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Special thanks to A_H_II for sending in his incredible speed run. This is how AH describes his strategy: On paper, the two Hime apexes seem evenly matched. However in reality, Epsilon almost always has the edge, winning basically every Hime spec if my memory serves me correctly. Interestingly, the situation reversed in this mission, presumably because of a very light Act 2, and the complete lack of horizontally spread out formations in later acts. According to an experienced pilot from Discord, Hime Epsilon is likely to lose time (to Lambda) in denser Act 4 & 5, so it’s about saving more time before that. In this mission, Epsilon couldn’t get as much advantage before a heavy Act 5, hence the situation. (thanks MonkeMagic and prpl for analysis) Prpl has a YT channel / @qwertyism Congratulations 🎉 edit: AH provided an in-depth analysis of the run: Lambda Hime makes armor missions play like unprotected missions, but without crit RNG. Therefore, I only have to focus on main control and ML timing to improve speed, while CF provides ample survivability. Act 1 is all about main control. Start low when a wave arrives and then push up, to let the projectiles lingering on screen home in on invaders as soon as they arrive. Act 2 is still about main control. In 2-2 and 2-3, ideally, the sparrows have to be killed first, in order to prevent the homing main from straying too far. But I made a small mistake there that cost me 0.5s. Act 3 had me restarting a lot as it has the most convergence RNG. Specifically, ML has to hit at least two herons + one raven in 3-2 and one eagle + one heron / two ravens in 3-3 and 3-4, otherwise ML loses efficiency. One thing to note is that I anticipate when the last invader of a wave will die, so I can deploy CF and charge ML a tiny bit earlier for next wave. When entering Act 4, I wait briefly for ML to cooldown completely before charging it since the vulture comes in more slowly than the ravens, allowing me to charge two MLs on it without overheating terribly. After that, 4-2 and especially 4-4 are pure RNG waves, while 4-3 lets ML cooldown. Act 5 entry and handling are exactly the same as 4-1. When entering 5-2, the first ML is overheated, so I wait a little while before charging it again on the condor. After that, only one ML is used on 5-3 because I don’t want any overheat when entering 5-4. For the last wave, the total enemy HP is 24 x 6 + 405 = 549, which is perfect for three MLs which deals 170 x 3 = 510 damage, so having a completely cooled down ML is essential for doing 5-4 cleanly. Thankfully, energy is not too scarce because dead ravens supply particles at a steady pace, providing a big enough CF for each ML charge. CF hopping is used throughout the mission. CF hopping is essentially TP in aura form, with two advantages: (1) CF doesn’t have a cooldown, so it’s easier to spam as long as there is a steady energy flow or there are bullets to graze, (2) CF activates instantly whereas TP leaves the ship vulnerable when charging, especially when facing fast tracking darts / boomerangs. In this mission, key is to preserve energy and grab just enough energy for either CF hopping or ML charging.