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Author Topic: The Mercenaries Information Thread  (Read 20413 times)
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Chris x STARS
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« Reply #180 on: May 24, 2012, 10:55:35 AM »

EDIT: I failed.
« Last Edit: May 25, 2012, 11:15:03 AM by Chris x STARS » Logged




oh i changed my body to girl  Cool
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oh yea lets f*ck  Heart

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Cally is a stupid fag. ;(
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« Reply #181 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 ?
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« Reply #182 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!
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« Reply #183 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.
« Last Edit: May 31, 2012, 11:39:49 AM by Cally-Man » Logged

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« Reply #184 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)
« Last Edit: May 31, 2012, 11:39:04 AM by Cally-Man » Logged

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« Reply #185 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.
« Last Edit: May 31, 2012, 12:04:08 PM by BenRai2k » Logged
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« Reply #186 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
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« Reply #187 on: May 31, 2012, 12:30:49 PM »

I never really get any criticals or cephs, my wesker cancels out scripted cephs.
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Brawnysilverfox
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« Reply #188 on: May 31, 2012, 12:57:01 PM »

I never really get any criticals or cephs, my wesker cancels out scripted cephs.

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Chris x STARS
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ChrisxSTARS
« Reply #189 on: May 31, 2012, 02:45:15 PM »

I never really get any criticals or cephs, my wesker cancels out scripted cephs.


LOOOL Brawny where do you get all those images?
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oh i changed my body to girl  Cool
Wanna f*ck then?  Cool

oh yea lets f*ck  Heart

And thus superior mercenaries were born. <3

Cally is a stupid fag. ;(
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« Reply #190 on: May 31, 2012, 09:40:46 PM »

I never really get any criticals or cephs, my wesker cancels out scripted cephs.


LOOOL Brawny where do you get all those images?
Self CS.
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« Reply #191 on: June 02, 2012, 01:34:22 PM »

I never really get any criticals or cephs, my wesker cancels out scripted cephs.


LOOOL Brawny where do you get all those images?
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« Reply #192 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.
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« Reply #193 on: June 07, 2012, 09:55:09 AM »

Very interesting and detailed analysis...Good Job  Smile
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qweedow
« Reply #194 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
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