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Also, odd priorities. When the auto-aim is locked onto a random missile or a Stalker on the other side of the screen you're going to wish you had manual aim as you dodge the seven junk heaps circling around you. This totally never happened to me >_>
And on suicidal I have no patience for it's odd target priority. It goes after ships I do not consider immediate threats more often than critical threats. It always places the plasma that causes you to stop firing way too high. Normally that is easy enough just to fly around and avoid. It also places the asteroids dead last in priority, which is fine when they're normal asteroids, but if they're homing I'm screwed. Also, the mini snakes? It shoots at them even when I'm not positioned in the right spot to damage them. You don't wanna know how many times I lost a life or had to waste a bomb because a random scout ship got too close while the auto-aim was too busy trying to kill something not as important on the other side of the screen.
In order to get it to actually destroy the enemies that need to be killed the most I find myself flying right in the face of the most dangerous enemies just so the auto-aim will actually shoot them. It's terrible for suicidal difficulty on hard songs.
Thankfully there's plenty of great workshop ships that aren't.
Cheapness isn't really an issue, due to the separate leaderboards, and the auto-aim priority can sometimes require a little bit of strategy.
They may make it easier to survive higher difficulties, but you generally won't be able to get as good scores, due to not being able to get Dare Devil multipliers most of the time.
As a highscore ♥♥♥♥♥, I don't really care for that.
It's a little bit easier and first you get better scores.
But the problem about it is, that you "do not increase your skill".
So you better play with normal Ships.
Also, what kind of score should I be getting on suicidal? I usually get anywhere between 7 and 15 mil, but that's with bonus multiplier drops and increased score perks.
As for what kind of scores you should be getting, I think that really depends on the song length and content.
So far my favorite song to grind points would be a lossless FLAC copy of "In the Court of the Crimson King" by King Crimson, which is about 9 minutes and 30 seconds. On Suicidal, at 50% visual intensity, and three or four of the score perks, you can get at least 65 million points in one completed run.
Daredevil is only worth equipping if you're doing boss rush, or on low difficulty. On sucidial forget it. There's way too many ships on the screen at all times and you will never have a chance to use it.
I run with pretty much every score-related perk except Daredevil, and my scores on suicidal range from 1 million to 213 million. It really depends on the song.
I'm currently playing no beams no misiles on suicidal to make it fun. (syntax buit in track is great) Though, I also run at 1024x768 false widescreen no monitor scaling so I can track everything... mostly.
Here are some of my scores [rounded off] on the included songs, using those perks on 200% Suicidal (Standard Ship):
And that's still a horrible setup IMO. In order to get all score-based perks and all reflect shield perks, along with daredevil, that means you're going in with fewer bombs and without full volume and power.
And the Daredevil perk gives what, +8 to daredevil? Every other score-based perk will give you a higher score than that unless you're playing on boss rush with downtime between waves, or on a lower difficulty where there aren't enough enemies to warrant constantly shooting.
To be specific:
(I believe Starg himself has said this is the best set-up for high scores, and it's what he uses.)
1. When the song starts, avoid enemies for as long as possible, without firing at all.
2. When you are certain you can't dodge any longer, activate all 10+ Reflect Shields at once.
3. Do not fire the entire time the shield is active; you can fly into most enemies to damage / destroy them and collect items.
4. Set off a Super Bomb as the shield disappears, and start firing away.
You'll now have a massive multiplier from Dare Devil and Survivor bonuses, and a mostly clear screen (at the cost of having to finish what's left of the song without any offensive / defensive perks left, other than Super Bombs).
But if you already have maxed VOL + POW, Goodie Bag gives you nothing but mulitpliers ;)
I decided to give that a try and compare it to my own setup, running through the same song with both perk loadouts.
Here's what I use, for comparison:
Jamie Likes Big Boom + Chart Topper + I Don't Die + Multiplier Rain + Score Booster + Spawn More Multipliers + Goodie Bag + Pump Up The VOL + POW POW POW + Reflect Shield
I will admit that the setup you gave me did actually make Daredevil useful, however, I actually got a *slightly* higher score by sticking to my usual perks. I'm not entirely sure which setup is truly better for high scores, but just throwing daredevil in there is worthless unless you dedicate a lot of reflect sheilds towards it.
Also, I don't see Chart Topper in Starg's setup, so that isn't every score perk.