|
>>
|
No. 43972
A moderate complaint (but since it only concerns a very small minority it's actually minor/negligible).
NOTE: all complaints-glitches were from version 1.99 downloadable version.
There is currently no way to reliably get the "invincible" and the "tube of pure awesome" achievements in one play-through (nearly impossible I've concluded), due to how the jailor's seemingly (and probably) random behaviors, and his speed when preparing his axe for a swing.
One would assume that the best way of defeating this boss relying solely on stomp damage would be to hop on his head and then hop off rinse repeat (I suggest this due to it seeming to make for better gameplay compared to my imaginary alternatives), but in only 1(?) situation is it possible to escape his "axe range" after his hitstun, and if he "selects" an certain action, he can always get you back. I'll give you some examples of how there is almost no way to get out of "axe range" after jumping on him.
1. You proceed to stomp on his head while he has prepared his axe for a swing, you then stomp on him and intend to escape range by going back in front of him, but he then imminently swings his axe again, you will then get hit my his axe. 2. One has jumped on his head as described in 1 and has the same escape plan, but this time he decides to idle, and since his axe is so far in front of him, you cannot avoid the axe from the elevation given from jumping on him. (although, occasionally when he does swing his axe while you are falling back to the front of him you will not get hurt by the axe oddly, I don't know why though) 3. One jumps on his head and attempt to "ride" over him, but then he preps his axe between his staggers, and you get hit. 4. One tries to stomp on his tail, from the tops of the pillars, but as you descend, he preps his axe, hitting you.
Although there are some scenarios where you can completely control the outcome if your skilled enough.
1. One can stomp on his tail as he is recovering from an axe swing and then escape behind him. But there are 2 things that make getting in this situation unreliable, and 2 things that makes this require abnormally good timing.
--you can glitch the AI into facing the wall by standing on a pillar, but if you are in a position that requires that he go under you, he "calls the shots" with his axe entirely due to how fast he can prepare it. (you can't react to it) --you can stomp on his tail from one of the pillars, but I suspect that the axe occupys enough space above him, and his recovery is sufficiently quick that there is no sufficient "riskless time frame" between the times of him recovering from his axe swing, and him being able to preform another axe swing. In other words, you cannot jump onto his tail from the opening that he creates from his axe swing without him being able to preform another axe swing In other words, he can "saturate" the space so well above himself in that area that he can never permit an opening where you can safely damage him. --The opening from the "jump from pillar" method is quite small, and when the AI is glitched into the wall, (from standing on a pillar) the distance you must be at in order to "deter" him from turning around is large enough to deny you an easy way close the distance and jump on his tail without permitting him from turning around, even if you jump on his tail, the momentum from closing the distance seems sufficient that to dodge a "turn around" is abnormally difficult.
Oddly, one of the most reliable ways of defeat this boss using exclusively jump attacks is to repeatedly stomp on him regardless if you are taking damage, dealing most of your damage while invulnerable, but this method feels "tasteless" and without the optimizing finesse that skill would bring.
Some of my suggestions would be to exploit the "hit and run" approach to the boss, specifically, I suggest that any combination of your choosing of these changes/nerfs be implemented
1. AI more predictable or consistent A. implement a "universal delay" lasting for about 1 second at the end of these actions, swinging his axe, turning around, and walking forward so that he cannot "spam" any of these actions in rapid sequence. B. Implement "hard timer" delay between axe swings so that openings generated by his axe preps can be safely exploited, or that he can be "ridden over" C. Implement a delay between axe swings and being stomped on D. Implement a "universal delay" extension of about 0.7 seconds when you stomp on him which can accumulate to 2 seconds. (so you can get away after stomping on him) E. Implement a "hard delay" of 1.5 seconds whenever you stomp on the boss that becomes available for use by the player whenever the boss preforms the actions prevented. The actions prevented are: walking forward, swinging axe, turning around.
2. change/slow some of the animations A. Multiply the "speed" of the "prepare axe" animation by 0.5 or less (so that it is possible to safely "ride" the boss) B. Multiply the "speed" of the "turn around" animation by 0.5 or less.
3. change the shape/size of the axe or the posture/size of the boss. A. Change the head of the axe so that it is shorter. (so that you can get back in front of him) B. Change the pole of the axe so that it is shorter. (so that you can get back in front of him) C. Change the way he swings his axe so that it covers less "airspace"
4. Change the "physics" or environment of the battle A. Make it so that one can do a "extended jump" when one stomps on his head (so that you can escape axe range after his stagger) B. Add jump-pads around the arena so that it is possible to easily get behind him.
I believe the best solution is if you apply suggestions 1A, and 1D or 1E. But if your lazy, I think suggestion 4A could work alone. (But try and combine it with 1E or 1D)
Additionally there is 1 minor glitch, and 1 moderate glitch
1. There is a "glitch room" that exists to the left the lizard boss which is accessible by jumping left from the second leftmost? pillar. One can easily get stuck in this "room" but one can get out if they have the double jump tome, and are under the affects of "clock up"
2. The achievement "check and double check" has not unlocked for me.
Last edited at Thu, Feb 7th, 2013 17:32
|