BioGun
Nalkor Apr 16, 2024 @ 6:53pm
Soft-locked at the Roo Caper boss.
I hate this boss and being soft-locked from leaving the Abandoned Labs before killing him. I can get him to the point where he hangs on the ceiling and just fires his laser non-stop and can't kill him, but I also can't tell how close he is to dying either. It feels like his laser attack is missing some kind of build-up/tell for when it's about to fire and deal damage.

A big issue I have is that unlike everywhere else in the game where Bek is centered, the boss arenas zoom out, the big ones anyway, and it's much harder to keep track of Bek and in this case, Roo Caper especially with all the other visual noise that goes on in these boss fights. Am I supposed to just do a bunch of dashes and avoid his laser barrage while he hangs on the ceiling so his gun stops working and he leaves to be fought later or what? The lack of a healthbar or even visual changes (getting browner or redder like in Super Metroid) in boss fights makes it hard to tell how close they are to dying. The save station next to a boss arena needs to refill health, atomic energy, overdrive energy, etc since it's literally quicker to quit back to the main menu and load the save than it is to grind out the non-respawning enemies for the atomic energy and overdrive energy. Yes they respawn, but it's not like the infinitely spawning, easily killed enemies who come out of a tube from Super Metroid, or the Clownfish you kill for refills in Depths of Sanity to top off before a boss fight.

Before anyone points out the sound his laser makes when about to fire, I hear the sound, but it's also inadequate as a tell with the sounds of Bek's Gun, the jumping and the admittedly killer boss track that plays, I don't want to have to feel like I need to turn the music off in order to perform better in such frantic boss fights.

Why is the range on Bek's first gun so short in the primary fire? It feels woefully short, like, pre-Longbeam upgrade in Metroid 1 short. There were also two patches earlier but no patch notes to go with them, what was updated in the game?
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Showing 1-4 of 4 comments
Unlearning Apr 17, 2024 @ 4:26am 
At least one thing, You use scan to get the health bar for bosses. That is simple enough.

I do agree that most, if not all, of his laser attacks are pretty bs. And his wind up 5 laser attacks in a row crap is definitely over-tuned, if not play-tested at all
Nalkor Apr 17, 2024 @ 6:45am 
Originally posted by Unlearning:
At least one thing, You use scan to get the health bar for bosses. That is simple enough.

I do agree that most, if not all, of his laser attacks are pretty bs. And his wind up 5 laser attacks in a row crap is definitely over-tuned, if not play-tested at all
I had no clue that using a scan on a boss fight would reveal the healthbar, I'm not sure it was hinted at in the slightest when being given the scanner. I'll have to try that and see how close he is to dying/running away/whatever when the wind up 5 laser attack commences. It also charges up and fires off way too fast compared to every other time he uses it, it screws with the muscle memory I'm trying to establish in that fight.
Hedrack Apr 17, 2024 @ 9:42am 
I think you need 10 scans to be able to reveal boss health but that shouldn't be hard to do.

Not sure if it'll help, but here's how I did the fight without taking damage with the basic guns and no helpful chip: https://youtu.be/DEdlX-aeDtU

He has two attacks in the first part: With mines I'd get to the left side as you can blow up the far left mine if you're against the wall safely and he always clinged to the left wall (and stays up there for a long while to be hurt). Just be wary of staying at the edge as he jumps there for his flying fist (and not quite to the edge if he does more mines).

You can skip the second platform phase if you double jump and hover - seems like he does it after about 20-25% of his health is gone. If you have to do it normally like with the very start I watched his gun until the charge finishes to dash.

With his triple kick dash when you see particles glowing around him.

With the big laser I think it's about three seconds from charging to firing (silently counting can help with the timing), then dash two or three times in one direction and then switch (two worked for me to avoid the wall). It was twelve shots each time he did it.

Hope that helps and good luck beating the fight!
Last edited by Hedrack; Apr 17, 2024 @ 9:47am
Unlearning Apr 18, 2024 @ 5:42am 
Originally posted by Nalkor:
Originally posted by Unlearning:
At least one thing, You use scan to get the health bar for bosses. That is simple enough.

I do agree that most, if not all, of his laser attacks are pretty bs. And his wind up 5 laser attacks in a row crap is definitely over-tuned, if not play-tested at all
I had no clue that using a scan on a boss fight would reveal the healthbar, I'm not sure it was hinted at in the slightest when being given the scanner. I'll have to try that and see how close he is to dying/running away/whatever when the wind up 5 laser attack commences. It also charges up and fires off way too fast compared to every other time he uses it, it screws with the muscle memory I'm trying to establish in that fight.

If you look at the 'upgrades' for your scanner in the menu, the first upgrade clearly states that scanning shows boss HP. When you actually obtain the first scanner 'upgrade' you get a pop-up that says what the upgrade is, it's just very easy to dialog skip it away.
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