http://img41.imageshack.us/img41/4855/missileareaspawningregi.th.png) (http://img41.imageshack.us/i/missileareaspawningregi.png/)

North Spawning Region (90 second area)
REGION F

Activated Spawn Points:
- Both north walkway door spawn points
- Doorway spawn point on top wall above conveyor belt ladder
- Door spawn point with walkway above north end of top catwalk
- Storage room ceiling spawn point

Top Catwalk North Region
REGION A

Activated Spawn Points:
- Storage room ceiling spawn point
- Control room ceiling spawn point
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)

Top Catwalk South Region
REGION B

Activated Spawn Points:
- Storage room ceiling spawn point
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)
- Ceiling spawn point above 30 seconds on east side of south catwalk

Middle Upper Region
REGION E

Activated Spawn Points:
- Storage room ceiling spawn point
- Doorway spawn point on top wall above conveyor belt ladder
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)

Middle Lower Region
REGION D

Activated Spawn Points:
- Storage room ceiling spawn point
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)
- Ceiling spawn point above 30 seconds on east side of south catwalk

South Spawning Region
REGION C

Activated Spawn Points:
- Control room ceiling spawn point
- Doorway spawn point above west portion of the south catwalk
- Ceiling spawn point above 30 seconds on east side of south catwalk
- Middle west ceiling spawn point (near missiles above 30 seconds)


I've also basically found out the FULL boundaries per region now.  What you see in that map is not entirely true.  Like HeadMinerve said once, some of the boundaries extend further (like D) and some can only be activated while on a certain floor.  I'll list out all that stuff later.  It would take a lot of zigzag lines to show it in a map. =P

I absolutely love how complex Missile Area is compared to other stages! xD


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on December 16, 2010, 01:35:49 PM
Berserker loves detail and intricasy  .  i love that !


Title: Re: The Mercenaries Information Thread
Post by: Berserker on December 20, 2010, 08:44:53 PM
I went back over all the MA region listings.  A few of them were off and some of them were not all that well explained.

The most interesting is one that HeadMinerve pointed out to me way back in this thread.  Region C has a small strip to the south of the 30 seconds near the first aid spray and explosive barrel where a player can stand to make enemies spawn.  To me, it's not a reliable place to stand though since it won't immediately activate Region C enemies.

Here's all the MA region listings redone: (Regions A, C, E, and F have added descrptions)




-- Region A (green)

Region A is split into two portions.  The south portion covers the entire second floor walkway in the south and the northern portion covers all of the middle walkway in the north.

Unlike the map shows, Region A covers all of the Region B area along the middle walkway - a player cannot stand in Region B without standing in Region A while on the middle walkway.

-- Region B (yellow)

Region B is split into two portions just like Region A.  It covers the north portion of the south high walkway.  The bottom portion of the stairs on the west side of the south walkway is where the south boundary starts for the south portion of this region.  On the middle walkway, this regions covers the platform with the 30 second timer, the narrow walkway to the east of the platform and the side of the walkway in front of the middle shaft before reaching the path that leads to the east storage room.

-- Region C (red)

Region C covers all of the bottom portion of the south floor up until a player passes underneath the south overhead walkway.

My Region C north boundary doesn't stretch far enough.  There is a strip of the floor behind the stack of crates to the south of the 30 second timer on the east side of the middle area where a player can stand and still be in Region C.  This portion of the Region C doesn't seem to respond that well to a player stepping into though.  With Chris, I literally have to make sweet love to the south railing to get Region C enemies to spawn - literally having to move up and down the railing with him to get them to activate.

-- Region D (orange)

Regions D starts below the stairs that lead up to the middle portion of the bottom floor of the stage.  It's boundary extends to the north up until a player steps past the top walkway along the conveyor belt that leads to the storage room.

-- Region E (light blue)

Region E begins near the west area with the missiles on the wall past the railing.  The region extends all the way to the south up until a player drops from the north end of either walkway that hangs over the north conveyor belt.

Region E DOES NOT cover any portion of the bottom floor in the north area.

Region E DOES NOT cover any of the Region D area surrounding the 30 seconds near the first aid spray and explosive barrel.  Basically, the moment you step on either staircase leading down to the 30 second timer near the first aid spray and explosive barrel, you are only in Region D.

-- Region F (purple)

Region F covers the entire north area.  A player can stand on the north portion of the middle conveyor belt and still be in this region. The north portion of the middle high walkway is also included in this area.  A player can stand right next to the portion of the walkway in front of the tall ladder and hop over the gap then stand on the piece of walkway to the east and still be in this area while standin on any portion of that walkway.

When a player stands on the bottom floor that player is only standing in Region F at that time.  It does not intersect with any other region until you move up to a higher floor.  While moving up the stairs to the combo chest and while moving along the platform with the combo chest, a player is still ONLY in Region F.  The moment a player steps onto the north portion of the conveyor belt, Region F and E intersect.

Region F intersects with Region E in two places:

1) While standing on the walkways that are suspened over the bottom floor conveyor belt.
2) While standing on the north portion of the middle conveyor belt.


Title: Re: The Mercenaries Information Thread
Post by: Sp33dd34m0n on December 21, 2010, 09:18:23 AM
There are 3 1/2 Scripted crits on the North side. They spawn between 10-60 and have an axe. They spawn where the first gunner spawns. The 4th one is strange because if u mustangkick him, his head explodes. If u perform a Windfall from headside its a cephalo. If you dont see where the axe-guys spawned you will end up doing a mustangkick against a scripted cephalo if he spawned from the little room on top.

The easyest scripted cephalo to identify from the office is the pole-guy. Sometimes he spawns right at the beginning, sometimes later. He will ignore you until he ran into the center and ran in a circle before he attacks you.

Also I noticed for dynamite guys that spawn from the little roome with the 60s timer have a very high chance of cephalo spawn if u knee-cannon them right after they have thrown the dynamite. The Dynamite gys that span where the first gunner spawns usually have a very low cephalo rate.


Title: Re: The Mercenaries Information Thread
Post by: RogerRockmore on December 23, 2010, 06:42:46 AM
If the dash does 150-200 damage then is it possible to melee the Reaper after an explosion(Grenade, Proximity bomb etc)

Jill BS can kill it with 1 VZ bullet after the explosion. If you just dash through him too you are invincible to any big pappa hugs xD


Title: Re: The Mercenaries Information Thread
Post by: Berserker on December 23, 2010, 08:43:54 PM
This info lists the spawn points that are activated per region.

Public Assembly Spawning Region Activation

(http://img180.imageshack.us/img180/717/publicassemblyspawningr.th.png) (http://img180.imageshack.us/i/publicassemblyspawningr.png/)

North Spawning Region
REGION A

Activated Spawn Points:
- Northeast fence (near shack)
- Northwest gate (near waterway ladder)
- East fence in marketplace area
- West fence near building and 60 seconds

South Spawning Region
REGION B

Activated Spawn Points:
- West fence near building and 60 seconds
- West fence near 30 seconds
- West fence on hill (1st Executioner)
- East fence behind execution platform (2nd Executioner)
- Southeast fence above car near south building
- Southeast fence near south building


The Mines Spawning Region Activation

(http://img534.imageshack.us/img534/7934/theminesspawningregions.th.png) (http://img534.imageshack.us/i/theminesspawningregions.png/)

North Spawning Region
REGION A

Activated Spawn Points:
- Fence in the top tunnel
- Overhead ledge in middle of top tunnel
- Opening in wall above east high platform (3rd Reaper)
- Opening in wall above west high platform (90 seconds)
- Ceiling of dead end tunnel with 60 seconds
- Opening on west side of long tunnel in middle

South Spawning Region
REGION B

Activated Spawn Points:
- Opening on east side of long tunnel in middle (2nd Reaper)
- Ledge above middle 60 seconds
- Ledge above 30 seconds and combo chest
- Ledge above south starting point (1st Reaper)
- Fence behind south starting point


Village Spawning Region Activation

(http://img293.imageshack.us/img293/6550/villagespawningregions2.th.png) (http://img293.imageshack.us/i/villagespawningregions2.png/)

North Spawning Region
REGION A

Activated Spawn Points:
- Top floor hut ledge
- Ledge in northwest tunnel (60 seconds)
- Wall spawn point on east hill
- Ledge above alcove on bottom floor of north hut (30 seconds)
- Wall spawn point behind east walkways (1st Giant Majini)

South Spawning Region
REGION B

Activated Spawn Points:
- South gate entrance to Village
- Ledge above alcove of west building
- Wall spawn point behind south hut (near 60 seconds)
- Wall spawn point behind east walkways (1st Giant Majini)
- Wall spawn point on east hill
- Ledge above alcove on bottom floor of north hut (30 seconds)
- Top floor hut ledge


Ancient Ruins Spawning Region Activation

(http://img46.imageshack.us/img46/967/ancientruinsspawningreg.th.png) (http://img46.imageshack.us/i/ancientruinsspawningreg.png/)

Southwest Spawning Region
REGION A

Activated Spawn Points:
- High ledge above path to combo chest in chicken area
- North water spawn point near walkway in chicken area
- South water spawn point near walkway in chicken area
- Water spawn point outside chicken area

South Spawning Region
REGION B

Activated Spawn Points:
- Ledge to the right of bottom starting point
- East ledge above stairway to top floor walkway
- Water spawn point outside chicken area
- North water spawn point near walkway in chicken area
- South water spawn point near walkway in chicken area
- High ledge above path to combo chest in chicken area

Southeast Spawning Region
REGION C

Activated Spawn Points:
- East ledge above 60 seconds and two flash grenades
- Ledge in the middle of east tunnel
- East ledge above stairway to top floor walkway
- Ledge to the right of bottom starting point

Northwest Spawning Region
REGION D

Activated Spawn Points:
- West side water spawn point south of stairway
- West side water spawn point north of stairway
- West ledge above walkway across from water spawn points
- Ledge along wall of north walkway near 90 second area

North Spawning Region
REGION E

Activated Spawn Points:
- West side water spawn point south of stairway
- West side water spawn point north of stairway
- East side water spawn point near stairway
- Ledge along east walkway
- East side top ledge near 60 seconds in corner
- Ledge along wall of north walkway near 90 second area


Ship Deck Spawning Region Activation

(http://img717.imageshack.us/img717/2083/shipdeckspawningregions.th.png) (http://img717.imageshack.us/i/shipdeckspawningregions.png/)

North Spawning Region
REGION C

Activated Spawn Points:
- Crate on the north side of the tower (chicken area)
- Crate near the tunnel by the 90 seconds
- Crate in the alcove to the west of the 90 seconds
- Middle opening in the overhead crane
- Stacked crate across from the east path leading to the north area

West Spawning Region
REGION A

Activated Spawn Points:
- Crate on south side of grenade launcher area
- Crate on north side of grenade launcher area
- Crate behind gate with stairway leading to crane tower
- Crate near the tunnel by the 90 seconds
- Middle opening in the overhead crane

East Spawning Region
REGION B

Activated Spawn Points:
- Stacked crate near staircase by southeast starting point
- Stacked crate on other side of the crate listed above
- Stacked crate across from the second crate listed above
- Stacked crate across from the east path leading to the north area
- Middle opening in the overhead crane




Ancient Ruins Plagas

This is all fully redone when compared to my original post.  I think this is ALL of them.  Here is the region map which helps to find them greatly.  Just stand in the right region and look toward the spawn point and they will appear eventually.

* This list doesn't include Torch Majini yet.

(http://img46.imageshack.us/img46/967/ancientruinsspawningreg.th.png) (http://img46.imageshack.us/i/ancientruinsspawningreg.png/)


Region A

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops down from ledge below the stairs leading to the 90 seconds. This is the only normal Wetland Majini that falls from this spawn point.
Region: Spawns while a player is in the southwest region (Region A)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops out of water spawn point right outside of the southwest 90 second area.  This Majini has more health than other Wetland Majini.
Region: Spawns while a player is in the southwest region (Region A)


Region B

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out from ledge spawn point above the east staircase.
Region: Spawns while a player is in the south region (Region B)

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out from ledge spawn point above the east staircase.
Region: Spawns while a player is in the south region (Region B)

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out from ledge spawn point above the east staircase.
Region: Spawns while a player is in the south region (Region B)


Region C

-- Duvalia

Type of Majini: Explosive Arrow Wetland Majini
Location: Below the staircase that leads to the 90 seconds and two flash grenade pickups.  This Majini is already in the stage from the beginning.
Region: Stands in southeast region (Region C)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Spawns from the ledge spawn point at the top of the east tunnel with the 30 second timer inside.  The ledge is up above the corner of the tunnel closest to the 30 seconds.
Region: Spawns while a player is in the southeast region (Region C)


Region D

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops out of the water spawn point right near the 30 seconds on the west side - to the north of the bottom of the stairs.
Region: Spawns while a player is in the northwest region (Region D)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops out of the water spawn point right near the 30 seconds on the west side - to the north of the bottom of the stairs.
Region: Spawns while a player is in the northwest region (Region D)


Region E

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase near the 30 second timer.
Region: Spawns while a player is in the northeast region (Region E)

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase near the 30 second timer.
Region: Spawns while a player is in the northeast region (Region E)

-- Duvalia

Type of Majini: Spear Wetland Majini
Location: Hops out of the water from the spawn point below the east staircase near the tunnel with the 30 seconds (facing the bottom of the east staircase the spawn point is to the left).
Region: Spawns while a player is in the northeast region (Region E)

-- Duvalia

Type of Majini: Spear Wetland Majini
Location: Hops out of the water from the spawn point below the east staircase near the tunnel with the 30 seconds (facing the bottom of the east staircase the spawn point is to the left).
Region: Spawns while a player is in the northeast region (Region E)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops off of the ledge spawn point near the 90 second area in the northwest (in Region D)
Region: Spawns while a player is in the northeast region (Region E)

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Spawns from the ledge spawn point at the top of the east tunnel with the 30 second timer inside.  The ledge is up above the corner of the tunnel closest to the 30 seconds.
Region: Spawns while a player is in the northeast region (Region E)




I think I am missing a few spawn point activations for AR and possibly once Cephalo in Region E.  Region E is the hardest to figure.

I'll add all of this info to the first post eventually.

And also, thanks for the extra info speed and Roger! :)


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: yautjared on December 23, 2010, 08:48:26 PM
Well done, Mr. Kevin Hall ! Thank you so much, this information has pretty golden value, and it's very , very important for all of us ! You kicked ass again once more, Kevo ! ;)


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: Berserker on January 11, 2011, 01:21:42 PM
I was bored since my net was off for a good bit of the day on Sunday so I typed out some extra Mercs stuff.  I couldn't remember all the ideas listed in the thread that I made below this one, so some of of the stuff is not included yet.  I need to better organizes this list.

Once again, I'll add everything to the first post eventually to keep all info together.  I still might change some stuff at the moment, which is why I'm stalling on doing it.









-- BREAKING FREE FROM A GRAPPLE QUICKLY

Methods:

1) Rotate the left analog without pressing a button.
2) Rotate the left analog and tap any button. (BEST METHOD!)
    Xbox 360: X, A, Y, B, LB, LT, RB, RT
    PS3: Square, X, Triangle, O, L1, L2, R1, R2

The left analog can be rotated clockwise or counter clockwise.  Only press a single button when tapping a button during the struggle.  Tapping a button while rotating the analog will ensure that your character breaks free faster.  While rotating the left analog without tapping a button, the analog must be rotated quicker when compared to tapping a button while rotating it.

The struggle response to a grab must be very fast in order to break free quickly.  The longer a player waits to struggle against a grab, the When a grab is broken at its quickest during a frontal grab on a normal Majini, the plagas will never exit the Majini's mouth and the Majini will take no health from the player.


-- LAG SHOT

The lag shot is a near instantaneous gunshot followed by a melee.  A player stuns a Majini with a normal stun for melee then shoots the Majini and performs a melee directly after the gunshot.  This helps to weaken the Majini with the gunshot directly before the melee without the need of a second stun.

Here is a an example with Type B controls while using Wesker:

1) Stun a Majini by shooting it in the arm to activate an arm stun.
2) Stand near the stunned Majini then hold the LT button while the "Panther
   Fang" command is displayed on the screen.
3) Shoot the Majini then instantly press the X button to perform the Panther
   Fang.

The lag shot can be performed while using any melee and any weapon.  A player could shoot a stunned Majini with a rocket then perform a neck breaker after if your response time is quick enough.


-- AVOID PICKING UP AN ITEM WHEN TRYING TO PERFORM AN ACTION (such as climbing a ladder)

If an item is on the ground near a surface or objects where a player will normally get a command, the item pickup command will take priority over the action command.  To avoid picking up the item, stand near the surface that you want to get an action command from then quickly switch weapons then tap the action button to perform the action command directly afterward to avoid picking up the item.  This can be used when an item is below a ladder or door or near a dropoff among other areas.


-- THE QUARTER TURN

The quarter turn is a quick aiming turn with the camera that can only be done while playing with control type A or B.  A player can use the right analog to turn the camera while using type A or B, so a player can quickly tilt the camera in one direction quickly then aim in that direction to perform an instant turn toward that direction.

This technique is basically a camera exploit.  It can be used several times in a row to turn in several directions very quickly.  Two quarters turns to turn your character around are actually faster than a normal quick turn.


-- QUARTER TURN AIMING (AIMING WITH THE CAMERA)

While using the quarter turn, a player can use the camera to aim while pointing the camera in a direction.  Your character will aim toward the center of the viewpoint of whichever way you point the camera after tilting it, so a player can take advantage of this and point the camera toward a Majini's head so that the Majini's head is in the middle of the viewpoint then quickly aim to quarter turn and already be aiming directly at the Majini's head after the quarter turn.


-- MELEE KILL A MAJINI AFTER IT FALLS FROM A LEDGE

After shooting a Majini and causing it to fall off a ledge or dropoff of any type, quickly fall along with the Majini and your character will be able to ground melee the Majini after landing.  If you're not quick enough at falling, your character will fall and hit the Majini while it is on the ground and cause it to get up automatically.


-- MELEE KILL A FALLING MAJINI THAT WILL DIE FROM A FALL FROM A LEDGE

Much like the method for melee killing a Majini that is falling off a ledge or dropoff, fall along with the Majini that has been shot.  If your character lands on the Majini body as it dies, your character will receive a +5 bonus for a melee kill.  Basically, your character will land on the Majini body as it begins to dissolve and the "+5 sec." message will appear - your character falling on the Majini is the melee kill.  This can be done with any character.


-- USE/GIVE AN ITEM WITH A COMMAND INSTEAD OF EQUIPPING IT

While in the inventory and selecting an item, it is to your advantage to use commands besides "Equip" when giving or using the item most of the time.  When a player uses a command while performing some other animation such as a melee or other action, a Majini cannot start an attack until after the command is fully finished.  The only way a Majini can interrupt the command is if it started an attack before the command was given.

Selecting the "Use" option for healing will make your character heal instantly. It's best to do this during a melee.  Quickly open the inventory during a melee and highlight a first aid spray then select it and choose "Use" to make your character instantly use the first aid spray after the melee.  While performing this command while a partner is close once the command is given, your character will heal the nearby partner regardless of where the partner currently is on the screen.

Selecting the "Give" option when standing next to another player will make your character instantly give your partner the item.  While performing a melee, if your character is close enough to your partner, you can highlight an item and select "Give" then your character will give the partner the item after the melee regardless of where your partner is on the screen after the melee.


-- WETLAND MAJINI ONLY ATTACK ONE AT A TIME

Unlike normal Town Majini, the Wetland Majini in normal Mercs can only attack one at a time.  Whenever they surround your character, only one of them can attack - if the attack is interrupted with a gunshot, another Wetland Majini can attack after the interruption.


-- COMMON MEANINGS FOR PARTNER COMMANDS IN DUO PLAY

The following is a list of the more common commands that Mercs players use during a serious duo Mercs run.  Many non-English speaking players use the following commands also, so it's good to learn their meanings.

Go

No enemies.  Basically, you need to keep the current combo since the other player has no enemy in sight.

Wait

Restart.  The combo has been lost or the other player has screwed up badly.

Come on

This is usually done on accident when closing the inventory.  A player might accidentally issue the "Come on" command while trying to close the menu.

Thanks

Random thanks.  Sometimes players do this at the beginning of a run.  Some players will use this to show gratitude for playing alongside them.

Item Request

The other player is climbing a ladder and can't kill an enemy.  You will need to keep the current combo while the other player is unable to keep it.

Healing Item Request

The other player wants you to use the requested healing item.


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: Berserker on January 18, 2011, 09:35:05 AM
-- STAGE ACRONYMS AND RE5 MERCS SLANG

The following is a list of Mercs stages with acronyms that many Mercs players use when referring to a particular stage:

PA = Public Assembly
TM = The Mines
V  = Village (sometimes VI)
AR = Ancient Ruins
EF = Experimental Facility
MA = Missile Area
SD = Ship Deck
P  = Prison (sometimes PR)

Each stage usually requires a certain amount of time to be reached at a certain point into the run, so sometimes Mercs players will describe time at a particular combo number like so:

12:30 @ 70 = 12 minutes and 30 seconds total time at 70 combo

Here's a list of other Mercs slang:

30 = 30 second timer
60 = 60 second timer
90 = 90 second timer
Chicken area = Area around where the chicken starts out in a run
Area with flashes = Area with flash grenade pickups
Which spawn do you prefer? = Which starting point do you prefer?


-- CONTROL TYPES

Control type A/B and control type C/D offer different advantages that are exclusive to each one.  Type A and B keep the same original Resident Evil 4 style controls with some slight changes in button setup and type C and D offer a strafe.  Type A and C have the exact same button configuration as Resident Evil 4 and Type B and D change the button configuration to where a player can use the shoulder buttons to aim and fire like in modern shooters.

Control type A/B

+ A player can turn the camera to the left and to the right
+ A player can take advantage of the "Quarter turn" technique/exploit
- A player cannot strafe

Control type C/D

+ A player can strafe from left to right by using the left analog
- A player can only tilt the camera up and down


-- FIXED VS RANDOM ITEM DROPS

Some Majini or other enemies will always drop the same item in Mercenaries - the item is a fixed drop (green herb from rocket launcher Majini on EF, boss item drop).  Fixed drops will not disappear.  They will remain on the ground until they are collected.  Fixed drops do not affect a character receiving a random drop of the same item unless the fixed drop is collected and remains in a character's inventory.

Random drops are random item drops that often spawn from normal enemies.  These drops can range from grenades, green herbs, red herbs, rotten eggs and types of ammo for the gun that your character carries.  If a random drop remains in the area, another random drop of the same type will not be as likely to appear until the current item disappears or is used/discarded by a character.


-- DISCARDING/USING ITEMS IN DUO FOR PARTNER ITEM DROPS

In Duo mode, when one player is holding extra ammo or an herb that item will prevent a partner from receiving the same item from a random enemy drop.  Whenever your partner is running out of ammo and you have some ammo leftover for that particular weapon, discard the extra ammo or quickly reload your weapon to get rid of access ammo.  Any sort of access ammo for a magnum that you carry will keep your partner from receiving magnum ammo drops - this works the same for all weapons of the same ammo type.

This also works the same with healing items - green herbs.  If your partner is in orange health, the partner will NOT receive a green herb pickup from a random drop if you hold a green herb in your inventory.  You must get rid of the green herb by using it or discarding it to allow your partner to receive a green herb from a random drop.

Items that are already on the ground in your area that were spawned from enemies WILL affect the random drops on your partner's side as well.  If your partner needs magnum ammo and you are currently surrounded with magnum ammo, this can cause your partner to not receive magnum ammo drops.  This is especially true for green herbs.  If there is a green herb that has spawned from a random enemy drop anywhere in the area when one player is in orange status, another green herb will not spawn from a random drop until the current green herb drop disappears, has been used, or has been discarded.

Fixed item drops, such as Majini that will ALWAYS drop a green herb or a fixed item placement in the stage will not affect random drops UNLESS they are picked up and carried in a character's inventory.  So long as the fixed item drop is left in its place, it will remain on the screen and not affect any random drops.


-- STARTING ENEMIES IN A STAGE/MAX NUMBER OF ENEMIES IN A STAGE

Each stage usually has a total of 12 enemies that are already present in the stage right as a Mercs run begins.  They will be standing in the stage and will instantly run up to the player or they will require the player to catch their attention with a shot or step in front of them to make them move.

A stage can contain a total of 12 enemies at a time.  The total can never go over the 12 enemy limit.  The 12 enemies will include the chicken, any Majini or plagas and a stage boss.


-- CAMPING MAJIINI

A camping Majini is a term to refer to a Majini that stands in one spot without noticing the player until it catches sight of the player or is shot to make it move.  Majini that stand in place in a stage at any time will take up one of the 12 active enemies that can be in a stage at once.  If a player allows a single Majini to stand in place in any area, the player will only fight a max number of 11 enemies at a time until the camping Majini has been killed.

The best way to deal with camping Majini that are at a distance is to fire a shot at them and hit them to catch their attention.  They will automatically follow the player once the player has gotten their attention.


-- SPAWNING REGIONS

A spawning region is an area of enemy spawning in each stage.  Each stage has a certain number of spawning regions that are sectioned off by certain boundaries that cannot be seen.  Whenever the stage does not have the full 12 enemy max number in it and a player stands in a spawning region, an enemy will spawn from whatever spawning region the player is currently in.  Standing in each spawning region will activate one of the several region spawn points around the stage and an enemy will spawn from that spawn point.

Each spawning region has a certain number of enemy spawn points that can be activated by standing in a particular spawning region.  Each spawning region also has a certain number of enemies that will spawn from spawn points in that spawning region.  Once the certain number of enemies have spawned from a spawning region, no more enemies will spawn until a player enters a new spawning region.

Spawning regions can intersect at certain portions of a map.  Whenever a spawning region intersects, a player will activate the enemies in both regions by standing in the intersected area.

NOTE: Starting enemies in a stage are separate from the enemy limit per spawning region.  Basically when a player kills off one of the 12 starting enemies in a spawning region that has 20 enemies, 1 of the 20 enemies from that region will spawn, so that particular spawning region will now only have 19 enemies left in it to spawn.


-- TIME BONUS COLLECTION

In both Mercs modes, time bonuses should be hit before fighting enemies, during the middle of a run or at the very end of the run.  Some time bonuses are best hit at the beginning of a run and some are best saved for later in the run or the end of a run.

A player needs to keep in mind the areas that your character will travel to during the run and the areas that your character will never go to during the run.  Keeping the combo while hitting a time bonus during the middle of the run is one of the hardest parts of saving one.  Hit a time bonus when only a few enemies are around.  A player needs to quickly hit a time bonus after defeating an enemy and then quickly go back to fighting.

Different type of time bonus collection paths will work better for some characters than others.  Time bonuses in areas where a player must use a powerful weapon in order to keep the combo while collecting the time bonus can usually only be hit mid-run with a magnum user.


-- ENEMY PLAGAS

Cephalos and Duvalias that spawn from a Majini will cause the defeated Majini to mutate and not count as a kill until the plagas is defeated.  Cephalos and Duvalias can easily put the current combo number in jeopardy and cause the player to lose the combo from the plagas spawn.  A player must be ready to deal with the plagas or prevent its spawning with an instant kill melee among a few other attacks.  Some Majini will automatically spawn Cephalos once they are killed and some enemies will spawn Cephalos randomly based on a critical of any kind that is performed on them.

Kipepeos are the only type of plagas mutations that will count as kill and a melee kill when a Majini transforms.  Kipepeos are actually extra enemies in the Village stage, which cause the enemy amount to go over 150 enemies in that particular stage.


-- SCRIPTED CEPHALOS VS RANDOM CEPHALOS

A scripted Cephalo is a Majin that will ALWAYS spawn a Cephalo in a stage unless the Cephalo is prevented.  A scripted Cephalo will always carry the same weapon type, but it will often differ in appearance.  Starting enemies in a stage can be scripted Cephalos and enemies that spawn from certain spawning regions within a stage can be scripted Cephalos.  Scripted Cephalos can be noticed if a player pays attention to the spawn point that they hop out from and what weapon they carry.

A random Cephalo is a Cephalo that has a high chance to spawn from any type of critical head explosion that is caused on the Majini.  This type of Cephalo will not always appear but any type of attack that hits the Majini's head will raise the chance of the Cephalo's appearance.  Any type of melee or gunshot that hits the Majini's head will raise the chance of a critical head explosion and thereby raise the chance of a Cephalo mutation from the Majini.


-- QUICK SWITCH SHOT

The quick switch shot is when a player continues to hold the aiming button then quickly switches to another weapon by pressing a direction on the d-pad then quickly fires the newly equipped weapon.

Doing this is a bit quicker than lowering the current weapon and switching to a new weapon then reaiming and firing.  This is especially handy for when a Cephalo spawns from an enemy.  A player can continue to aim then instantly switch and fire at the Cephalo.


-- DESTROYING RED BARRELS EARLY OR LEAVING THEM BEHIND

Shooting a red barrel in an area where your character will fight is a good way to avoid potential damage and loss of melee kills.  Shoot the red barrel before starting a fight or shoot it when no enemies are around.

Sometimes red barrels can help in a few areas though.  They can serve as an instant stun against a boss enemy or a way to save the combo instantly.


-- CONSTANTLY MOVE TO AVOID GRABS

In both Mercs modes, it is never good to stand in one spot for too long. The longer a player stands still, the more chance that player will have of getting grabbed or hit.  It's best to stay moving at all times.

Constantly walk, run, turn, quarter turn or strafe when not attacking to stay moving.  Any type of movement can avoid a Majini grab at times.


-- AIMING TO AVOID A MAJINI GRAB

If a player aims a gun the second before a Majini's hands make contact with the player from a standing grab, a player can cancel the grab.  The Majini's arms will move right through the player without grabbing the player.  This takes timing and much expectancy in order to take advantage of this technique intentionally.  It's often done on accident while aiming.



RANDOM CEPHALOS ON MISSILE AREA

This is a list of Majini that have a high chance of becoming a Cephalo when a critical hit of any type is performed on their head.  Use the spawning region map that I did for MA to find all spawning regions.

* NOTE: This is still a work in progress list.

-- Starting Majini

Megaphone
Red Wrench x2

-- Region A/B

Cocktail (B)
Long Pipe (B)
Sickle (B)
Spiked Club (B)
Weaponless (B)

-- Region C

Dynamite
Long Pipe
Machete x2 (besides the scripted)
Red Wrench


-- Region D

Long Pipe
Megaphone
Weaponless

-- Region E

Dynamite

-- Region F

Dynamite
Hatchet (not the scripted critical)
Machete x2
Weaponless




Some of this info might be repeated.  I don't even have my PC online while typing out this stuff.  I'll put it all together eventually.  The listings are all very random at the moment.

And if you're wondering about how I found the random Cephalos, I've been playing solo MA with Safari Chris lately... 'nuff said.  Random Cephalos <3 Safari.

Oh, and if any of you want to correct me on anything that I list or say, then feel free too.  I don't mind it.


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: yautjared on January 18, 2011, 09:46:09 AM
Great update , Kevo .... damn it, you're the fucking man ! These informations are priceless, hehe, and funny as hell, teaching about the "Mercs idiom & slangs" .... LOL :laugh:

Thanks a lot ! ;)


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: Berserker on January 18, 2011, 09:52:33 AM
Haha.

If any of you can think up any more Mercs slang then I'll add it.  I just posted what came to mind, but I'm sure there's plenty more.

I've had people ask me before, "What's the chicken area?"


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: DandyMan123 on January 18, 2011, 12:58:17 PM
Couple more terms/slang: "chain hit" or "combo'd", "unregistered", "faller/cartwheeler"


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: pixpinallen on January 20, 2011, 12:08:10 AM
Quote
Giant Majini

HP: 5,000

1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160


someone finally found the same thing i discovered

Damage Modifiers:

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage

Stun Areas:

Leg: Arm Stun Melee
Blast with Shotgun: Leg Stun Melee


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
[url]http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new[/url] ([url]http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new[/url])

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.

Giant Majinis have weapon damage modifiers:
- Shotguns & Rifles: - 70%
- Magnums: -20%
- All other weapons: - 50%

Saw this on Absolute Steve Guide

And the dash power seems to variate between 150-200, it depends on where you hit the majini


I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: thirtylockdown2 on January 22, 2011, 08:24:59 PM
idk who else uses this but, to trade spawns i say: trade
when the combo breaks cuz of multiple cephalo i do this -_-
and when my attack misses for no reason at all i say; (insert curse word here)!!!!!!!


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: mjw on February 08, 2011, 03:33:41 PM
There is a minor glitch with strafing control types if you hold down the left analog stick to run you can still use the right stick. This makes you able to turn without stopping in place. If it where my guide I would say that strafing control types are worse in duo if you get good because the max enemy limit is to low and FASTEST aim speed is not that really fast. There are differences bettween XBOX360, PS3 and PC that should be noted to.  I would also make a cute tier list. :)

Edit: 3 is not S  >:(


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: Berserker on February 09, 2011, 02:32:54 AM
There are differences bettween XBOX360, P33 and PC that should be noted to.

Say what?

Nah, Xbox and PS3 versions are the same, right? xD

I could go into quite a bit of detail with the differences actually - kind of minor in some areas, but the PS3 version does have the advantage, if you ask me.  With PC, from what I have seen, there are some pretty big differences.  That mouse and keyboard setup is like using control type B/D from what I see.

I'll list some stuff eventually.  I can't really compare PC though since I've never played it.


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: Ae on February 09, 2011, 10:27:50 AM
All this info is greatly appreciated.


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: Gonzo on March 26, 2011, 02:57:06 PM
Könnte jemand oder gibts diese Tipps auch auf Deutsch (german) ?
Ich bin dem englischen nicht mehr so mächtig ;)


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: Wendelum on March 27, 2011, 07:24:28 PM
Ja gibt es aber alles zu übersetzen dauert mir zu lange, da ist es einfacher wenn du dir das lösungsbuch oder so kaufst. Dort sollte das nötigste drinn stehen


Title: Re: The Mercenaries Information Thread (updates on last few pages for now)
Post by: KillMaim420 on June 07, 2011, 02:55:08 PM
I was bored since my net was off for a good bit of the day on Sunday so I typed out some extra Mercs stuff.  I couldn't remember all the ideas listed in the thread that I made below this one, so some of of the stuff is not included yet.  I need to better organizes this list.

Once again, I'll add everything to the first post eventually to keep all info together.  I still might change some stuff at the moment, which is why I'm stalling on doing it.









-- BREAKING FREE FROM A GRAPPLE QUICKLY

Methods:

1) Rotate the left analog without pressing a button.
2) Rotate the left analog and tap any button. (BEST METHOD!)
    Xbox 360: X, A, Y, B, LB, LT, RB, RT
    PS3: Square, X, Triangle, O, L1, L2, R1, R2

The left analog can be rotated clockwise or counter clockwise.  Only press a single button when tapping a button during the struggle.  Tapping a button while rotating the analog will ensure that your character breaks free faster.  While rotating the left analog without tapping a button, the analog must be rotated quicker when compared to tapping a button while rotating it.

The struggle response to a grab must be very fast in order to break free quickly.  The longer a player waits to struggle against a grab, the When a grab is broken at its quickest during a frontal grab on a normal Majini, the plagas will never exit the Majini's mouth and the Majini will take no health from the player.


I noticed that you don't really even have to rotate the analog stick when you get grabbed(at least not in a circular motion) What i do is use the palm of my hand and like kind of go left and right with the analog stick, while mashing the X button with my thumb. it works for me...i can't remember the last time i actually took real damage from getting grabbed from the front, and can usually get out of a grab quickly, a lot of the time taking no damage. Anyone else do this the same way or am i just weird?


Title: Re: The Mercenaries Information Thread
Post by: Cally-Man on May 24, 2012, 09:21:19 AM

-- AIMING TO AVOID A MAJINI GRAB

If a player aims a gun the second before a Majini's hands make contact with the player from a standing grab, a player can cancel the grab.  The Majini's arms will move right through the player without grabbing the player.  This takes timing and much expectancy in order to take advantage of this technique intentionally.  It's often done on accident while aiming.

No, that's wrong I think... It actually has something to do with weapon majini and the fact that they don't have frontal grabbing animations. When your ‘front’ is facing a weapon majini, they will only swing their weapons. When your ‘back’ is facing a weapon majini, they will only grab. The boundaries of the ‘front’ and ‘back’ of a character are defined exactly at the side of the body, meaning a majini may initiate a grab even though your back is not directly facing it; any area behind the side of the body counts as the ‘back’. If an enemy detects that it’s behind you and initiates a grab, turning your character’s ‘front’ to the enemy before it’s hands touch you will ‘cancel out’ the grab because weapon majini don’t have frontal grabbing animations. This can be best achieved by using the ‘quarter turn’ with ‘Type B’ controls, when you can see weapon majini reach out to grab you. Midnight Wesker’s sunglasses will also ‘pop off’ if their hands touch your head, which will then fall through the ground. Similarly, if a weapon majini detects that your ‘front’ is facing it, and it swings it’s weapon, turning your character’s ‘back’ to it before it hits will cause a different hit animation when it lands. This animation causes your character to stumble forward, which takes MUCH longer to recover from, unlike being hit from the front. The same can be said for pole majini hits. Weaponless majini will grab from front and back, and always succeed if they make contact (I believe); therefore, they should take priority in crowds, in case they quickly grab you and drain 5 seconds! O_O Wesker’s dash can also be ‘cancelled out’ if you turn during the initial charge so that your character’s ‘front’ is facing a grabbing weapon majini (he will just quickly stand up). The recoil from Wesker’s magnum can also be ‘cancelled out’ if you turn during that time to face a grabbing weapon majini, giving you the ability to immediately shoot once again- effectively turning it into an automatic! Therefore, always turn Wesker during the recoil towards any weapon majini that you think may be behind you, in order to 'cancel' their grabs.


Title: Re: The Mercenaries Information Thread
Post by: Chris x STARS on May 24, 2012, 10:55:35 AM
EDIT: I failed.


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on May 24, 2012, 09:52:15 PM

-- AIMING TO AVOID A MAJINI GRAB

If a player aims a gun the second before a Majini's hands make contact with the player from a standing grab, a player can cancel the grab.  The Majini's arms will move right through the player without grabbing the player.  This takes timing and much expectancy in order to take advantage of this technique intentionally.  It's often done on accident while aiming.

No, that's wrong I think... It actually has something to do with weapon majini and the fact that they don't have frontal grabbing animations. When your ‘front’ is facing a weapon majini, they will only swing their weapons. When your ‘back’ is facing a weapon majini, they will only grab. The boundaries of the ‘front’ and ‘back’ of a character are defined exactly at the side of the body, meaning a majini may initiate a grab even though your back is not directly facing it; any area behind the side of the body counts as the ‘back’. If an enemy detects that it’s behind you and initiates a grab, turning your character’s ‘front’ to the enemy before it’s hands touch you will ‘cancel out’ the grab because weapon majini don’t have frontal grabbing animations. This can be best achieved by using the ‘quarter turn’ with ‘Type B’ controls, when you can see weapon majini reach out to grab you. Midnight Wesker’s sunglasses will also ‘pop off’ if their hands touch your head, which will then fall through the ground. Similarly, if a weapon majini detects that your ‘front’ is facing it, and it swings it’s weapon, turning your character’s ‘back’ to it before it hits will cause a different hit animation when it lands. This animation causes your character to stumble forward, which takes MUCH longer to recover from, unlike being hit from the front. The same can be said for pole majini hits. Weaponless majini will grab from front and back, and always succeed if they make contact (I believe); therefore, they should take priority in crowds, in case they quickly grab you and drain 5 seconds! O_O Wesker’s dash can also be ‘cancelled out’ if you turn during the initial charge so that your character’s ‘front’ is facing a grabbing weapon majini (he will just quickly stand up). The recoil from Wesker’s magnum can also be ‘cancelled out’ if you turn during that time to face a grabbing weapon majini, giving you the ability to immediately shot once again- effectively turning it into an automatic! Therefore, always turn Wesker during the recoil towards any weapon majini that you think may be behind you.

Any chance you can get some video of what you describe ?


Title: Re: The Mercenaries Information Thread
Post by: Synyster on May 24, 2012, 11:36:29 PM
Cally man, ur a smart cookie! Little tips like the ones u mentioned can improve your game immensely when mastered. Not sure what ur scores are but u seem like a very smart player that will get (or has gotten) great scores!


Title: Re: The Mercenaries Information Thread
Post by: Cally-Man on May 25, 2012, 01:28:04 PM
@advoc8tr: You can easily try it yourself. Start a solo PA run chest side (preferably with grenades equipped, as they give a greater view of your surroundings). The first enemy is a weapon type, you can try it on him. Tilt your camera fully to either side (preferably left if using anyone but Sheva, as the camera gives a more favourable view to illustrate & try the exploit), and hold it there. Orient yourself so that any area behind your side is facing him. When he begins the grab, press aim quickly.

-- 'FLASH STUN LAG SHOT'


And regarding the 'lag shot', I've found another good use for it: when you throw flashes at majinis, their flash-stun pose exposes their heads for increased chances of criticals if using cobra strikes (unless they are raised above you). But using the 'lag shot' when they're in this state will cause them to leave that pose before the melee hits, reducing the chances of a critical. Do this mainly on enemies who have high cephalo rates.


Title: Re: The Mercenaries Information Thread
Post by: Cally-Man on May 31, 2012, 11:34:12 AM
-- MINIMIZING CRITICALS AND MANOEUVERS


Majini will ONLY perform evasive manoeuvers if you're aiming at their body the moment one animation transitions into another, or during certain 'cancellable' animations. Aiming at different parts of the body causes different manoeuvers, and they include blocking, ducking, sidestepping, and sidestepping + ducking. For example, say your cobra strike sends an enemy flying into a crowd, causing them to 'stagger' back (there are 3 types of animations from hitting others with flying majini, which are slight staggers, medium staggers, and falls). Holding your sight down on one of their heads the moment they 'recover' from a stagger may cause them to duck. Also, there are certain animations such as running and screaming that enemies can 'cancel' if you are aiming at them during that time. If an enemy is running towards you, aiming at them can cause them to 'cancel' the run and evade. Similarly, if an enemy starts to scream (this can be activated randomly during walking), they can at any time 'cancel' it with a manoeuver. Sometimes they can perform these cancels instantaneously (immediately after the animation starts), giving the impression that they can do it randomly during walking. They also have the ability to 'cancel' blocking animations, which explains why they sometimes have spasms in their arms when doing this; they are actually performing the block multiple times because you are keeping your laser directed at their heads. Here are some other examples of majini animations that can initiate a manoeuver if you aim at them during it's end:

- 'Interruptions' from shooting the body
- 'Staggers' from shooting a weapon out of their hands
- 'Staggers' from escaping a grab
- Any attacks (whether you evade them or not)
- Melee stuns
- Environmental actions (such as 'hopping' across gaps, or climbing over rails)
- Turns (when a majini is facing away from you)

This information is significant for people trying head stuns, because manoeuvering enemies can screw them up. As for criticals, any sort of animation increases the 'critical rate' of an enemy (such as 'staggers' from flying enemies, screaming, attacking, ledge dropping, and even manoeuvers), meaning some players will wait for the animation to end, all the while aiming at an enemy's head for an accurate shot- this is a mistake, because this can cause them to evade as soon as they recover. Therefore, with the above information in mind, the most practical and 'safe' way to set up head-stuns (in terms of preventing criticals and manoeuvers) is to wait for an enemy to finish an animation, then quickly aim and fire your weapon when it's in a 'walking state'  from close-range. Enemies cannot run from close range, and can only attack and scream from that state (there's still increased potential for manoeuvers and criticals due to those two animations, and you also have a gun's 'critical rate' to factor in- but those chances are 'minimized'). Preventing enemies from running by staying close can also limit the possibility of accidentally shooting a majini the moment it decides to run, which can either cause them to fall or you to get a critical. A majini in a 'standing state' is in fact the 'safest' way to set up a head stun, but they only do this during 'grace period'- which is only activated after you use a healing item, recover from an attack of any kind, or the moment you push a grabbing enemy off you, and lasts for 3 seconds (normally, an enemy will always either walk or run towards you). When you recover from an attack or a grab is escaped, the animations of all surrounding majini in your area and that are focused on you are 'cancelled', so that any enemies who begun an animation at that point will end it as soon as possible; you may see enemies running or walking a few steps then stopping. This goes to show that enemies don't move in 'real-time' but in pre-defined paths that are calculated while playing. A majini that is still performing an animation during the 'grace period' can still make manoeuvers as usual if you aim at them- *the difference is that they can now evade the moment their 'walking state' ends and transitions into a 'standing state', or vice versa.* During this 'grace period' majini can only scream- meaning there is increased potential for criticals at this time. Majini do not manoeuver from 'standing state' screams, however (unlike walking screams). *A very brief 'grace period' is also activated when you perform a ground melee attack also, but is usually unnoticeable as majini are still performing animations during that time.*

(Sections in asterisks is info I'm not 100% sure on)


Title: Re: The Mercenaries Information Thread
Post by: BenRai2k on May 31, 2012, 11:55:45 AM
Good comment, especially the animation stuff. That is one reason I cringe when I see some players spamming MG bullets to get a stun, it is like they do not understand how animation frames work. Also whenever grabbed from the front and you break free, a knee shot will always equal a leg stun.

Your explination is good also, because it helps highlight how majinis do have a pattern. So just imagine on the ps3 where framerates dip, and so cause animations to skip and not run smoothly. On the Xbox and PC especially enemies snap in to position much easier  due to framerate and enemy animations flowing smoother with them having stronger processing. This matters a lot for Sheva BSAA especially.


Title: Re: The Mercenaries Information Thread
Post by: BlAcKJaCk19 on May 31, 2012, 11:56:56 AM
-- MINIMIZING CRITICALS AND MANOEUVERS


Majini will ONLY perform evasive manoeuvers if you're aiming at their body the moment one animation transitions into another, or during certain 'cancellable' animations. Aiming at different parts of the body causes different manoeuvers, and they include blocking, ducking, sidestepping, and sidestepping + ducking. For example, say your cobra strike sends an enemy flying into a crowd, causing them to 'stagger' back (there are 3 types of animations from hitting others with flying majini, which are slight staggers, medium staggers, and falls). Holding your sight down on one of their heads the moment they 'recover' from a stagger may cause them to duck. Also, there are certain animations such as running and screaming that enemies can 'cancel' if you are aiming at them during that time. If an enemy is running towards you, aiming at them can cause them to 'cancel' the run and evade. Similarly, if an enemy starts to scream (this can be activated randomly during walking), they can at any time 'cancel' it with a manoeuver. Sometimes they can perform these cancels instantaneously (immediately after the animation starts), giving the impression that they can do it randomly during walking. They also have the ability to 'cancel' blocking animations, which explains why they sometimes have spasms in their arms when doing this; they are actually performing the block multiple times because you are keeping your laser directed at their heads. Here are some other examples of majini animations that can initiate a manoeuver if you aim at them during it's end:

- 'Interruptions' from shooting the body
- 'Staggers' from shooting a weapon out of their hands
- 'Staggers' from escaping a grab
- Any attacks (whether you evade them or not)
- Melee stuns
- Environmental actions (such as 'hopping' across gaps, or climbing over rails)
- Turns (when a majini is facing away from you)

This information is significant for people trying head stuns, because manoeuvering enemies can screw them up. As for criticals, any sort of animation increases the 'critical rate' of an enemy (such as 'staggers' from flying enemies, screaming, attacking, ledge dropping, and even manoeuvers), meaning some players will wait for the animation to end, all the while aiming at an enemy's head for an accurate shot- this is a mistake, because this can cause them to evade as soon as they recover. Therefore, with the above information in mind, the most practical and 'safe' way to set up head-stuns (in terms of preventing criticals and manoeuvers) is to wait for an enemy to finish an animation, then quickly aim and fire your weapon when it's in a 'walking state'  from close-range. Enemies cannot run from close range, and can only attack and scream from that state (there's still increased potential for manoeuvers and criticals due to those two animations, and you also have a gun's 'critical rate' to factor in- but those chances are 'minimized'). Preventing enemies from running by staying close can also limit the possibility of accidentally shooting a majini the moment it decides to run, which can either cause them to fall or you to get a critical. A majini in a 'standing state' is in fact the 'safest' way to set up a head stun, but they only do this during 'grace period'- which is only activated after you use a healing item, recover from an attack of any kind, or the moment you push a grabbing enemy off you, and lasts for 3 seconds (normally, an enemy will always either walk or run towards you). When you recover from an attack or a grab is escaped, the animations of all surrounding majini in your area and that are focused on you are 'cancelled', so that any enemies who begun an animation at that point will end it as soon as possible; you may see enemies running or walking a few steps then stopping. This goes to show that enemies don't move in 'real-time' but in pre-defined paths that are calculated while playing. A majini that is still performing an animation during the 'grace period' can still make manoeuvers as usual if you aim at them- *the difference is that they can now evade the moment their 'walking state' ends and transitions into a 'standing state', or vice versa.* During this 'grace period' majini can only scream- meaning there is increased potential for criticals at this time. Majini do not manoeuver from 'standing state' screams, however (unlike walking screams). *A very brief 'grace period' is also activated when you perform a ground melee attack also, but is usually unnoticeable as majini are still performing animations during that time.*

(Sections in asterisks is info I'm not 100% sure on)
very well explained and informative, thanks for the tips and believe it or not, many people know some of the things you mentioned but were never discussed publicly, so thanks for taking the time to explain...btw I do the lag-shot/cobra strike on a stunned majini after a flash, it definitely helps


Title: Re: The Mercenaries Information Thread
Post by: Zombie 06 on May 31, 2012, 12:30:49 PM
I never really get any criticals or cephs, my wesker cancels out scripted cephs.


Title: Re: The Mercenaries Information Thread
Post by: Brawnysilverfox on May 31, 2012, 12:57:01 PM
I never really get any criticals or cephs, my wesker cancels out scripted cephs.

(https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcR10rdeltf95BpGitQ3cVmtWPQlWawsJvUFNPg8ngLVTDrOhRTJDQ)


Title: Re: The Mercenaries Information Thread
Post by: Chris x STARS on May 31, 2012, 02:45:15 PM
I never really get any criticals or cephs, my wesker cancels out scripted cephs.

(https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcR10rdeltf95BpGitQ3cVmtWPQlWawsJvUFNPg8ngLVTDrOhRTJDQ)
LOOOL Brawny where do you get all those images?


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on May 31, 2012, 09:40:46 PM
I never really get any criticals or cephs, my wesker cancels out scripted cephs.

(https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcR10rdeltf95BpGitQ3cVmtWPQlWawsJvUFNPg8ngLVTDrOhRTJDQ)
LOOOL Brawny where do you get all those images?
Self CS.


Title: Re: The Mercenaries Information Thread
Post by: Invaders-757 on June 02, 2012, 01:34:22 PM
I never really get any criticals or cephs, my wesker cancels out scripted cephs.

(https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcR10rdeltf95BpGitQ3cVmtWPQlWawsJvUFNPg8ngLVTDrOhRTJDQ)
LOOOL Brawny where do you get all those images?
Self CS.


Title: Re: The Mercenaries Information Thread
Post by: Cally-Man on June 07, 2012, 09:39:38 AM
Hey guys, I've updated my last post to be more comprehensive and understandable, and included more tips:

Setting up headstuns 'safely' by minimizing manoeuvers and criticals

Majini will ONLY perform evasive manoeuvers if you're aiming at their body the moment one animation ends and transitions into another, or during certain 'cancellable' animations. The chance of a manouever depends on the fire-power of the weapon. There are different types of  manoeuvers a majini can perform, depending on what area of the body you are aiming at and the type:

Town & Base Majini
Head: blocking, ducking, sidestepping + ducking
Below head: sidestepping, sidestepping + ducking
(Cephalos, duvalias, bow-gun majini, and rocket majini do not manoeuver)

Wetland majini
Head: Neo-bend, side jump
Body: side jump
Legs: forward high jump, back step
(Cephalos, duvalias, shield majini, and explosive arrow majini do not manoeuver)

For example, when fighting town majini, say your cobra strike sends one flying into a crowd- causing them to 'stagger' back (there are 3 types of animations from hitting others with flying majini, which are slight staggers, medium staggers, and falls). Holding your sight down on one of their heads the moment their 'stagger' animation ends may cause them to duck, as that is the point of transition. Majini usually cannot perform consecutive manoeuvers (the only exception to this rule is detailed below). Also, there are certain animations such as running and screaming that enemies can 'cancel' if you are aiming at them during that time. If an enemy is running towards you, aiming at them can cause them to 'cancel' the run and evade. Similarly, if an enemy starts to scream (this can be activated randomly during walking), they can at any time 'cancel' it with a manoeuver. Sometimes they can perform these cancels instantaneously (immediately after the animation starts), giving the impression that they can do it randomly during walking. They also have the ability to 'cancel' blocking animations, which explains why they sometimes have spasms in their arms when doing this; they are actually performing the block multiple times because you are keeping your laser directed at their heads. Blocking states can also be 'cancelled out' into other manoeuvers (meaning blocking states are the only conditions under which manoeuvers can be performed consecutively) or animations. Here are some other examples of majini animations that can initiate a manoeuver if you aim at them at it's end:

- 'Interruptions' from shooting the body
- 'Staggers' from disarming an enemy/shooting pole majini during attack/shooting a running majini
- 'Staggers' from escaping a grab
- 'Tag-team staggers' from hitting enemies with front or back arm stun melees, or hitting standing enemies with ground melees
- Attacks (even if you get hit, your recovery animation can sometimes end before the majini's attack animation does, meaning you can still aim at them during this time)
- Melee stuns
- Environmental actions (such as 'hopping' across gaps, or climbing over rails)
- Turns (when a majini is facing away from you)
- 'Agitated screams' from camping majini seeing you (enemies will point at you and scream)

This information is significant for people trying head stuns, because aiming at the enemy's head or body the moment an animation ends can cause them to manoeuver, meaning you're likely to miss the headshot. And even if you do manage to get a headshot during a manoeuver, there is an increased chance of a critical; any sort of animation increases the 'critical rate' of an enemy- such as 'staggers' from flying enemies, screaming, attacking, and ledge dropping. And because of this, some players will wait for enemy animations to end, all the while aiming at an enemy's head for an accurate shot- this is a mistake, as this can cause them to evade as soon as the animation ends. Therefore, with the above information in mind, the most practical and 'safe' way to set up head-stuns on town majini (in terms of preventing criticals and manoeuvers) is to wait for an enemy to completely finish an animation, then quickly aim and fire your weapon when it's in a 'walking state' (preferably from close-range). Enemies cannot run from close range, and can only attack and scream from that state (there's still increased potential for manoeuvers and criticals due to those two animations, and you also have a gun's 'critical rate' to factor in- but the chances of a critical are 'minimized'). Staying close to majini reduces the chances of them running, in turn limiting the possibility of criticals, falls, and manoeuvers from 'cancelled' runs. A very important note to mention is that wetland majini do not manoeuver from close range, so you can take your time aiming when close and don't have to worry about missing your shot from random manoeuvers. Also, the above information is not practical for use on base majini, as they don't have a 100% headstun rate.

A majini in a 'standing state' is another 'safe' (yet impractical) way to set up a head stun, and they only do this if you are close to them during 'grace period'- which is usually only activated after you use a healing item, recover from an attack of any kind, or push a grabbing enemy off you, and lasts for 3 seconds (normally, an enemy will always either walk or run towards you). It's 'safe' to perform headstuns in a 'standing' state, because enemies can only scream- so the factors affecting criticals are 'minimized'. For example, the moment you recover from an attack, or a grab is escaped, a 'grace area' is formed around you, and the 3 second 'grace period' is activated- causing the animations of any majini that are in it or later enter it to 'cancel'  their animations as soon as possible; you may see enemies running at you from a distance or walking a few steps then stopping and standing. This goes to show that enemies don't move in 'real-time' but in pre-defined paths that are calculated while playing. Each enemy walks and runs in 'segments', and it's when these 'segments' transition into the next one, that enemies can manoeuver. Majini cannot manoeuver until their lengthy walking animations are completely over and transition into the next, unlike running (which can be 'cancelled' at any time). When examining wetland majini though, they have much lengthier pre-defined movements, as they usually still continue to walk throughout the whole duration of the 'grace period', and they can run without stopping for greater lengths of time than town/base majini. If you move away from enemies during the 'grace period', they stop standing and begin moving towards you as usual, because they are leaving your 'grace area'. A majini that is still performing an animation during the 'grace period' can still make manoeuvers as usual if you aim at them, and they can evade the moment their 'walking state' ends and transitions into a 'standing state', or vice versa. Town majini do not manoeuver from 'standing state' screams (unlike walking screams), but wetland and base majini do (wetland need to be at a distance). A very brief and special 'grace period' is also activated when you perform a melee; if an enemy finishes it's animation during your melee, it will not start a new one until you end your animation a few seconds later (it's usually not in effect, as majini are still performing animations during you melee). However, it can mean that immediately after a melee, you have 'safe' headstun opportunities if some enemies are standing. With Wesker, it's most noticeable with ground melees, the Windfall usually doesn't cause surrounding enemies to stagger.

Wetland and base majini are a bit different when it comes to their behaviour, compared to town majini: each attack an enemy performs must be at least 3 seconds apart, whether it hits you or not- meaning a 'grace period' is activated after each attack. Explosive arrow and rocket majini both attack periodically (every 7 and 10 seconds respectively if they are focused on you), and do so independently of the other enemies, including their own type- so it's possible for an arrow or rocket enemy to attack at the same time as any other enemy without the 'attack intervals', but the ranged enemies will still not fire during a 'grace period' (however, you can still get hit by a projectile during 'grace period' if it's fired from a distance the moment you get hit). An exception to the ‘attack interval’ rules is that shield wetlands can attack immediately after a shield thrust by using their spears.

When attempting leg stuns however, animation states are no longer your enemy: in fact, during animations of any kind, the melee stun chance of enemies are increased. During certain periods of specific animations, enemies cannot be 'cancelled' into leg or arm stuns- but animations such as attacks, screams, interruptions, and staggers always can be. For example, you can 'chain' Wesker's Mustang kick by using it to kick an enemy into another one, causing it to 'stagger' back, during which you can more easily get another leg-stun. You can do this continuously if other enemies are close by and 'chained'. Also, you don't have to hit an enemy with a flying one to cause a 'stagger'; if a majini is close to you when you perform a melee, it will still do so even if you don't cause any damage to it with the 'attack area'.

-------------------------------------------------------------------

 -- GUARUNTEED HEALING
 
Pick up a healing item the moment a base/wetland majini attacks when you're in low health, then press 'use' via the inventory menu during the animation, as soon as it appears in your inventory (if you're fast enough, you can even combine herbs before pressing 'use'). When you exit the pick-up animation, you will heal yourself immediately and have a 'guaranteed heal', as these majini types can only attack at intervals of at least 3 seconds. The exception to this exploit is: ranged enemies attack at their own intervals, unaffected by the attacks of any other enemy- meaning they can still hit you before you heal. And wetland shield majini can attack in succession. In regards to quickly combining, press 'X'/'[]' to your first item during the pick-up animation (before the second item is picked up), then quickly combine it when it appears in the inventory and press 'use'.

 -- QUICK KNIFE TRANSITION

With the knife equipped, you can immediately 'transition' to your weapon and skip the sheathing animation of the knife by selecting your weapon using the 'item shortcut' slots via the D-pad (even if that weapon's already equipped). This technique is especially useful when in extreme close-quarters with an exploding boss (that can be 'cancelled') surrounded by majini; you can 'arc' your knife swing during the boss' exploding animation to cancel it out, and possibly hit surrounding majini in the process- to cancel their attacks (and even set up melee stuns). You can then quickly 'transition' from the knife to your weapon with zero 'downtime', and continue to run or shoot. Let's say you equip Wesker's magnum to kill an Executioner, shoot it two times, then perform a 'Tiger Uppercut' to melee kill it. The boss is now about explode, and you're surrounded by majini. Quickly hold L1/LB and slash him, all the while 'arcing' your swing to stop the surrounding attacking majini in the process. Now after the swing, press left on the D-pad to instantly switch to your handgun (the  transition will look a little glitchy, but so what?). This is much faster than sheathing your knife, re-equipping your magnum, then equipping your handgun; it basically 'skips' two whole animations. Also, by 'arcing' your swing when cancelling the boss' exploding animation, you can also potentially 'cancel' any weapon majini grabs if your 'front' is facing them when their hands touch you.

-- STYLE SWITCHING

You can change your play style with Midnight Wesker on-the-fly, depending on the situation; for single or few enemies you can use 'leg-stun chaining' (using leg stuns to melee kill the enemy, then 'chaining' staggering enemies with another leg stun- using the 'lag-shot' if necessary). When you are surrounded by many attacking majini in narrow spaces, using your cobra strike will be more efficient, even if one enemy turns into a cephalo in the crowd. Try not to use cobra strikes on single enemies, as this can lead to a major waste of time if there is a critical or cephalo spawn. Also, when you know that the cephalo rate has increased on random cephalos, you may need to switch styles. By 'switching', a Wesker type can become a Chris BSAA type.


Title: Re: The Mercenaries Information Thread
Post by: BlAcKJaCk19 on June 07, 2012, 09:55:09 AM
Very interesting and detailed analysis...Good Job  :smiley:


Title: Re: The Mercenaries Information Thread
Post by: qweedow on June 07, 2012, 12:36:13 PM
Hey guys, I've updated my last post to be more comprehensive and understandable, and included more tips:

Setting up headstuns 'safely' by minimizing manoeuvers and criticals

Majini will ONLY perform evasive manoeuvers if you're aiming at their body the moment one animation ends and transitions into another, or during certain 'cancellable' animations. The chance of a manouever depends on the fire-power of the weapon. There are different types of  manoeuvers a majini can perform, depending on what area of the body you are aiming at and the type:

Town & Base Majini
Head: blocking, ducking, sidestepping + ducking
Below head: sidestepping, sidestepping + ducking
(Cephalos, duvalias, bow-gun majini, and rocket majini do not manoeuver)

Wetland majini
Head: Neo-bend, side jump
Body: side jump
Legs: forward high jump, back step
(Cephalos, duvalias, shield majini, and explosive arrow majini do not manoeuver)

For example, when fighting town majini, say your cobra strike sends one flying into a crowd- causing them to 'stagger' back (there are 3 types of animations from hitting others with flying majini, which are slight staggers, medium staggers, and falls). Holding your sight down on one of their heads the moment their 'stagger' animation ends may cause them to duck, as that is the point of transition. Majini usually cannot perform consecutive manoeuvers (the only exception to this rule is detailed below). Also, there are certain animations such as running and screaming that enemies can 'cancel' if you are aiming at them during that time. If an enemy is running towards you, aiming at them can cause them to 'cancel' the run and evade. Similarly, if an enemy starts to scream (this can be activated randomly during walking), they can at any time 'cancel' it with a manoeuver. Sometimes they can perform these cancels instantaneously (immediately after the animation starts), giving the impression that they can do it randomly during walking. They also have the ability to 'cancel' blocking animations, which explains why they sometimes have spasms in their arms when doing this; they are actually performing the block multiple times because you are keeping your laser directed at their heads. Blocking states can also be 'cancelled out' into other manoeuvers (meaning blocking states are the only conditions under which manoeuvers can be performed consecutively) or animations. Here are some other examples of majini animations that can initiate a manoeuver if you aim at them at it's end:

- 'Interruptions' from shooting the body
- 'Staggers' from disarming an enemy/shooting pole majini during attack/shooting a running majini
- 'Staggers' from escaping a grab
- 'Tag-team staggers' from hitting enemies with front or back arm stun melees, or hitting standing enemies with ground melees
- Attacks (even if you get hit, your recovery animation can sometimes end before the majini's attack animation does, meaning you can still aim at them during this time)
- Melee stuns
- Environmental actions (such as 'hopping' across gaps, or climbing over rails)
- Turns (when a majini is facing away from you)
- 'Agitated screams' from camping majini seeing you (enemies will point at you and scream)

This information is significant for people trying head stuns, because aiming at the enemy's head or body the moment an animation ends can cause them to manoeuver, meaning you're likely to miss the headshot. And even if you do manage to get a headshot during a manoeuver, there is an increased chance of a critical; any sort of animation increases the 'critical rate' of an enemy- such as 'staggers' from flying enemies, screaming, attacking, and ledge dropping. And because of this, some players will wait for enemy animations to end, all the while aiming at an enemy's head for an accurate shot- this is a mistake, as this can cause them to evade as soon as the animation ends. Therefore, with the above information in mind, the most practical and 'safe' way to set up head-stuns on town majini (in terms of preventing criticals and manoeuvers) is to wait for an enemy to completely finish an animation, then quickly aim and fire your weapon when it's in a 'walking state' (preferably from close-range). Enemies cannot run from close range, and can only attack and scream from that state (there's still increased potential for manoeuvers and criticals due to those two animations, and you also have a gun's 'critical rate' to factor in- but the chances of a critical are 'minimized'). Staying close to majini reduces the chances of them running, in turn limiting the possibility of criticals, falls, and manoeuvers from 'cancelled' runs. A very important note to mention is that wetland majini do not manoeuver from close range, so you can take your time aiming when close and don't have to worry about missing your shot from random manoeuvers. Also, the above information is not practical for use on base majini, as they don't have a 100% headstun rate.

A majini in a 'standing state' is another 'safe' (yet impractical) way to set up a head stun, and they only do this if you are close to them during 'grace period'- which is usually only activated after you use a healing item, recover from an attack of any kind, or push a grabbing enemy off you, and lasts for 3 seconds (normally, an enemy will always either walk or run towards you). It's 'safe' to perform headstuns in a 'standing' state, because enemies can only scream- so the factors affecting criticals are 'minimized'. For example, the moment you recover from an attack, or a grab is escaped, a 'grace area' is formed around you, and the 3 second 'grace period' is activated- causing the animations of any majini that are in it or later enter it to 'cancel'  their animations as soon as possible; you may see enemies running at you from a distance or walking a few steps then stopping and standing. This goes to show that enemies don't move in 'real-time' but in pre-defined paths that are calculated while playing. Each enemy walks and runs in 'segments', and it's when these 'segments' transition into the next one, that enemies can manoeuver. Majini cannot manoeuver until their lengthy walking animations are completely over and transition into the next, unlike running (which can be 'cancelled' at any time). When examining wetland majini though, they have much lengthier pre-defined movements, as they usually still continue to walk throughout the whole duration of the 'grace period', and they can run without stopping for greater lengths of time than town/base majini. If you move away from enemies during the 'grace period', they stop standing and begin moving towards you as usual, because they are leaving your 'grace area'. A majini that is still performing an animation during the 'grace period' can still make manoeuvers as usual if you aim at them, and they can evade the moment their 'walking state' ends and transitions into a 'standing state', or vice versa. Town majini do not manoeuver from 'standing state' screams (unlike walking screams), but wetland and base majini do (wetland need to be at a distance). A very brief and special 'grace period' is also activated when you perform a melee; if an enemy finishes it's animation during your melee, it will not start a new one until you end your animation a few seconds later (it's usually not in effect, as majini are still performing animations during you melee). However, it can mean that immediately after a melee, you have 'safe' headstun opportunities if some enemies are standing. With Wesker, it's most noticeable with ground melees, the Windfall usually doesn't cause surrounding enemies to stagger.

Wetland and base majini are a bit different when it comes to their behaviour, compared to town majini: each attack an enemy performs must be at least 3 seconds apart, whether it hits you or not- meaning a 'grace period' is activated after each attack. Explosive arrow and rocket majini both attack periodically (every 7 and 10 seconds respectively if they are focused on you), and do so independently of the other enemies, including their own type- so it's possible for an arrow or rocket enemy to attack at the same time as any other enemy without the 'attack intervals', but the ranged enemies will still not fire during a 'grace period' (however, you can still get hit by a projectile during 'grace period' if it's fired from a distance the moment you get hit). An exception to the ‘attack interval’ rules is that shield wetlands can attack immediately after a shield thrust by using their spears.

When attempting leg stuns however, animation states are no longer your enemy: in fact, during animations of any kind, the melee stun chance of enemies are increased. During certain periods of specific animations, enemies cannot be 'cancelled' into leg or arm stuns- but animations such as attacks, screams, interruptions, and staggers always can be. For example, you can 'chain' Wesker's Mustang kick by using it to kick an enemy into another one, causing it to 'stagger' back, during which you can more easily get another leg-stun. You can do this continuously if other enemies are close by and 'chained'. Also, you don't have to hit an enemy with a flying one to cause a 'stagger'; if a majini is close to you when you perform a melee, it will still do so even if you don't cause any damage to it with the 'attack area'.

-------------------------------------------------------------------

 -- GUARUNTEED HEALING
 
Pick up a healing item the moment a base/wetland majini attacks when you're in low health, then press 'use' via the inventory menu during the animation, as soon as it appears in your inventory (if you're fast enough, you can even combine herbs before pressing 'use'). When you exit the pick-up animation, you will heal yourself immediately and have a 'guaranteed heal', as these majini types can only attack at intervals of at least 3 seconds. The exception to this exploit is: ranged enemies attack at their own intervals, unaffected by the attacks of any other enemy- meaning they can still hit you before you heal. And wetland shield majini can attack in succession. In regards to quickly combining, press 'X'/'[]' to your first item during the pick-up animation (before the second item is picked up), then quickly combine it when it appears in the inventory and press 'use'.

 -- QUICK KNIFE TRANSITION

With the knife equipped, you can immediately 'transition' to your weapon and skip the sheathing animation of the knife by selecting your weapon using the 'item shortcut' slots via the D-pad (even if that weapon's already equipped). This technique is especially useful when in extreme close-quarters with an exploding boss (that can be 'cancelled') surrounded by majini; you can 'arc' your knife swing during the boss' exploding animation to cancel it out, and possibly hit surrounding majini in the process- to cancel their attacks (and even set up melee stuns). You can then quickly 'transition' from the knife to your weapon with zero 'downtime', and continue to run or shoot. Let's say you equip Wesker's magnum to kill an Executioner, shoot it two times, then perform a 'Tiger Uppercut' to melee kill it. The boss is now about explode, and you're surrounded by majini. Quickly hold L1/LB and slash him, all the while 'arcing' your swing to stop the surrounding attacking majini in the process. Now after the swing, press left on the D-pad to instantly switch to your handgun (the  transition will look a little glitchy, but so what?). This is much faster than sheathing your knife, re-equipping your magnum, then equipping your handgun; it basically 'skips' two whole animations. Also, by 'arcing' your swing when cancelling the boss' exploding animation, you can also potentially 'cancel' any weapon majini grabs if your 'front' is facing them when their hands touch you.

-- STYLE SWITCHING

You can change your play style with Midnight Wesker on-the-fly, depending on the situation; for single or few enemies you can use 'leg-stun chaining' (using leg stuns to melee kill the enemy, then 'chaining' staggering enemies with another leg stun- using the 'lag-shot' if necessary). When you are surrounded by many attacking majini in narrow spaces, using your cobra strike will be more efficient, even if one enemy turns into a cephalo in the crowd. Try not to use cobra strikes on single enemies, as this can lead to a major waste of time if there is a critical or cephalo spawn. Also, when you know that the cephalo rate has increased on random cephalos, you may need to switch styles. By 'switching', a Wesker type can become a Chris BSAA type.

HOly Fuckin Shit
this is new, fresh, vibrant, unseen & unheard of intel
I could fellate you, but wont. Maybe ultrasonic will rise to the occasion?
Im sure you will reject him :)

Thanks this is good stuff,  I found they do evASiv BS whenever the combo is at absolute last millisecond.
xx


Title: Re: The Mercenaries Information Thread
Post by: Chris x STARS on June 11, 2012, 08:17:36 AM
Hey guys, I've updated my last post to be more comprehensive and understandable, and included more tips:

Setting up headstuns 'safely' by minimizing manoeuvers and criticals

Majini will ONLY perform evasive manoeuvers if you're aiming at their body the moment one animation ends and transitions into another, or during certain 'cancellable' animations. The chance of a manouever depends on the fire-power of the weapon. There are different types of  manoeuvers a majini can perform, depending on what area of the body you are aiming at and the type:

Town & Base Majini
Head: blocking, ducking, sidestepping + ducking
Below head: sidestepping, sidestepping + ducking
(Cephalos, duvalias, bow-gun majini, and rocket majini do not manoeuver)

Wetland majini
Head: Neo-bend, side jump
Body: side jump
Legs: forward high jump, back step
(Cephalos, duvalias, shield majini, and explosive arrow majini do not manoeuver)

For example, when fighting town majini, say your cobra strike sends one flying into a crowd- causing them to 'stagger' back (there are 3 types of animations from hitting others with flying majini, which are slight staggers, medium staggers, and falls). Holding your sight down on one of their heads the moment their 'stagger' animation ends may cause them to duck, as that is the point of transition. Majini usually cannot perform consecutive manoeuvers (the only exception to this rule is detailed below). Also, there are certain animations such as running and screaming that enemies can 'cancel' if you are aiming at them during that time. If an enemy is running towards you, aiming at them can cause them to 'cancel' the run and evade. Similarly, if an enemy starts to scream (this can be activated randomly during walking), they can at any time 'cancel' it with a manoeuver. Sometimes they can perform these cancels instantaneously (immediately after the animation starts), giving the impression that they can do it randomly during walking. They also have the ability to 'cancel' blocking animations, which explains why they sometimes have spasms in their arms when doing this; they are actually performing the block multiple times because you are keeping your laser directed at their heads. Blocking states can also be 'cancelled out' into other manoeuvers (meaning blocking states are the only conditions under which manoeuvers can be performed consecutively) or animations. Here are some other examples of majini animations that can initiate a manoeuver if you aim at them at it's end:

- 'Interruptions' from shooting the body
- 'Staggers' from disarming an enemy/shooting pole majini during attack/shooting a running majini
- 'Staggers' from escaping a grab
- 'Tag-team staggers' from hitting enemies with front or back arm stun melees, or hitting standing enemies with ground melees
- Attacks (even if you get hit, your recovery animation can sometimes end before the majini's attack animation does, meaning you can still aim at them during this time)
- Melee stuns
- Environmental actions (such as 'hopping' across gaps, or climbing over rails)
- Turns (when a majini is facing away from you)
- 'Agitated screams' from camping majini seeing you (enemies will point at you and scream)

This information is significant for people trying head stuns, because aiming at the enemy's head or body the moment an animation ends can cause them to manoeuver, meaning you're likely to miss the headshot. And even if you do manage to get a headshot during a manoeuver, there is an increased chance of a critical; any sort of animation increases the 'critical rate' of an enemy- such as 'staggers' from flying enemies, screaming, attacking, and ledge dropping. And because of this, some players will wait for enemy animations to end, all the while aiming at an enemy's head for an accurate shot- this is a mistake, as this can cause them to evade as soon as the animation ends. Therefore, with the above information in mind, the most practical and 'safe' way to set up head-stuns on town majini (in terms of preventing criticals and manoeuvers) is to wait for an enemy to completely finish an animation, then quickly aim and fire your weapon when it's in a 'walking state' (preferably from close-range). Enemies cannot run from close range, and can only attack and scream from that state (there's still increased potential for manoeuvers and criticals due to those two animations, and you also have a gun's 'critical rate' to factor in- but the chances of a critical are 'minimized'). Staying close to majini reduces the chances of them running, in turn limiting the possibility of criticals, falls, and manoeuvers from 'cancelled' runs. A very important note to mention is that wetland majini do not manoeuver from close range, so you can take your time aiming when close and don't have to worry about missing your shot from random manoeuvers. Also, the above information is not practical for use on base majini, as they don't have a 100% headstun rate.

A majini in a 'standing state' is another 'safe' (yet impractical) way to set up a head stun, and they only do this if you are close to them during 'grace period'- which is usually only activated after you use a healing item, recover from an attack of any kind, or push a grabbing enemy off you, and lasts for 3 seconds (normally, an enemy will always either walk or run towards you). It's 'safe' to perform headstuns in a 'standing' state, because enemies can only scream- so the factors affecting criticals are 'minimized'. For example, the moment you recover from an attack, or a grab is escaped, a 'grace area' is formed around you, and the 3 second 'grace period' is activated- causing the animations of any majini that are in it or later enter it to 'cancel'  their animations as soon as possible; you may see enemies running at you from a distance or walking a few steps then stopping and standing. This goes to show that enemies don't move in 'real-time' but in pre-defined paths that are calculated while playing. Each enemy walks and runs in 'segments', and it's when these 'segments' transition into the next one, that enemies can manoeuver. Majini cannot manoeuver until their lengthy walking animations are completely over and transition into the next, unlike running (which can be 'cancelled' at any time). When examining wetland majini though, they have much lengthier pre-defined movements, as they usually still continue to walk throughout the whole duration of the 'grace period', and they can run without stopping for greater lengths of time than town/base majini. If you move away from enemies during the 'grace period', they stop standing and begin moving towards you as usual, because they are leaving your 'grace area'. A majini that is still performing an animation during the 'grace period' can still make manoeuvers as usual if you aim at them, and they can evade the moment their 'walking state' ends and transitions into a 'standing state', or vice versa. Town majini do not manoeuver from 'standing state' screams (unlike walking screams), but wetland and base majini do (wetland need to be at a distance). A very brief and special 'grace period' is also activated when you perform a melee; if an enemy finishes it's animation during your melee, it will not start a new one until you end your animation a few seconds later (it's usually not in effect, as majini are still performing animations during you melee). However, it can mean that immediately after a melee, you have 'safe' headstun opportunities if some enemies are standing. With Wesker, it's most noticeable with ground melees, the Windfall usually doesn't cause surrounding enemies to stagger.

Wetland and base majini are a bit different when it comes to their behaviour, compared to town majini: each attack an enemy performs must be at least 3 seconds apart, whether it hits you or not- meaning a 'grace period' is activated after each attack. Explosive arrow and rocket majini both attack periodically (every 7 and 10 seconds respectively if they are focused on you), and do so independently of the other enemies, including their own type- so it's possible for an arrow or rocket enemy to attack at the same time as any other enemy without the 'attack intervals', but the ranged enemies will still not fire during a 'grace period' (however, you can still get hit by a projectile during 'grace period' if it's fired from a distance the moment you get hit). An exception to the ‘attack interval’ rules is that shield wetlands can attack immediately after a shield thrust by using their spears.

When attempting leg stuns however, animation states are no longer your enemy: in fact, during animations of any kind, the melee stun chance of enemies are increased. During certain periods of specific animations, enemies cannot be 'cancelled' into leg or arm stuns- but animations such as attacks, screams, interruptions, and staggers always can be. For example, you can 'chain' Wesker's Mustang kick by using it to kick an enemy into another one, causing it to 'stagger' back, during which you can more easily get another leg-stun. You can do this continuously if other enemies are close by and 'chained'. Also, you don't have to hit an enemy with a flying one to cause a 'stagger'; if a majini is close to you when you perform a melee, it will still do so even if you don't cause any damage to it with the 'attack area'.

-------------------------------------------------------------------

 -- GUARUNTEED HEALING
 
Pick up a healing item the moment a base/wetland majini attacks when you're in low health, then press 'use' via the inventory menu during the animation, as soon as it appears in your inventory (if you're fast enough, you can even combine herbs before pressing 'use'). When you exit the pick-up animation, you will heal yourself immediately and have a 'guaranteed heal', as these majini types can only attack at intervals of at least 3 seconds. The exception to this exploit is: ranged enemies attack at their own intervals, unaffected by the attacks of any other enemy- meaning they can still hit you before you heal. And wetland shield majini can attack in succession. In regards to quickly combining, press 'X'/'[]' to your first item during the pick-up animation (before the second item is picked up), then quickly combine it when it appears in the inventory and press 'use'.

 -- QUICK KNIFE TRANSITION

With the knife equipped, you can immediately 'transition' to your weapon and skip the sheathing animation of the knife by selecting your weapon using the 'item shortcut' slots via the D-pad (even if that weapon's already equipped). This technique is especially useful when in extreme close-quarters with an exploding boss (that can be 'cancelled') surrounded by majini; you can 'arc' your knife swing during the boss' exploding animation to cancel it out, and possibly hit surrounding majini in the process- to cancel their attacks (and even set up melee stuns). You can then quickly 'transition' from the knife to your weapon with zero 'downtime', and continue to run or shoot. Let's say you equip Wesker's magnum to kill an Executioner, shoot it two times, then perform a 'Tiger Uppercut' to melee kill it. The boss is now about explode, and you're surrounded by majini. Quickly hold L1/LB and slash him, all the while 'arcing' your swing to stop the surrounding attacking majini in the process. Now after the swing, press left on the D-pad to instantly switch to your handgun (the  transition will look a little glitchy, but so what?). This is much faster than sheathing your knife, re-equipping your magnum, then equipping your handgun; it basically 'skips' two whole animations. Also, by 'arcing' your swing when cancelling the boss' exploding animation, you can also potentially 'cancel' any weapon majini grabs if your 'front' is facing them when their hands touch you.

-- STYLE SWITCHING

You can change your play style with Midnight Wesker on-the-fly, depending on the situation; for single or few enemies you can use 'leg-stun chaining' (using leg stuns to melee kill the enemy, then 'chaining' staggering enemies with another leg stun- using the 'lag-shot' if necessary). When you are surrounded by many attacking majini in narrow spaces, using your cobra strike will be more efficient, even if one enemy turns into a cephalo in the crowd. Try not to use cobra strikes on single enemies, as this can lead to a major waste of time if there is a critical or cephalo spawn. Also, when you know that the cephalo rate has increased on random cephalos, you may need to switch styles. By 'switching', a Wesker type can become a Chris BSAA type.

Good Job, Berserker! Wait... I mean Cally!


Title: Re: The Mercenaries Information Thread
Post by: Invaders-757 on June 12, 2012, 09:07:12 AM
Impressive work.


Title: Re: The Mercenaries Information Thread
Post by: RogerRockmore on June 12, 2012, 01:06:07 PM
Very good ideas cally man.


-- STYLE SWITCHING

You can change your play style with Midnight Wesker on-the-fly, depending on the situation; for single or few enemies you can use 'leg-stun chaining' (using leg stuns to melee kill the enemy, then 'chaining' staggering enemies with another leg stun- using the 'lag-shot' if necessary). When you are surrounded by many attacking majini in narrow spaces, using your cobra strike will be more efficient, even if one enemy turns into a cephalo in the crowd. Try not to use cobra strikes on single enemies, as this can lead to a major waste of time if there is a critical or cephalo spawn. Also, when you know that the cephalo rate has increased on random cephalos, you may need to switch styles. By 'switching', a Wesker type can become a Chris BSAA type.



I've been doing this for a while now mostly on PA solo and Prison duo. Heres an example.
Video test #1 EasyCap 480p (http://www.youtube.com/watch?v=RbGQUeF0cOo#ws)

Also the lag-shot on enemies after a flash grenade doesn't work too well. I've been using that for a long time and believed it reduced the chance, but i've have had on PA 2 cephalo's from 3 enemies etc. This is a clip from an old MA run. skip to 9:00.

622k Missile Area Solo 52combo (Stars) (http://www.youtube.com/watch?v=rgArVjUz9I4#ws)



Title: Re: The Mercenaries Information Thread
Post by: qweedow on June 13, 2012, 11:19:41 AM
Very good ideas cally man.


-- STYLE SWITCHING

You can change your play style with Midnight Wesker on-the-fly, depending on the situation; for single or few enemies you can use 'leg-stun chaining' (using leg stuns to melee kill the enemy, then 'chaining' staggering enemies with another leg stun- using the 'lag-shot' if necessary). When you are surrounded by many attacking majini in narrow spaces, using your cobra strike will be more efficient, even if one enemy turns into a cephalo in the crowd. Try not to use cobra strikes on single enemies, as this can lead to a major waste of time if there is a critical or cephalo spawn. Also, when you know that the cephalo rate has increased on random cephalos, you may need to switch styles. By 'switching', a Wesker type can become a Chris BSAA type.



I've been doing this for a while now mostly on PA solo and Prison duo. Heres an example.
Video test #1 EasyCap 480p ([url]http://www.youtube.com/watch?v=RbGQUeF0cOo#ws[/url])

Also the lag-shot on enemies after a flash grenade doesn't work too well. I've been using that for a long time and believed it reduced the chance, but i've have had on PA 2 cephalo's from 3 enemies etc. This is a clip from an old MA run. skip to 9:00.

622k Missile Area Solo 52combo (Stars) ([url]http://www.youtube.com/watch?v=rgArVjUz9I4#ws[/url])



youre badass roger :)
my fav MA solo vids
OOPS i meant AR solo


Title: Re: The Mercenaries Information Thread
Post by: Cally-Man on June 14, 2012, 07:41:57 AM
Very good ideas cally man.


-- STYLE SWITCHING

You can change your play style with Midnight Wesker on-the-fly, depending on the situation; for single or few enemies you can use 'leg-stun chaining' (using leg stuns to melee kill the enemy, then 'chaining' staggering enemies with another leg stun- using the 'lag-shot' if necessary). When you are surrounded by many attacking majini in narrow spaces, using your cobra strike will be more efficient, even if one enemy turns into a cephalo in the crowd. Try not to use cobra strikes on single enemies, as this can lead to a major waste of time if there is a critical or cephalo spawn. Also, when you know that the cephalo rate has increased on random cephalos, you may need to switch styles. By 'switching', a Wesker type can become a Chris BSAA type.



I've been doing this for a while now mostly on PA solo and Prison duo. Heres an example.
Video test #1 EasyCap 480p ([url]http://www.youtube.com/watch?v=RbGQUeF0cOo#ws[/url])

Excellent video, this illustrates it well- although you did get a few crits from single enemies! ;) This clip is basically an exact copy of what I do in my runs, I thought I was playing for a moment! xD


Title: Re: The Mercenaries Information Thread
Post by: advoc8r on June 14, 2012, 01:33:37 PM
Good stuff RogerRockmore.