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Difficulty in ULTRAKILL has always shown to be the team's weakest area considering they have to account for the normal difficulty curve of a new player playing the entire game through in a standard run and the insane people who grind the game to its core with hundreds of hours to squeeze the most unholy efficiency out of every encounter
These two players make up the majority 50/50 split of the playerbase and radiant was clearly a shoddy attempt to bridge them with "increased difficulty" but nothing that would actually take effort like new enemy placement or types
It's literally just a flat stat increase
Unrelated but probably not Eternal was super well optimized on launch so you could probably get away with running it
thats something perfectly learnable, you can still gain an agressive playstyle again if you get used to them, even if perhaps not entirely as agressive as before
radiants only genuinely become a problem in this regard for waves 65-70+. My PB is 68 (87 before update) so i personally never had a problem with them after i got used to it
works on my machine
the only issue is a few specific ridiculous moves like mindflayer slap that become way too fast
theyre absolutely great, by far the best radiant enemy, its not even close
their health lets you destroy them with a longer shotgun combo, makes nailgun chip more relevant for safety, yet it still makes chargebacking more encouraged
the sharpshooter snipe is still quite dominant
not even close
not sure about the soldiers but radiant strays are absolutely amazing. if you feel like they are too hard to dodge then you simply need better movement
This is literally the only way a stray will ever be a relevant enemy.
Once again, after i got used to them, they started feeling like much less of a problem. Their sheer movement speed to chase you is a much bigger concern than the projectile speed, the fact they can quickly run from one end of the arena to another is by far what
most hurts the potential for the player to be agressive
doesnt mean much because ultrapain is (or at least used to be) an absolute joke in the default preset, compared to stuff like higher cg waves
partly agreed on the forceradiance part : Forceradiance p-rank obviously shouldnt be a standard for measuring radiants, because thats not their implementation. But the reason why P-2 forceradiance prank is so hard is mostly because of the aspects of radiants that are poorly designed
But it really doesnt make sense to use forceradiance as an argument against cybergrind at all, because cybergrind radiants dont have the increased damage, which is what makes forceradiance twice as hard when it comes to stuff like p-2. Similary, if forceradiance p-2 kept everything with the same damage, there would definitely be quite a lot of p-ranks by now
this isn't a matter of lag
mindflayer slap is undeniably terrible, but some radiant attacks like Cerberus' dash and Virtue insignia become much harder to dodge, especially with the latter's attack speed outpacing normal walk speed (which really does make a difference when you're in tight rooms where you need to make tight turns alot, regardless of the average speed you possess).
The finely tuned visual cue animations become less useful for how quick they play before the attack actually begins.
After some thinking, yeah, among the roster of radiant enemies, surprisingly malicious faces are the ones who possess some level of balance that can still be managed which cant be said for alot of the remaining enemies in the game. If you want to actually kill a radiant malicious face without losing a substantial amount of health, you'll still have to play passively (as you said), and learn either:
1. extremely agile movement while using the shotgun
2. a well timed overpump dash
3. how to chargeback malicious faces (mind you, radiant ones)
4. sharpshooter kills.
The flaw with the first one is that it takes way too much effort to learn in place of something as easy as simply not playing closely, and the remaining options are all instakills, which just nullify the argument of health altogether. Like the Mindflayer, an enemy notorious for constant talks about game balance especially in the cybergrind where more than 2 can spawn at once, the requirement of needing to instakill them to have fun is not an indicator of their good design, but rather an indicator of how desperate the playerbase is to get rid of them so they dont have to deal with them.
mb here, didn't mean to mention strays, lol. Putting that aside, soldiers genuinely feel way too punishing for how small of a role they possess. normal soldiers occupy the role of not letting you sit in one place for even just a few seconds, whereas radiant soldiers prioritize not letting you slow down in a long radius, The inability to interpret their shotgun attack windup mixed with the speed of their projectile has aided in killing me many times.
The whole post was about radiants in the whole game. I think I clarified it before the meat of the post even started, but I don't blame you for forgetting that since most of the post was made with only Cybergrind in mind. I feel that the reason why P-2 forceradiance is so bad is because of the two major rooms it has that combine almost all of the enemies that are hyperbuffed due to radiants. Double Mindflayer room has: Radiant Mindflayers, Radiant Malicious Faces, Radiant Swordsmachines, and Radiant Virtues. Mindflayers and Virtues are dreaded for their speed, meanwhile radiant malicious faces and swordsmachines are dreaded for their health, which creates the biggest challenge for the entire level. And that's not even mentioning the Hideous Mass room. I haven't reached there yet (not in my 120 minutes of trying to get past forceradiance double mif room), but I can only imagine how it is to fight with Radiant Sentries, an unkillable Radiant Hideous Mass, three Radiant Cerberuses, Radiant Swordsmachines, and a Radiant Ferryman. To me, forceradiance serves to practically demonstrate how unbalanced the radiance stats are, with the difficulty of P-2 with the command enabled showing you where some enemies are too strong for their own good.