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Author Topic: The Mercenaries Information Thread  (Read 20990 times)
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Chris x STARS
The Machine
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360 -screw the others-


ChrisxSTARS
« Reply #195 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!
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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. ;(
Invaders-757
Super Veloce
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« Reply #196 on: June 12, 2012, 09:07:12 AM »

Impressive work.
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RogerRockmore
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« Reply #197 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


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)


« Last Edit: June 12, 2012, 01:15:52 PM by RogerRockmore » Logged
qweedow
biomercs psychologist
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qweedow
« Reply #198 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

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)



youre badass roger :)
my fav MA solo vids
OOPS i meant AR solo
« Last Edit: June 15, 2012, 12:01:49 AM by qweedow » Logged



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Cally-Man
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CallyMan90
« Reply #199 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

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
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« Reply #200 on: June 14, 2012, 01:33:37 PM »

Good stuff RogerRockmore.
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