Balteus High Explosive No Hit - Rubicon's Inferno

Описание к видео Balteus High Explosive No Hit - Rubicon's Inferno

This took over 300+ attempts, with majority of them ending near the beginning, the mess was trying to figure out how to get past the two LCs which are immediately active right off the get-go as well as kill them fast enough before Balteus can hit you. Admittedly, this run was really lucky in that Balteus didn't just use missiles at the beginning.

The only build I could reliably use to get below Balteus as well as avoid the LCs and their insane tracking was by doing extremely lightweight Nacht Legs with Alulas for the QB reload and thrust, I initially tried to do this with "fair" weapons, but this turned out to be really pointless.

This Balteus has prepatched missiles(Extra tracking at far range) that apply electricity, the machine gun and shotgun gets replaced to bazookas only(Yes they have explosion radius hence why I have to be in the air all the time), the original bazooka is now a mortar that has ear-shot levels of radius and lets see, increased AP/Def(?? feels like it??), increased Stability which makes it harder to stagger, the pulse armor feels like it has twice the amount of durability or at least 2.5x.

I ran out of ammo trying this with range weapons only, which goes to show how much harder it is to fight. The ending does involve juggling Balteus's back swings as per usual, but to be honest, on a lightweight build like this, you don't have much energy to spare anyway and the phase transition REQUIRES you to be in the air due to the gatling bazooka making the ground uninhabitable. It looks easy but honestly, was quite a different challenge in comparison to regular Balteus.

The two LCs in this fight are also different, their shotguns fire more pellets now and their overhead missiles turn into shotgun pellets, effectively making this fight an extreme bullet hell if you don't clear them fast enough.

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