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Скачать или смотреть Kid Icarus Uprising - Boss Battles Easy, V100 Eyetrack Orbitars, no Powers/Drinks, sub-23

  • Master Knight DH
  • 2023-05-07
  • 95
Kid Icarus Uprising - Boss Battles Easy, V100 Eyetrack Orbitars, no Powers/Drinks, sub-23
Kid Icarus UprisingBoss BattlesEyetrack Orbitars
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Описание к видео Kid Icarus Uprising - Boss Battles Easy, V100 Eyetrack Orbitars, no Powers/Drinks, sub-23

This is something I looked into to see if I could use the Spin Shot technique to get a significant time improvement. I actually could, and I knocked my past shown time by over 8 minutes as a result.

The reason I opted to look into this is because of how Eyetrack Orbitars has some clear strengths. What makes it infamous there is the synergy with weapon modifiers, particularly Shot Range+ in all its own ability to open up various abuses, which in Eyetracks' case involves mid-range shot looping and stretched out damage capability. I can cite that Eyetrack Orbitars is not fully unbreakable, but there's some SEVERE matchup bias that it likes to invent as the result of its stats, and Shot Range+. also lets it be a nightmare in indoor maps as well. Eyetrack Orbitars would still be overtuned without weapon modifiers because the Shot Cancel weakness isn't emphasized better, but it wouldn't be outright busted.

Here in single player? Well, Eyetrack Orbitars still performs well, but it's not the monster that we see from Lancer Staff and Artillery Claws. I'm making this clear: my intended aim of sub-24 is not free, because the damage over distance penalty is significant and WILL make sure that staying away is not going to reduce time expenditure. The reason is because Eyetrack Orbitars' has absolutely abysmal Rapids as far as power goes especially due to those not dealing more damage at closer distance, making it reliant on the Shots, and it has a high chargeup time as well, so that's a questionable option.

This brings up the interesting point of this time attacking effort. Eyetrack Orbitars doesn't care about its weaknesses when it's able to shoot people silly from long range in multiplayer without any sort of overwhelming effort, which is where the Shot Stamina issue is a balance issue. When it needs to fight people up close and can be reasonably threatened? Suddenly, you care about the Orbitars family's attack speed issues, Eyetracks' own higher chargeup time, Eyetracks' mobility issues (it has the third lowest run speed of any Orbitars, behind only Guardian and Boom Orbitars), and even Eyetracks Shots' velocity issues. Eyetracks does still have homing, but that simply justifies the low max range damage modifier, especially when the Shots can hit repeatedly. It's really not hard to liken to a Mighty Glacier since it still has decent attack power despite what the Idol descriptions will tell you. The same Idol descriptions that vanilla TV Tropes will cite as reason to deem Chaos Kin "lacking moral agency" for the Complete Monster trope. Yeah, a being that somehow gets a Goddess to suddenly lead her troops on a genocidal campaign is lacking moral agency because the effects of that campaign are invisible? Yeah, isn't that convenient? Tell that to all the people Pit's Body had just killed by the time Pit was able to liaise with Magnus about that mess.

I think at the end of the day, rebalancing Eyetrack Orbitars to where overcoming it would be more consistently reasonable without breaking its character of involving eyesight is going to involve creative rebalances. That's why I was looking into this, actually, to see what would work out.

As for general advice here? Back Shot deals more damage at any reachable distance including maximum range than Forward Shot even at minimum range, though it's slower. Naturally, the Spin Shot technique is great for bolstering both, primarily Back Shot via allowing for tight encircling hits. Just make sure to know what's going on so that you don't get gutted by too many weird things. Also, Hades' Heart involves Eyetracks' Shots being too slow to get to a high enough elevation for getting over the terrain before the homing kicks in, making Eyetrack Orbitars yet another weapon type that the normal battle's advice doesn't work for. Let's not forget that Hades' Heart screams at the player to do overdamage, and if the invulnerability clank I heard at one point is any indication, I can guess that Orbitars Shots still lose overdamage capability from the Turns Red phase triggering in-between hits even on the same frame.

Suffice to say that there is quite a bit to say here.

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