Yagamoth

Gungeon explits & stuff

Apr 25th, 2016
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  1. As a speedrunner I'm always looking for mechanics and things to exploit in any game I play - even if I don't necessarily intend to do actual speedruns of it. Obviously I love to take advantage of these and I will provide my viewpoint on them, but I will leave it up to your own discretion on which ones you would want to have fixed, and which ones you consider simply "clever use of game mechanics"
  2.  
  3. 0) Name of the issue
  4. = How to execute it
  5. - Thoughts
  6.  
  7. 1) Weapon swap circumvents cooldown between shots
  8. = A weapon like the Bullet Guys Sword or the Sniper Rifle -> Shoot -> Swap weapon -> immediately swap back -> Shoot again
  9. - This is a bit tricky to use, but it essentially allows me to shoot weapons as quick as fast as I can input this sequence of commands (until they need to reload). However, with a macro this could render the Bullet Guy almost invulnerable and attack extremely quick. Personally I enjoy weapon swapping to take advantage of it, as it is quite tricky to master. But maybe there should be a ceiling as to how quick you can do that
  10.  
  11. 2) Boss entrances can be absolute safespots
  12. = General: Any boss-entrance from above you can stand basically inside the gate and never take damage from bullets. Any boss with no explosion-attacks is trivialized by this
  13. == Bullet King [1]: Any entrance can be almost-safespots, and make the encounter really easy, to the point where an entrance from the side is an absolute safespot
  14. == Ammoconda: A top/bottom entrance is impossible for the Ammoconda to enter
  15. == Cannonbalrog / High Priest: Dark phases are super easy in the entrance spot, even if not 100% safe
  16. - Those entrance-spots are interesting tactical points to provide some cover for various phases. So my suggestion to fix those is instead of completely blocking them off or creating "Oh you're there? Here's an undodgeable attack" is to create an attack that is like a timer if the player is too long in that spot. Like: "Get out of there within 5 seconds while I channel this attack, or you get hit"
  17.  
  18. 3) Pushing a minion into the pre-bossroom on Treadnaught counts as clearing that room after it dies (and can spawn random stuff like after clearing rooms)
  19. = Get Treadnaught to shoot a minion into the entrance, then it can be pushed through the door. After it dies, random items can spawn in that room
  20. - Not useful or even particularly great, but I figured I'd put it in this list
  21.  
  22. 4) Wings can trivialize Dragun phase 2
  23. = Fly into the exit behind the Dragun to completely avoid the rain of bullets
  24. - It's kind of a specific thing, to have wings or a jetpack. Also not terribly useful unless you have a piercing-attack to shoot through the body, or a minion that can hit the Dragun
  25.  
  26. 5) Wings trivialize Lich phase 3
  27. = Flying off the platform in a corner, the only danger of getting hit are the leashes that later turn into the spinning
  28. - It's kind of a specific thing, to have wings or a jetpack. So I'm not sure how
  29.  
  30. 6) Explosions can completely trivialize a specific phase of the Lich phase 3
  31. = Just remove the bullets closest to the Lich
  32. - This might be simply intended, not sure - explosions make most of the things easier on Lich 3 anyways
  33.  
  34. ?) Impossible scenarios?
  35. = Not really an exploit, but it seems to happen very frequently, that some bosses are just overrunning you and even with the best effort of only getting away will hit you just with their body. Guilty of this are: Ammoconda, Treadnaught and Kill Pillars. Specifically the Ammoconda sometimes seems to just straight up hunt you for an extended period of time
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