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Oh boy, I'm back! And I bring with me a 1cc. After lazing around for a while I decided to revisit Ketsui. Turns out there was much more to learn than what I remember there being The nasty thing about Ketsui is that you don't know that you're doing anything wrong, until you actually know how the mechanics work. Because you earn lots of points even when you don't play well, so it can be pretty annoying to figure out ways to optimise. Okay, so let me explain the things that warrant explaining. In the top left there are 3 rows of boxes. The top one I call the stage multiplier, the stage multiplier is what the boss at the end of the stage will be multiplied by. And everything that remains goes into your end of stage bonus. The row below that is something I call the enemy multiplier. This is the value by which enemies get multiplied when you kill them with your lock-shot. Now here's where it gets a bit more complicated. Every single enemy has a different base value, the base value is the amount of points an enemy is worth regardless of what your multiplier is. For example, the first helicopters in stage 1 have a base value of 160 points. If you would have an enemy multiplier of 100 and you killed the helicopters with your lockshot, the amount of points you gain would be 100x160. Killing an enemy with your wide-shot/default-fire/autofire won't give you points. However, the chips you gain from killing those enemies in that way go straight to your enemy multiplier. So now you've got to optimise your route in such a way, that you never kill low-value enemies with your lock-shot. And instead always kill them with your autofire in order to maintain your enemy multiplier so you can use it on high-value targets instead. The 3rd row from the top is your chain value, you start a chain by killing an enemy with your default fire or autofire. The closer you are the higher the value, to a maximum of 5 chips. After starting a chain you can use your lock-shot to kill enemies, and all of the enemies you kill during the time-period of your chain, will drop chips that are the same amount as the value of the chip you started with. Okay, so that's the system in a nutshell. But we can take it a bit further than that, introducing "Empty-locking". Empty-locking is the act of locking onto an enemy during the timespan in which your regular fire kills the enemy. You see, killing enemies with your lock-shot normally results in more chips. So if you manage to lock on to an enemy before the shots of your regular fire kills that enemy, then the game thinks you've lock-shotted the enemy, and will give you more chips on top of the regular amount you would get. There are several different ways to empty-lock which involve different techniques. That's a basic explanation of what I've learned about empty-locking. There are several different ways to empty-lock which involve different techniques, I don't have a full understanding of how all the different ways work, so I would rather not yet explain those yet. It's funny because I can do them, but I don't know why or how they work. Stage 1: 00:03 - Boss: 01:50 Stage 2: 02:53 - Boss: 05:00 Stage 3: 06:08 - Boss: 08:52 Stage 4: 10:07 - Boss: 13:16 Stage 5: 14:52 - Boss: 20:10 Stage 2-1: 21:47 - Boss: 23:36 Stage 2-2: 24:18 If you see something wrong with my explanation then please point it out.