Jump to content
The King of Hate Forums

KingBunghole

Members
  • Content Count

    1568
  • Joined

  • Last visited

  • Days Won

    6

KingBunghole last won the day on April 7 2018

KingBunghole had the most liked content!

Community Reputation

288 Excellent

About KingBunghole

  • Rank
    Legendary

Recent Profile Visitors

5847 profile views
  1. KingBunghole

    Random Thoughts 4.0

    One factor affecting section rankings is whether you miss optional fights. I remember playing the demo a few times and just running straight to the three Qliphoth tentacles encounter after the first fight, completely skipping the optional fight you can do to the right of that first fight, jumping past the broken road. That's a better fight to gain style points than wasting your time with the Qliphoth roots, I discovered, so some minor encounters are skippable but larger-scale optional encounters that can net you extra style should be played through. Same goes for V's first mission. There's an optional encounter you can miss if you don't summon Nightmare to break through a building and reveal an alternate path forward. Getting all the way to SSS rank during individual fights themselves is similar enough to past games and still easiest with Nero, I feel. Don't let too much time elapse as you're going from enemy to enemy and use attacks like Nero's Streak or Snatch to keep the offense going. If you see enemies bunched up together and can think of an attack or combo that will hit them all simultaneously, try it out (for example, the Nero ground combo C where you pause after two strikes then press melee four more times, Nero's Maximum bet for long range and Nero's Showdown for close range). Just try to vary as much as possible and not kill things using the same monotonous combos. Use taunts when the opening is safe (air taunts are safer). Try using Ex-Act/Max-Act as Nero but don't beat yourself up if you don't get it right every time (though you'll probably get a better feel for certain attacks if you start habitually tapping rev with different timings during your sword strikes--the Void is a clearly a safer place to practice this). If your character has a gun with a charge up function, what some experienced players like to do is hold charge as they're playing the mission to keep it on reserve, then only release charged shots as needed for a decent style bump and damage. It can help to remap your gun to one of the triggers or bumpers (I use L1 myself). I probably still have a lot to learn with V myself, but again, it helps to map Griffon to one of the shoulder buttons to make it easier to control him and Shadow simultaneously. What threw me off at first was realizing that the directional commands always apply to V himself, not to the pets themselves. So if you want to dive bomb with Griffon, you press forward and attack according to where V is, not where Griffon is. Also, doing the actual command for backwards dodge or double jump will recall Griffon to you and cancel his assault, same for Shadow for side dodges. Avoid this when you want to dig in the offense. Do a regular jump instead unless you know they're going to take an inevitable beating if you don't recall them. The auto attack/attack more aggressively function can help take a load off your shoulders in terms of multitasking and seems to make decent decisions, but I haven't toyed with it too much. You should aim for combined assaults whenever possible and again, keep that variation going. So you could use forward plus triangle to charge an enemy with Shadow, then release your charged shot with Griffon. Then use a basic triangle, triangle, triangle with Shadow. Then dive bomb with forward plus attack using Griffon. Then during the last triangle with Shadow, hold it until you hear the charge up sound/see the visual cue, then release it for the Hedgehog attack. Get in an air taunt with V himself for more style points. Don't keep hitting enemies that can already be cane killed. Move onto the next target by pressing L3 while locked on. Basically always think a step or two ahead in terms of how you're going to vary your assault. Nightmare also helps a bunch, which is straightforward enough (unless you feel like jumping onto him and controlling him). Don't let him kill everything, though. Continue the assault with your other two pets while you're waiting for him to attack. If you have the Royal Fork upgrade (full circle analog, then circle) that helps to kill a bunch of vulnerable enemies that are reasonably close together. I did a S rank no damage run of the demo that's by no means perfect, but good enough according to the game to get an S in each section.
  2. KingBunghole

    Random Thoughts 4.0

    "S-rank" being one homogeneous rank in DMC5 does confuse the matter a bit on YouTube if you're looking for "perfect" grades, in that it doesn't guarantee that you'll see every sub-section of a mission S-ranked during the final breakdown (or even contain any S rank at all for a sub-section), nor the no damage bonus. I'll have to make do. It's still weird how the ranking works in that it sometimes seems like you're doing well during a sub-section but only get A rank for that section overall or something. Also, instant revving applies to Nero's ground taunt too, the one where he points the tip of his sword to the ground and revs the handle.
  3. KingBunghole

    Random Thoughts 4.0

    Haven't had as much time with DMCV as I'd like, but I suppose I'll try for some of the trophies next. Also some thoughts/neat things: - You can EX-Act/Max-Act while doing Nero's air taunt - V's cane can parry certain attacks - According to the loading screen, the time slow bubble from Ragtime can slow bullets, then when they're released, they have the potential to cause multiple hits. Rawhide's Snatch does more damage, and the DT version can pull in staggered bigger enemies - I wasn't using Punch Line to its full potential in the demo. The circle attack isn't just good for aerial/big foes like I assumed from the animation. Do it in right in front of enemies and you can launch them, then follow up with some hidden attacks (triangle plus forward, left, or right). This gives me more reason to enjoy Punch Line. Not straightforwardly boring but also useful at the same time, and quite fun to use for style once you get used to it (also, riding your rocket arm while using Hold on a helpless medium sized enemy is amusing imagery). Still my favorite Devil Breaker but I need to play with the others some more. - I wonder if I can get used to using Nero's new Buster Knuckle system intuitively while also using Exceed. It seems perfectly viable to play without using it, but it's also a free bonus if you do. It does feel similar to Exceed in a sense, but I hear there are differences like having more potential windows of activation, allowing you to use multiple knuckles in one attack. I suppose the punishment for mistiming is getting the regular Buster attack, with all its frames of vulnerability Wonder how big the combo scene for this game will be. Not aware of huge combo exhibitions yet, but I guess players are still figuring things out. I quite like this player's use of time bubbles to slow down falling enemies. Also, the timing for the final time slow and the enemy falling into the shoryuken was a perfect way to end it. A short Dante-focused one:
  4. KingBunghole

    Random Thoughts 4.0

    The developer of Baba is You supports the effective altruism movement with help from his game. Neat.
  5. KingBunghole

    Random Thoughts 4.0

    Sat down for a 2 hour DMC5 discussion. I didn't learn a whole lot new about the game, but it was interesting enough to hear the different perspectives and all that.
  6. KingBunghole

    Random Thoughts 4.0

    Nero has new some tricks like double bringer hold, and apparently, Hold is a much more attractive option in this game. It looks exploitable. Also, the final boss is weak to lasers. This amuses me.
  7. KingBunghole

    Random Thoughts 4.0

    There's much to say about DMC5, but I don't feel like doing an ultra write-up just yet. Short thoughts for now: definitely better than 4 as there's no backtracking as Dante, the characters have a more complete toolset than that game (feels like the game hands out skills like candy after every mission and including the last one, to the point where there's no way you've experimented with everything on your first playthrough), and no weird "smash up objects for your rank" condition. The OG DMC1 has a different sort of appeal than the rest of the series, but is this game better than 3? It's a lot of fun but I actually dunno if it will be remembered as being as good with time. Do you miss Doppelganger, Quicksilver (sort of present but in altered form as one of Nero's Breakers), Nevan, Agni and Rudra, and Spiral? What about Free Ride or Wild Stomp? What about Royal Guard punishing mistimings with damage rather than DT? If you're a purist, you might argue that technically there's still some fun shit in previous games that isn't present here, but Dante and co's new toys are definitely plentiful and interesting. The story, while it doesn't matter much in the end, was still better told in 3. In other news, looks like this game came out under the radar. It still looks cool. You can rewrite the goddamned win conditions.
  8. KingBunghole

    Random Thoughts 4.0

    I didn't really need to see more reviews, but she just has a pleasant voice...
  9. KingBunghole

    Random Thoughts 4.0

    Since I was away for a while, let me just say: Into the Spiderverse was absolutely worth the hype. Watched it twice in theatres and once on digital. Hands down the best Spiderman film and my favorite 2018 film that I can recall. Go see it if you haven't already.
  10. KingBunghole

    Random Thoughts 4.0

    I forgot to mention, the fact that Split is now RI + triangle + back (rather than forward) annoys my muscle memory, as it's the same input as High Roller. I'm guessing it was to make room for Nero's equivalent of Killer Bee, but it doesn't jive well with my intuition. Snatch being simplified to R1 + circle without directional input seems unnecessary other than just making it easier for newcomers. It would have been easier to aim Punch Line's rocket punch more precisely had this not been the case. In the demo, SSS rank can now be achieved even if you take some damage, but you won't get the bonus. Various feats can also get you bonuses, and it doesn't seem like you have to pointlessly destroy objects everywhere for your rank like DMC4. Interesting, I suppose, in that the top tier will now be "SSS no damage" rather than being implied in the rank. The gameplay to look out for will be no damage anyway, so this doesn't affect me much. Downloading DMC5 deluxe now and watching some videos. Downward Thrust got called the fuck out for playing DMC5 on automatic mode (which makes the game do flashy combos for you) and still criticizing it as being button mashy in his conclusion. Has no idea what makes the genre replayable either. I haven't watched much of his stuff, but this is amusing.
  11. KingBunghole

    Random Thoughts 4.0

    I've mostly avoided DMC5 spoilers, but I've seen thumbnails and video titles, so I think I have a general idea of how it's all going to go down. Michael Jackson Dante makes me smirk.
  12. KingBunghole

    Random Thoughts 4.0

    Gotta let it out, gotta let it out. Gotta let it out, gotta let it out. Here's my belated SSS no damage run through the demo, max brightness edition. I consider my DMC instincts severely atrophied, as there's not much fancy I-frame use or cancelling here, and my instant-revs (tap R2 at the right moment while swinging Nero's sword to power it up with fire) are inconsistent. Just doing what is needed for the rank, but... I feel I should be able to do better, given even more practice. I need to read up on Exceed timings again, as I recall that reading descriptions of the visual cues was helpful. Also, I was kind of a wuss against Goliath and didn't really get in there with enemy stepping and Caliburs. I feel like I'm Rocky in his fifth or sixth movie, trying to get back in shape for the game tomorrow. Not sure if I'll do a lot of recording as I fail. Of the three Devil Breakers in the demo, Punch Line is the most fun, especially when you dive into a bunch of downed enemies with triangle while riding your arm (nice style meter bump if you can dive into at least two while holding the button). The square ability works well too. I didn't use the circle ability much since it seems more suited for aerial foes or big ones. It sucks when you accidentally ride past your target and waste time and style, though. Overture is solid if not particularly inventive. One of the loading screen tips is that you can insert up to three bombs into an enemy for more damage, but I never tried that. I also saw in one of the trailers that you can interrupt Goliath's diving body slam with a well-timed claw smack. Gerbera is mini-Trickster with a side of Nightmare Beta and an Astro Boy style arm cannon. Its deflection ability could be interesting in the main game (also, it keeps reminding me of Gerber baby food, so there's that). Additions like air taunting and revving while running are appreciated.
  13. KingBunghole

    Random Thoughts 4.0

    Oh, XBone has an exclusive DMC5 demo? Guess it's time to check it out. V's play style looks... weird. Not very hands on besides the occasional cane slapping.
  14. KingBunghole

    Random Thoughts 4.0

    Back to Gears of War on Insane. The floorboards part in Act 3 is stupid, and Dom can get in your way while not taking the hint to shove aside. I enjoy maneuvering him ever so slightly so that he breaks the floorboards and gets violated by the monsters below. I don't consider Uncharted a whack-a-mole series (as I recall, the AI will not readily pop up if you just leave the reticle at the spot where their head would next appear). But in Gears 1, you do get more of that sense. The focus here is slanted more towards shooting skill than tactical sense, where making your shots count is more of the battle than choosing your spots wisely. I rarely use melee too. Curb stomp seems like more of a novelty than anything you'd want to aim for consistently (aiming for the legs instead of the head). Chainsaw can be interrupted if shot.
  15. KingBunghole

    Random Thoughts 4.0

    Decided to watch Upgrade on a whim. It plays many of standard AI and cyborg tropes straight, but it wasn't a bad way to spend 2 hours. The main character's robotic fighting style (complete with whirring sound effects) cracked me up the first time I saw it... played completely straight. Love how the camera rotates as he rises. A shame that the trailer censors the fatality.
×