Can you look into the multi-player interaction of grapple-chaining multiple loaders together? If that doesn't make sense- if you get a friend or more than one together, you can make a chain of loaders grappling loaders, with the last grappling the first. Then, if you jump and punch about, you go alllllll over the fucking place.
the captain speed shooting can be done without the inputs but captain just really likes the look of himself chambering another shell into his shotgun, so we have the animation of him doing so. deep lore.
for even more captain tech if you use diablo and spam shift and m1 you can get 2 of them pretty easily but it might be easier with a certain fps im not sure
If you are looking for the timings on the Captains Diablo strike for the Mithrix fight you need to enter the arena when the cooldown reaches 34 seconds for the first faze and finish off the last enemy of phase two while the cooldown is on 27.
uhh can you elaborate more on this? like do i enter the arena after shooting diablo strike and 34 seconds have passed or 6 seconds have passed? as far as i know diablo strike has 20-second duration. just asking for clarification bc i do not understand, thank you.
When MUL-T's Power Mode was first introduced, you could run double saw, use Power Mode, start attacking with both, activate Transport Mode and still be using them. It's been patched out but I miss it.
MUL-T has another hidden tech that not a lot of people know because nobody uses Scrap Launcher. If you have Scrap Launcher as a second primary with Power Mode, stacking backup mags does actually increase the amount of rockets that it can stock. Interestingly, it refills 4 rockets per cooldown.
@@crangejo I'm pretty sure this is like, objectively false lol. Scrap is a weird variation of the rebar, but the splash radius isn't significant enough to warrant it being better than rebar, and nailgun is better than rebar overall, so it's probably still nailgun > rebar > scrap > saw
For bandit, to get around the map a bit faster, shoot the exploding vases. They instantly refill your stealth dash, making it easier to move around and getting faster to the teleporter.
finally someone else that understands the sheer power of shock beacons, the best part of the stunlock is that it denies credits to the director since the enemy is still alive, every locked enemy is one that won't respawn. nuclear in swarm artifact or multiplayer if you don't have something like mercenary being mercenary or the WALL-E calling in an orbital strike on them
here's other techs i use all the time on huntress - your m2 gives you reduced gravity when throwing. by pressing m2 and then jumping just a little bit after, you jump higher than usual (you can do this midair w hopoos as well). its nice for earlygame vertical movement, esp if you use the triple blink. it becomes more and more useless with the more attack speed you have though, since the time you're spent throwing the glaive (and also having the less gravity) is reduced. i am also quite sure if you quail jump, you'll retain the movement speed through the whole jump with this, but i dont remember exactly. combined with a trimp using quails it lets you jump waaay higher. m2 can be cancelled into r. just press m2 on a target then r, youll throw the glaive without wasting time on the throw animation.
Glad to see someone mentioned this, was confused why it wasn't in the video since I don't hear it often. It gives a lot of options to routing early game and it's not that hard to do consistently.
@@reapertemptations If I remember correctly, this gives you more height, but yes, you're right, the special is more useful for consistently going up. The issue is that you may not have the special during the moment you need some height and being able to get more vertical height consistently is good for dodging. You can also use this and then use the special for more height, so it's a useful thing to keep in mind.
@@holynder3181 oh, my sweet summer child... Next time you play, pick bandit and do the following: 1. jump 2. smoke bomb 3. lights out. Lights out resets your skills. Repeat step 2 and 3 as many times as you can kill enemies. Have fun!
if you do a follow up video I would love it if you covered pot strats on abandoned aqueduct. moving those is a pain but I've seen races do it pretty reliably in the videos you edit.
Also something I discovered with MUL-T, is that you can use Red Whip while in combat. (kind of) Once you shoot, the Red Whip will deactivate, but if you hold your M1 and don’t take any damage for a few seconds, the Red Whip will give you its movement speed bonus while you’re shooting.
The survivors dlc changes the acrid animation cancel a little bit. Instead of always canceling into the first strike, it actually cancels into the next one now, allowing you to get acrid's third attack off with the cancel. However the speed at which you can do it at has been lowered because of this, some attack speed reverts it though and acrid becomes even stronger
That Souvlaki Hut transition is the best transition I've ever seen and it's a crime that nobody that has commented on it yet that I've seen. Update: Upon watching the remainder of the video, I now understand why nobody has mentioned that specific transition. They're all bangers.
excellent vid. i’ve been looking for a ror2 vid that goes over tech like this. i didn’t know 80% of what u mentioned and I have 116 hours in the game. ur transitions are kinda spooky. yes I want another vid going over the tech u left out.
i know this is 2 years old, but an acrid tech i learned on accident: you can utilize headstompers trimping without a wax quail or slope by timing a regular old jump and his utility. I've known about this since acrid was released in EA and have never heard anyone talk about it before, but it's the reason i was a VERY early adopter for headstompers
The dash is a velocity transfer bug. It has to do with how the game handles entity collisions & limited tolerances. Basically, moving towards an enemy and dashing into them just right causes the system to try to run an "unstuck" command over and over until the playercollider is no longer overlapping the entity. With grounded entities, it's easy to give them a plane shift along the floor, but flying enemies are a bit more janky and thus become projectiles. With fall damage being applied based on velocity and not distance, we can start to see a unique interaction that is: everything takes fall damage. So, when you combined the unstuck script being applied to the flying entity rather than the player character, which creates velocity vectors away from the player for the flying entity to follow, you end up getting an enemy orbital cannon, and when aimed at a wall, the fall damage based on the entity's velocity can kill it.
Now I'm not sure if this is a commonly known thing but I think captain's beacons can press down the pressure plate on abandoned aqueduct too. This is arguably the best way to unlock the bands be cause the beacons don't disappear like loader's pylon and it can't be killed like engineer's turret.
Small reverse tech. Using bens raincoat, helfire tincture, and power mulT can cause his power mode slowness debuff to become permanent even outside of powermode, but using bens raincoat with power mode (no tincture) causes his powermode slowness debuff to not proc meaning power mode keeps you at the same speed as walking
One piece of loader tech that I often use is if you grapple worship unit in the back when it spawns and get "lodged" in, it tries to follow you until it hits a killzone. Pretty easy cheese once you get it consistent
"not as comprehensive as i should have maid it" - lmao ive played hundreds of hours in this game and still learned like 5 things from this - sick content!
Something you didn’t talk about is that bandit can fly if you have enough squishy enemies around you like lesser wisps because if you use the smoke bomb in the air it sends you up a bit and then if you hit someone with lights out the cool down gets reset and you can use the smoke bomb to go even higher rinse and repeat for as long as you have enemies nearby and soon you’ll reach the skybox :)
Bandit has enough mobility to get to most newts with a jump, smoke bomb, shoot (effectively 2 hopoo feathers) and then throw a dagger (very minor increase, can be used to kill all of his downwards momentum to avoid fall dmg as well as the new velocity death loops)
a small tech (if you can call it that) with bandit is before the first loop you can usually kill fodder enemies with just lights out, and if there are enough of them around you can use this along with the vertical boost from smoke bomb to reach high up places by constantly re-uping it with lights out
One more for MUL-T! If you are using power mode and you choose his secondary to be the Scrap Launcher (Rockets), and you take a backup mag, the amount of "shots" you have will go from 4, to 5. This goes on infinately. So, if you have Nailgun primary, Scrap Launcher secondary, and then fiend on backup mags, it can be an *insane* tech. And then this comboes well with the Blast Canister strat you mentioned! amazin vid, learned a lot, have a great day
Also probably really well known but on engineer, behemoth also makes their grenades explode on bounce. so you get some really strong dmg early on if you get lucky.
as commando, you can use his R to stun wisps then follow up with his M2 to slam them against a wall. it's great to instakill malachite/celestine wisps and get a massive cash infusion
Captain’s speed shot has a back up variation that is harder, but yield the same result as the regular one. If you still have the second beacon, you can speed shot the same way, but you have to alternate between M2 and M1, which will occasionally make you shoot your taser, but once it’s on cooldown you can do it more effectively. It’s much harder to do as you need to mash your M1 and M2 at the same right timing, but I think it’s worth it enough as a backup to when you end up wasting your beacon on accident
HeadStompers are an amazing item. Artificer is the best HeadStomper user flat out due to being able to deal AoE damage when launching up and then slamming down. ...but the drawback is they don't exactly synergize with much unlike other reds. Hence why they are "bad" relatively speaking. FMP + Wisp does the same thing but at a generally higher DPS. This is ignoring the many whites, greens, and reds which synergize with this to make you immortal. Even then Headstompers are still good because everyone forgets about some of the worst white and green items that do literally nothing most of the time. They are perfectly in the middle imo. And the lack of fall damage is enough to save your life even if the damage itself only reduces you to 1 health.
Nice video! I found another tech with engineer's harpoons - spamming the harpoons and clicking, and then closing the targeting menu will shoot out harpoons without having to wait for the initial lock-on time.
SOTV made Acrid be able to skip and strike not only with the first hit of the combo, but you can now speed up the whole combo right to doing only 3rd healing blows which makes him extremely powerfull at the start
That ballista tech is probably my favorite in this video coz I was just playing her right before watching this and thought “ballista is so good but takes so long to unload”
I found your channel from the Woolie, how to play kerfuffle. I was pleasantly surprised, big fan of your content. Informative, silly edits, and tons of great jokes. Will continue to watch. (I still think that Woolie is in the right, but to each their own)
For bandit, lights out also fully reloads normal attack, and lesser wisps tend to die in one shot, so you can use all your bullets in a boss, kill a wisp and get all ammo then repeat.
It's fairly minor tech with Loader but you can start sprinting again both after charging up your punch and after grappling onto something. Especially with the latter by spamming sprint I believe you can actually build up momentum while swinging.
A niche tech that I know (I have no idea if it's been patched) but using Visions of Hersey with Huntress' ballista gives her extra shots because the Visions overrides the ballista ammo
Was looking around and just found out why I would sometimes have a way easier time dealing with cooldowns on mercenary. Turns out being bad enough at merc to be stuck on stage 1 and 2 for a while helped me…
When I played as MUL-T I decided to run two of the same equipment, it makes things much more convenient. And when I played VoidFiend I used the fruit as a functional kill switch for his corruption.
Instakilling flying enemies is caused by launching them into terrain. the game actually has a system that converts momentum into damage but nothing in the vanilla game really has the ability to launch enemies around at high speeds. so this system rarely procs. i'm pretty sure its actually just the fall damage system for enemies, but it checks ALL directional movement, not just vertical. it explains why you can instakill enemies 10s of thousands of health at least. i figured it out while playing some modded rar2 using a custom character simply named "Rocket" no, not the rat. or the racoon. its just a dude with a m202 4 barreled rocket launcher. he also gets a throwable C4 and both the main attack and the C4 do pretty solid knockback. stacking both explosions on an enemy will send it flying into the wall and deal a bunch of damage as a result.
ive found the mul-t flying is much easier with switching back and forth rather than doing both at once, this allows me to effectively do it at roughly 8 syringes on normal maps or 4 if i have spinel tonic.
also very OP MERCENARY FACT: with brilliant behemoth you apply expose on an enemy TWICE, so your next 2 attack on that enemy are stronger and reduce cd
ANOTHER MERCENARY MECHANIC but probably an extension on an existing mechanic. If you 3rd hit anyways in M1, and hit a new target with M2, it will apply the exposed debuff anyways, despite the 3rd hit having already be casted. Really useful earlygame to proc exposed on extra mobs will still maintaining dps.
Since you mentioned pot tech with engi, huntress and loader, but not captain, that could be a potential video idea on its own since theres atleast 8 slightly different ways to press the buttons with different survivors/items. Also pot rolling just needs a guide already. But idk maybe you and race already have something planned i remember that it did come up in a race stream some time ago. Brilliant video btw, thanks for including the button presses for the captain m1 tech.
As far as im aware all of these are still working!
How did you unlock a hidden memory in my brain with that Souvlaki Hut ad? Was this a thing outside Aus????
Can confirm that the captain instant reload still works. I haven't tried the others though.
Can you look into the multi-player interaction of grapple-chaining multiple loaders together? If that doesn't make sense- if you get a friend or more than one together, you can make a chain of loaders grappling loaders, with the last grappling the first. Then, if you jump and punch about, you go alllllll over the fucking place.
is this video part of an ARG or something? lmao those transmissions were weird but funny still
The acrid cancel doesn't work anymore i think
the captain speed shooting can be done without the inputs but captain just really likes the look of himself chambering another shell into his shotgun, so we have the animation of him doing so.
deep lore.
for even more captain tech if you use diablo and spam shift and m1 you can get 2 of them pretty easily but it might be easier with a certain fps im not sure
If you are looking for the timings on the Captains Diablo strike for the Mithrix fight you need to enter the arena when the cooldown reaches 34 seconds for the first faze and finish off the last enemy of phase two while the cooldown is on 27.
Good catch, I should've included that, thank you
uhh can you elaborate more on this? like do i enter the arena after shooting diablo strike and 34 seconds have passed or 6 seconds have passed? as far as i know diablo strike has 20-second duration. just asking for clarification bc i do not understand, thank you.
@@9yearold471 You enter the arena when 6 seconds have passed and kill the last enemy of phase 2 when 13 seconds have passed.
i was sure you about to say some shit like, "the first one has been known for a while, look up captain rule 34"
@@nezzu2656other way around
When MUL-T's Power Mode was first introduced, you could run double saw, use Power Mode, start attacking with both, activate Transport Mode and still be using them. It's been patched out but I miss it.
Works on console
You can still have one powersaw out while in car mode
Yea it works on switch
MUL-T has another hidden tech that not a lot of people know because nobody uses Scrap Launcher.
If you have Scrap Launcher as a second primary with Power Mode, stacking backup mags does actually increase the amount of rockets that it can stock. Interestingly, it refills 4 rockets per cooldown.
btw captains diabloe if you spam shift while shooting it and m1 you can get 2 down at once
Scrap Launcher is simply more reliable than the Nailgun, as a hardcore MUL-T enthusiast
@@crangejo I'm pretty sure this is like, objectively false lol. Scrap is a weird variation of the rebar, but the splash radius isn't significant enough to warrant it being better than rebar, and nailgun is better than rebar overall, so it's probably still nailgun > rebar > scrap > saw
For bandit, to get around the map a bit faster, shoot the exploding vases. They instantly refill your stealth dash, making it easier to move around and getting faster to the teleporter.
Counterpoint: bands
@@themyster1ous01get bands first forehead
@@themyster1ous01counter counterpoint: insane amount of gun is fun
@@themyster1ous01another counter counterpoint: friends
@@cow12344 giga counterpoint: skill issue
finally someone else that understands the sheer power of shock beacons, the best part of the stunlock is that it denies credits to the director since the enemy is still alive, every locked enemy is one that won't respawn. nuclear in swarm artifact or multiplayer if you don't have something like mercenary being mercenary or the WALL-E calling in an orbital strike on them
here's other techs i use all the time on huntress -
your m2 gives you reduced gravity when throwing. by pressing m2 and then jumping just a little bit after, you jump higher than usual (you can do this midair w hopoos as well). its nice for earlygame vertical movement, esp if you use the triple blink. it becomes more and more useless with the more attack speed you have though, since the time you're spent throwing the glaive (and also having the less gravity) is reduced. i am also quite sure if you quail jump, you'll retain the movement speed through the whole jump with this, but i dont remember exactly.
combined with a trimp using quails it lets you jump waaay higher.
m2 can be cancelled into r. just press m2 on a target then r, youll throw the glaive without wasting time on the throw animation.
Glad to see someone mentioned this, was confused why it wasn't in the video since I don't hear it often. It gives a lot of options to routing early game and it's not that hard to do consistently.
@@Rock6Sixes You just explained why it wasn't in the video, It's not very well known
@@Rock6Sixes isnt the special just a better version of that tho?
@@reapertemptations If I remember correctly, this gives you more height, but yes, you're right, the special is more useful for consistently going up. The issue is that you may not have the special during the moment you need some height and being able to get more vertical height consistently is good for dodging. You can also use this and then use the special for more height, so it's a useful thing to keep in mind.
@@Rock6Sixes oh that makes sense thank you for explaining
I'm so glad someone finally properly explains the Captain tech because Race went over it for like 0.5 seconds and I didn't understand it lmao
4:23 Oh my God he predicted the Plasma Shrimp
Dude! You missed how bandit can fly... His lights out and smoke bomb abilities can be an insane mobility boost with enough practice...
I feel like most people know this
@@Nova-if1dq yes
He can’t FLY but he can effectively triple jump which he totally missed.
@@holynder3181 oh, my sweet summer child... Next time you play, pick bandit and do the following:
1. jump
2. smoke bomb
3. lights out.
Lights out resets your skills.
Repeat step 2 and 3 as many times as you can kill enemies. Have fun!
If there are no enemys you can use corrupted fuel cells
For the button cheese with engineer, you could also do it with a captain’s beacon
Excited to see these! Pretty sure I'll know approximately 0 of them.
How many did you end up knowing?
@I Tol didnt know literally anything in here aside from double rebar
if you care to know ill tell you how to get 2 diablos down @@viviolet7
if you do a follow up video I would love it if you covered pot strats on abandoned aqueduct. moving those is a pain but I've seen races do it pretty reliably in the videos you edit.
Also something I discovered with MUL-T, is that you can use Red Whip while in combat. (kind of)
Once you shoot, the Red Whip will deactivate, but if you hold your M1 and don’t take any damage for a few seconds, the Red Whip will give you its movement speed bonus while you’re shooting.
The survivors dlc changes the acrid animation cancel a little bit. Instead of always canceling into the first strike, it actually cancels into the next one now, allowing you to get acrid's third attack off with the cancel. However the speed at which you can do it at has been lowered because of this, some attack speed reverts it though and acrid becomes even stronger
The small clips for every character had me cracking up every time
That Souvlaki Hut transition is the best transition I've ever seen and it's a crime that nobody that has commented on it yet that I've seen.
Update: Upon watching the remainder of the video, I now understand why nobody has mentioned that specific transition. They're all bangers.
Good shit sputed, definitely a much needed video for a majority of the community.
are you a real captain? If not I hope you dont get dinged by the stolen valor act
@@DisputedOrigin I'm a hat, idk what you're talking about 😶🧢
excellent vid.
i’ve been looking for a ror2 vid that goes over tech like this.
i didn’t know 80% of what u mentioned and I have 116 hours in the game.
ur transitions are kinda spooky.
yes I want another vid going over the tech u left out.
For Huntress, if you use her special, then immediately blink, it cancels the animation for her special and allows you to get some extra height.
Ooh, I'd love to see that follow up video, this kind of stuff is really interesting to me
i know this is 2 years old, but an acrid tech i learned on accident: you can utilize headstompers trimping without a wax quail or slope by timing a regular old jump and his utility. I've known about this since acrid was released in EA and have never heard anyone talk about it before, but it's the reason i was a VERY early adopter for headstompers
Ni idea.
The dash is a velocity transfer bug. It has to do with how the game handles entity collisions & limited tolerances. Basically, moving towards an enemy and dashing into them just right causes the system to try to run an "unstuck" command over and over until the playercollider is no longer overlapping the entity. With grounded entities, it's easy to give them a plane shift along the floor, but flying enemies are a bit more janky and thus become projectiles. With fall damage being applied based on velocity and not distance, we can start to see a unique interaction that is: everything takes fall damage. So, when you combined the unstuck script being applied to the flying entity rather than the player character, which creates velocity vectors away from the player for the flying entity to follow, you end up getting an enemy orbital cannon, and when aimed at a wall, the fall damage based on the entity's velocity can kill it.
really startled at the The Crow animation just randomply popping up for the bandit
based taste tho I love that video
You are a gigachad for using the marble blast ultra ost during the loader section.
Fire editing , I’m a year late but this still hits different 🔥🙏
huntress' blink tech actually works on the tc-280 drone allowing you to kill it very quickly :)
Now I'm not sure if this is a commonly known thing but I think captain's beacons can press down the pressure plate on abandoned aqueduct too. This is arguably the best way to unlock the bands be cause the beacons don't disappear like loader's pylon and it can't be killed like engineer's turret.
18:45 you overestimate my knowledge of this game
Small reverse tech. Using bens raincoat, helfire tincture, and power mulT can cause his power mode slowness debuff to become permanent even outside of powermode, but using bens raincoat with power mode (no tincture) causes his powermode slowness debuff to not proc meaning power mode keeps you at the same speed as walking
One piece of loader tech that I often use is if you grapple worship unit in the back when it spawns and get "lodged" in, it tries to follow you until it hits a killzone. Pretty easy cheese once you get it consistent
I found this out just very recently but you can use captions beacons to push one of the buttons on abandoned aqueduct
"not as comprehensive as i should have maid it" - lmao ive played hundreds of hours in this game and still learned like 5 things from this - sick content!
I love how your video style is forever alternating between risk of rain and obscure fever dreams
Something you didn’t talk about is that bandit can fly if you have enough squishy enemies around you like lesser wisps because if you use the smoke bomb in the air it sends you up a bit and then if you hit someone with lights out the cool down gets reset and you can use the smoke bomb to go even higher rinse and repeat for as long as you have enemies nearby and soon you’ll reach the skybox :)
If you get 3+ serums with acrid, you can just spam sprint and he will attack a lot faster
Bandit has enough mobility to get to most newts with a jump, smoke bomb, shoot (effectively 2 hopoo feathers) and then throw a dagger (very minor increase, can be used to kill all of his downwards momentum to avoid fall dmg as well as the new velocity death loops)
ACtually a Ton of these techniques I havne't heard of before, actually delivered on your promise, rare in youtube these days.
20:04 what the hell is this? "Strong flowing... Deep Currents... OF DESIRE." what, what that got to do with bandit? the flip he do?
a small tech (if you can call it that) with bandit is before the first loop you can usually kill fodder enemies with just lights out, and if there are enough of them around you can use this along with the vertical boost from smoke bomb to reach high up places by constantly re-uping it with lights out
One more for MUL-T! If you are using power mode and you choose his secondary to be the Scrap Launcher (Rockets), and you take a backup mag, the amount of "shots" you have will go from 4, to 5. This goes on infinately. So, if you have Nailgun primary, Scrap Launcher secondary, and then fiend on backup mags, it can be an *insane* tech. And then this comboes well with the Blast Canister strat you mentioned!
amazin vid, learned a lot, have a great day
Your Merc techs really helped me get good with him
Bandit main: you forgot the most simple part of a Bandit's kit
"True Flight"
Also probably really well known but on engineer, behemoth also makes their grenades explode on bounce. so you get some really strong dmg early on if you get lucky.
as commando, you can use his R to stun wisps then follow up with his M2 to slam them against a wall. it's great to instakill malachite/celestine wisps and get a massive cash infusion
Captain’s speed shot has a back up variation that is harder, but yield the same result as the regular one.
If you still have the second beacon, you can speed shot the same way, but you have to alternate between M2 and M1, which will occasionally make you shoot your taser, but once it’s on cooldown you can do it more effectively. It’s much harder to do as you need to mash your M1 and M2 at the same right timing, but I think it’s worth it enough as a backup to when you end up wasting your beacon on accident
when your in bandits smoke bomb you can use his secondary slash to to gain a boost of vertical mobility, it can work with his primary as well
A simpler way to pillar skip with MulT is to use attack speed/speed equipment.
one tec with huntress is during the glave throwing animation if u jump, u jump much higher then if jumped normally not throwing it.
Still waiting on these survivor vids! Love your informative style!
HeadStompers are an amazing item.
Artificer is the best HeadStomper user flat out due to being able to deal AoE damage when launching up and then slamming down.
...but the drawback is they don't exactly synergize with much unlike other reds. Hence why they are "bad" relatively speaking.
FMP + Wisp does the same thing but at a generally higher DPS.
This is ignoring the many whites, greens, and reds which synergize with this to make you immortal.
Even then Headstompers are still good because everyone forgets about some of the worst white and green items that do literally nothing most of the time. They are perfectly in the middle imo.
And the lack of fall damage is enough to save your life even if the damage itself only reduces you to 1 health.
Nice video! I found another tech with engineer's harpoons - spamming the harpoons and clicking, and then closing the targeting menu will shoot out harpoons without having to wait for the initial lock-on time.
SOTV made Acrid be able to skip and strike not only with the first hit of the combo, but you can now speed up the whole combo right to doing only 3rd healing blows which makes him extremely powerfull at the start
I wonder what they did to not fix the bug, but to buff it
That ballista tech is probably my favorite in this video coz I was just playing her right before watching this and thought “ballista is so good but takes so long to unload”
a follow up video would be really nice as this was extremely entertaining to watch
Babe wake up new disputed origins upload
I found your channel from the Woolie, how to play kerfuffle. I was pleasantly surprised, big fan of your content. Informative, silly edits, and tons of great jokes. Will continue to watch.
(I still think that Woolie is in the right, but to each their own)
i was not expecting the trimp bit thank you that made my day
I like to play Bandit because you can fly by using smokescreen's jump with lights out. Just keep killing things and you keep going up
Love the transition screens man
The shrimp but was just excellent filmmaking
Didn't expect Adriano Celentano as a segway
The multi dual effect exploitation reminds me of playing Salvador in borderlands 2, the amount of exploits are insane
For bandit, lights out also fully reloads normal attack, and lesser wisps tend to die in one shot, so you can use all your bullets in a boss, kill a wisp and get all ammo then repeat.
Trimping was originally a bug from TF2, specifically with the Demoman, using the Demoknight subclass (the shield used being the Tide Turner).
"Let me see you trimp"
10/10 video
i would love to see a video series about each characters tech. especially for merc and the m1 expose transfer
20:05 bro i was half asleep watching and this scared me so hard waking up
I used to completely dismiss shock beacons, but now I will have to give em a try
It's fairly minor tech with Loader but you can start sprinting again both after charging up your punch and after grappling onto something. Especially with the latter by spamming sprint I believe you can actually build up momentum while swinging.
Love games with movement tech, played a lot of gunZ as a kid which is full of animation cancels and move tech. Excited to test this out
Big ups on the SOTN soundtrack. Soooo good!!! Great vid too!
A niche tech that I know (I have no idea if it's been patched) but using Visions of Hersey with Huntress' ballista gives her extra shots because the Visions overrides the ballista ammo
12:42 find this "feature" quite interesting, though the saw isn't good from afar it allows the nailgun to be very effective from a medium distance
Was looking around and just found out why I would sometimes have a way easier time dealing with cooldowns on mercenary.
Turns out being bad enough at merc to be stuck on stage 1 and 2 for a while helped me…
When I played as MUL-T I decided to run two of the same equipment, it makes things much more convenient. And when I played VoidFiend I used the fruit as a functional kill switch for his corruption.
Lmfao I majorly appreciate the trimping shrimp bit
laughed hella hard about the shrimp, was thinking about smiling friends and it popped up xD
8:05 what the hell is this evil act against God
Was gonna skip around but you said you have 2k hours so I figured, probably worth a watchthrough lmao. Shrimp bit got my sub
I need access to your cursed videos playlist
those all those clips were work of art
Instakilling flying enemies is caused by launching them into terrain. the game actually has a system that converts momentum into damage but nothing in the vanilla game really has the ability to launch enemies around at high speeds. so this system rarely procs.
i'm pretty sure its actually just the fall damage system for enemies, but it checks ALL directional movement, not just vertical.
it explains why you can instakill enemies 10s of thousands of health at least.
i figured it out while playing some modded rar2 using a custom character simply named "Rocket" no, not the rat. or the racoon. its just a dude with a m202 4 barreled rocket launcher. he also gets a throwable C4 and both the main attack and the C4 do pretty solid knockback. stacking both explosions on an enemy will send it flying into the wall and deal a bunch of damage as a result.
ive found the mul-t flying is much easier with switching back and forth rather than doing both at once, this allows me to effectively do it at roughly 8 syringes on normal maps or 4 if i have spinel tonic.
also very OP MERCENARY FACT: with brilliant behemoth you apply expose on an enemy TWICE, so your next 2 attack on that enemy are stronger and reduce cd
I accidentally figured out trimping on my own with quail and its actually super useful
Keep in mind, a single mocha's tiny attack speed boost is enough to make double rebar work without any special timing.
This was an amazing watch for MANY.. many... reasons.
ANOTHER MERCENARY MECHANIC but probably an extension on an existing mechanic.
If you 3rd hit anyways in M1, and hit a new target with M2, it will apply the exposed debuff anyways, despite the 3rd hit having already be casted.
Really useful earlygame to proc exposed on extra mobs will still maintaining dps.
Since you mentioned pot tech with engi, huntress and loader, but not captain, that could be a potential video idea on its own since theres atleast 8 slightly different ways to press the buttons with different survivors/items.
Also pot rolling just needs a guide already. But idk maybe you and race already have something planned i remember that it did come up in a race stream some time ago.
Brilliant video btw, thanks for including the button presses for the captain m1 tech.
One more thing for engi if you get vision of heresy the turrets will change its attack to hungering gaze and make its dps even more insane
holy shit this is AMAZING. i thought i knew almost everything but apparently i only just scratched the surface
I know the feeling, this game is deceptively complicated
Today I learned I have my new favorite RoR UA-camr
lokey this vid made this game just so much more fun for me and to try even further tech stuff on top is a blast thx man great content
Bro those intro clips are freaking wild 😂
Was a lot of techs here i didn't know about, thanks a lot man!
Wtf are those memes
That acrid one’s crazy
And then there’s bandit
wtf that beetle queen push is sick
I feel like I know you from somewhere, probably just a coincidence
Loader tip (console only) equip thunder slam and activate it to instantly rip your ear drums.
(Its super loud on console due to an audio bug)
It's important I tell you I subscribed during the shrimp bit