|
Thanks for those replies. I finished again as Claire A, with a time of about 30 minutes away from an A. I think I'll unlock the knife, do Leon b, then I'll be done with this after four play throughs. Speed running seems fun but I've got to many other games to play. This game is a masterpiece. The excellent source material really helps. The concept art is really great, too. Was this patched to be harder? Those two lickers outside the cryo Lab are bullshit hard. They each took 2 acid rounds, and did flying jumps and licked me from around the corner. You don't get enough time to reload the launcher even if you run away around the corner first, they will appear in front of you as you're running away, reloading. Maybe a flash grenade first would help? Also what's the best use of the spark shot? I used it to fry zombies.
|
# ? Jun 2, 2019 09:55 |
|
|
# ? May 21, 2024 19:16 |
|
Pro strat is to leave the room which resets the lickers and walk carefully around the furniture Spark shots is good against G3 and G mutants WaltherFeng fucked around with this message at 10:01 on Jun 2, 2019 |
# ? Jun 2, 2019 09:59 |
|
ChaosArgate posted:There is a caveat to the one flame round thing though; the game dynamically adjusts how much damage you give and take depending on how well you’re doing, so if you’re doing really well, a licker might take more than one round to die. Lickers will never take more than 2 grenades if you hit them with the grenade.
|
# ? Jun 2, 2019 10:32 |
|
redreader posted:Thanks for those replies. I finished again as Claire A, with a time of about 30 minutes away from an A. I think I'll unlock the knife, do Leon b, then I'll be done with this after four play throughs. Speed running seems fun but I've got to many other games to play. The actual pro strat is to simply walk in that room. Lickers don't attack if you're walking since they can't see nor hear you. This is also why flash bangs gently caress them up, it disorients their heightened sense of hearing
|
# ? Jun 2, 2019 11:08 |
|
1 overcharged spark shot will put down a plant, which is how I used it the first time because I wanted to save my flame rounds. You won’t kill it but unless you’re really lost you don’t pass by the same area more than twice. And yeah the way the lickers enter that hallway makes you think they’re already on attack but they aren’t. It’s the zombies that will pressure you.
|
# ? Jun 2, 2019 17:36 |
|
Using Sparkshot ammo on the plants is almost a waste, really. They work exactly like Regeneradores from Resident Evil 4, except you can see their little life nubbins all the time. Three to four shots will reliably put them down. Kibayasu posted:And yeah the way the lickers enter that hallway makes you think theyre already on attack but they arent. Its the zombies that will pressure you.
|
# ? Jun 2, 2019 17:55 |
|
Cardiovorax posted:I'm still not convinced that this is actually true, by the way. The dynamic difficulty thing or that it can swing hard enough to make a Licker take more than one grenade round? Because I don't know the math on the latter but the former is 100% true and aggressively documented for manipulation purposes. there's a reason speedrunners whiff shots for seemingly no reason, they're screwing with the number. edit: ran the numbers, it's true, it can actually swing hard enough for you to have it take two Flame Rounds. It's not even super unlikely on Hardcore Mode. Please consult the following for fun-ruining data: https://gamefaqs.gamespot.com/boards/179835-resident-evil-2/77488226 SuccinctAndPunchy fucked around with this message at 01:05 on Jun 3, 2019 |
# ? Jun 3, 2019 00:55 |
|
like the dynamic difficulty thing has been a part of every RE game since 4, hasn't really been a secret for a while lol
|
# ? Jun 3, 2019 03:47 |
|
Handguns are great for the ivies, and you probably have a lot of handgun ammo left over. Spark shot works really well on G3, but you want to stun first to get the full charge.
|
# ? Jun 3, 2019 05:41 |
|
SuccinctAndPunchy posted:The dynamic difficulty thing or that it can swing hard enough to make a Licker take more than one grenade round? Because I don't know the math on the latter but the former is 100% true and aggressively documented for manipulation purposes. That whole rank list you linked seems reasonable, though. I've also anecdotally made the experience that zombies seem to get tougher as you pass through the game, even if you aren't doing that great, so that kind of dynamic adjustment makes sense. Doesn't seem like it's happening very quickly, though.
|
# ? Jun 3, 2019 10:21 |
|
Cardiovorax posted:Both, in this case. I've also seen people claim that the game will modify ammo pickups based on how well you are doing, which is patently not true either, so I'm understandably a bit sceptical when people make claims like that. There's a lot of rumor surrounding this and when the numbers aren't visible in-game, people will quickly start pulling things out of their rear end. It's a pretty gradual shift, so unless you can see the numbers, you likely won't be able to tell the difference between Rank 5 and Rank 6. The easiest difficulty swings to spot that I've noticed are when zombie bites can take you from 100% to Red in one shot at higher ranks vs just going down to Yellow at lower ones or, as mentioned earlier, lickers taking more than one flame round even if they've been dancing around in pain for the duration of the fire's DOT.
|
# ? Jun 3, 2019 14:04 |
|
The sparkshot can be especially effective on G-Adults, in particular. A single charge is usually not enough to kill them - it takes two - but a single shot WILL make them start doing the happy fun taser dance for a second or two. If you know you will only need to get past a G-Adult just this once (which is most of the time you fight them), you can pop a quick sparkshot into him to stun him and then quickly run by instead of charging it up. It also inflicts one hell of a stagger on Mr X even if it won't actually knock him down. Considering when you get the sparkshot, though, this only matters in Ghost Survivor and Fourth Survivor stuff.
|
# ? Jun 3, 2019 15:50 |
|
Cardiovorax posted:I've also seen people claim that the game will modify ammo pickups based on how well you are doing I think ammo crafting produces varying results that are actually straight up random rather than dynamic difficulty. the modifying ammo pickups though I think that's BS. It's sort of true in 4 through 7 though! Just not 2Make.
|
# ? Jun 3, 2019 19:21 |
|
Sparkshot is a bad weapon. Use that room for more bullets instead.
|
# ? Jun 3, 2019 19:28 |
|
Bogart posted:Sparkshot is a bad weapon. Use that room for more bullets instead. It's handy against Birkin 3 on Hardcore mode though, especially when you need him to loving stay still while the crate comes over.
|
# ? Jun 3, 2019 19:30 |
|
SuccinctAndPunchy posted:the modifying ammo pickups though I think that's BS. It's sort of true in 4 through 7 though! Just not 2Make. RE2make pre-places everything based on difficulty level and it does it the same every time. I also think that ammo crafting is plain random, but that would be easy enough to test for anyone who really wants to know.
|
# ? Jun 3, 2019 19:53 |
|
I mean, yeah, sell everything but the magnum and the drops skew heavy that way. You’ll still get normal stuff from static pickups.
|
# ? Jun 3, 2019 20:05 |
|
I did Leon A, Claire B, Claire A and now I'm on Leon B. It seems to be the hardest run so far. The lickers were really kicking my rear end in the police station and Mr. X gave me a really hard time. I'm in the sewers now but I think I wasted about 30 minutes just on Mr X and licker avoidance (trying to access the locker room for the final time after getting both keys). Claire just didn't have this problem. I think Claire is a lot easier to play as then Leon. It also turns out that I missed one Mr. Raccoon (bus outside back of Police station with Claire) and all my Claire saves are gone so I won't have the infinite knife soon.
|
# ? Jun 3, 2019 22:35 |
|
Skip the spark shot for Claire. Grab the flamethrower for Leon to easily waste plant zombies.
|
# ? Jun 4, 2019 01:27 |
|
I forgot how fast you can just rush through the PC version of RE '96, in no small part thanks to skipping all the door sequences: This is just me goofing around with the MAC-10, but I had only started playing to kill time while a buddy hosed off to make something to eat. By the time he got back I'd just shredded the first Hunter, so figured I might as well just blast through everything else too.
|
# ? Jun 4, 2019 05:28 |
|
Even though I think Claire B gets the worst pistol in the SAA yeah I’d say Leon B is the hardest. Leon may have a slightly easier time with regular zombies thanks to shotgun headshots but 2 of Claire’s weapons have a really good stun effect on larger/tougher and her SMG may not be able to decapitate zombies but it’ll take a leg off in an instant and is basically good against everything.
|
# ? Jun 4, 2019 07:42 |
|
The SMG is at its weakest in any situation that rewards burst damage, as I painfully learned the first time I tried to use it against ol' Willy G. It's your standard bullet hose: it works against everything eventually, but never right away. None of Leon's weapons are fast, but they all have a pretty big stagger to them, while tougher enemies can just power right through much of Claire's loadout and smack you one anyway. You can kill anything, but if you don't pay attention, you will be eating that damage. My opinion under the bottom line would be that Claire's playstyle is less tolerant of mistakes and rewards careful positioning more than Leon's does, but she has a higher power ceiling in general.
|
# ? Jun 4, 2019 08:06 |
|
Cardiovorax posted:Start with Jill. She has a bigger inventory and starts with her handgun, although Chris really gets his not all that much later. Also, her Master of Unlocking degree is as useful as it was in the original. If possible, trying and kill/finish off zombies on top of other zombie bodies. If you stack them up, you can burn multiple bodies at once. That tip saved my rear end back when I played it on Gamecube.
|
# ? Jun 4, 2019 08:45 |
|
Kibayasu posted:Even though I think Claire B gets the worst pistol in the SAA yeah I’d say Leon B is the hardest. Leon may have a slightly easier time with regular zombies thanks to shotgun headshots but 2 of Claire’s weapons have a really good stun effect on larger/tougher and her SMG may not be able to decapitate zombies but it’ll take a leg off in an instant and is basically good against everything. Eh.... the SAA's hammer fan that lets it dump an insane amount of ammo downrange in an instant can be pretty handy; it's an extremely quick and reliable leg sever on zombies when you're in a hurry, and nice burst damage on bosses. It also has much better damage than ANY other pistol in the game, excepting the magnums of course. As for the bit about Leon's weapons having more stagger, I have to disagree JUST because of lickers. The shotgun is borderline worthless against them, whereas either type of grenade from Claire's launcher shuts them down hard. Don't worry too much about not being able to unlock the infinite knife right away. When I finally got it was definitely one of those cases where I realized I didn't really need it anymore. It's nice having another knife, but by the time you get it it's.... just another knife. The infinite durability doesn't mean much because by necessity, you'll have learned how to use your ammo effectively by then.
|
# ? Jun 4, 2019 14:08 |
|
quote:As for the bit about Leon's weapons having more stagger, I have to disagree JUST because of lickers. The shotgun is borderline worthless against them, whereas either type of grenade from Claire's launcher shuts them down hard. Between the Lightning Hawk, the Shotgun and the Matilda's triple tap, I stand to my opinion that his weapons just have more outright stopping power on the whole. I always felt this particularly keenly against bosses - a shotgun blast to G-1's big eye will often stop it cold a lot of the time and when it doesn't, you still have three more shots left. The grenade launcher is comparatively harder to handle and the single-shot magazine means that when G powers through, you are typically in the worst spot possible. All in all, the weapons and the characters are close enough in capability that it's really a matter of degrees, so I won't fight you on it if you still disagree.
|
# ? Jun 4, 2019 14:29 |
|
Backhand posted:Don't worry too much about not being able to unlock the infinite knife right away. When I finally got it was definitely one of those cases where I realized I didn't really need it anymore. It's nice having another knife, but by the time you get it it's.... just another knife. The infinite durability doesn't mean much because by necessity, you'll have learned how to use your ammo effectively by then. I don't know. I've (almost) finished this 4 times and I'd love always having a knife that you can kill downed zombies with. It would save a TON of ammo. I assume if you use it on a boss to prevent a grab, it's lost forever? edit: why does everyone say that the best place for boards is the west corridor? from what I've noticed: -Stairs near darkroom, window needs one -one for the east office when the zombie starts banging on the window, you can prevent it getting in. -one for the east corridor right outside that same office -one for the place near the interrogation room, if you get there fast enough the police zombie can't get in But you only go through the entire west corridor like twice, and no matter what a ton of zombies get in. IDK how many times I go to the dark room for instance. redreader fucked around with this message at 17:22 on Jun 4, 2019 |
# ? Jun 4, 2019 17:15 |
|
Depends. Birkin 1 and 2 drop the knife on the ground when the fight's over. I assume 3 does as well.
|
# ? Jun 4, 2019 17:24 |
|
quote:-Stairs near darkroom, window needs one quote:-one for the east office when the zombie starts banging on the window, you can prevent it getting in. quote:-one for the east corridor right outside that same office quote:-one for the place near the interrogation room, if you get there fast enough the police zombie can't get in The best locations for boarding up are places you will pass through regularly, where zombies respawn regularly, and which are too narrow to evade zombies reliably. The Western wing of the police station contains a lot of important crap and has few useful shortcuts, so when it comes to locations worth boarding up, it just tops the list more or less by default. There are other places to secure that are also helpful, but they're just less helpful.
|
# ? Jun 4, 2019 17:28 |
|
I just forget to board all windows unless theres a board like right next to it. Luckily theres more than enough ammo to just shoot your way through the west hallway. WaltherFeng fucked around with this message at 18:25 on Jun 4, 2019 |
# ? Jun 4, 2019 18:21 |
|
I've gotten too used to completely boarding up the west hallway since I basically copied all the speed runners. The darkroom window is a no brainer since the boards are right there, and to me everything else can be ignored.
|
# ? Jun 4, 2019 18:29 |
|
Fhqwhgads posted:I've gotten too used to completely boarding up the west hallway since I basically copied all the speed runners. The darkroom window is a no brainer since the boards are right there, and to me everything else can be ignored. Boarding up the west hallway can be very helpful on Leon's B route.... he has to go back through that hallway once it's repopulated with lickers, and having to deal with zombies and lickers at the same time is a NASTY little encounter. He also gets his first couple of boards a good bit earlier than usual, because B scenario. For Claire it's a lot less important because she only ever has to go through that hall once in her B route, and twice in her A route (and the lickers won't be there yet in either case).
|
# ? Jun 4, 2019 18:33 |
|
It's one of the things about RE2make that I really, really like: you can completely ignore that kind of thing. There are just about enough boards in the game (if you really scour the police station) to board up very nearly all the windows, and definitely all the remotely important ones. At the same time, though, it's absolutely not something that you ever actually need to do. You can play through the entire game without even bothering; the only thing that matters is how many respawns you personally want to deal with. If you do bother, there are some locations that are just more useful than others, but it's never actually necessary.
|
# ? Jun 4, 2019 18:36 |
|
in RE3, they should keep the boards but as a defensive item. Let you staple one to a zombie's head
|
# ? Jun 4, 2019 18:51 |
|
there are enough windows in the west corridor that you can put all of your boards into them and have some still remain unboarded. I think one big thing with this game is to know what windows need boarding. Like the single window in the east office (not that it's important, as you said) and the single window in the interrogation room corridor: there are like 3 windows in each of those locations and only one gets a zombie trying to come through. Like, which windows in the west corridor actually get zombies coming in through them? And the first zombie that comes in, I think comes in no matter what, you can't avoid it. Same deal with the darkroom zombie: there's no escaping that one coming in the window no matter what you do. I was running super low on ammo in leon B when I returned to the police station, but since then I've picked up a bunch.
|
# ? Jun 4, 2019 20:52 |
|
folks, i'm finally starting RE6, edit: I feel like if a helicopter sideswiped a train, the helicopter would stop moving Smirking_Serpent fucked around with this message at 06:04 on Jun 5, 2019 |
# ? Jun 5, 2019 04:28 |
|
redreader posted:there are enough windows in the west corridor that you can put all of your boards into them and have some still remain unboarded. I think one big thing with this game is to know what windows need boarding. Like the single window in the east office (not that it's important, as you said) and the single window in the interrogation room corridor: there are like 3 windows in each of those locations and only one gets a zombie trying to come through. redreader posted:Like, which windows in the west corridor actually get zombies coming in through them? And the first zombie that comes in, I think comes in no matter what, you can't avoid it. Same deal with the darkroom zombie: there's no escaping that one coming in the window no matter what you do. It's actually kind of boring, so I usually don't do that. And yeah, you can't avoid that first window. It specifically exists to introduce you to the mechanic, you will have no way to already have any boards at that point.
|
# ? Jun 5, 2019 10:30 |
|
I know for a fact you can board up windows that dont ever spawn zombies.
|
# ? Jun 5, 2019 12:38 |
|
I can think of one that I've never actually seen spawn a zombie, but there definitely are no interaction prompts on windows that aren't at least theoretically breakable.
|
# ? Jun 5, 2019 12:43 |
|
Ill take your word for it because I dont feel like testing zombie spawns in various hallways like the east one that has like 4-5 windows but Ive only ever seen 2 zombies bust out through windows
|
# ? Jun 5, 2019 14:30 |
|
|
# ? May 21, 2024 19:16 |
|
Yeah, I get you. If you ever feel like checking what I mean, then the East office is a good spot. The room has three or four windows, two of which can be boarded up and at least one more which for all intents and purposes looks exactly the same, but can't be interacted with at all. It really isn't that important, though. It just stuck with me because I never could figure out what makes that window special and spent probably almost five minutes trying to find the correct angle once.
|
# ? Jun 5, 2019 15:43 |