Blue Desert Deep Dive SOLO Speedrun

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  • Опубліковано 20 лип 2024
  • OBS got messed up in an update and didn't record any audio this run. So I asked you guys if you would want to see this run with music edited in or a showcase run that had game audio, and 70% of you wanted to see this run so here it is.
    I decided to use classical music stemming from the idea that both classical music and sections of this run are dynamic in tension. So for example, in stage 3 I use the finale of the William Tell Overture by Rossini to heighten the tension now that the run is on the line and the robot spawns on rival presence are volatile and never consistent thus killing the run in an instant. This dynamic tension also provides for some comedic effect as the music can be relaxed while the situation at the moment is rather dire.
    Build / Loadout
    Primary: M1000 Classic, 1 1 1 2 1, Supercooling Chamber
    Secondary: Jury-Rigged Boomstick, 2 1 3 3 1, Jumbo Shells
    Perks: Thorns, Resupplier, Vampire, See You in Hell, Iron Will
    Grenade Choice: Pheromone Canister
    Notable features of this run include intentionally getting downed in stage 1, probably one of the better generated salvage missions in stage 2, and a decent stage 3 that ended up being the best I've ever done it.
    Notes about this run (best splits were achieved this run)...
    Stage 1:
    There are only two things here that can and will ruin the run. Respectively, those are a bulk detonator and Nemesis. The bulk can be played around but more often than not it becomes an issue. Nemesis is in the special enemy pool for this cave generation and isn't spawned on cave generation every time. A Nemesis cave gen is an instant reset.
    Stage 2:
    I messed up the dreadnought fight in this run so there is potential for a lower time here. Time loss here is essentially due to a bad dread fight and mismanaging pheromone canisters. For the dread fight, the idea is to use jumbo shells to break the dread's shell without damaging the weak point much (which I did) followed up with a normal shot and 2 focus shots to bring the dreadnought to half-health. Repeat (omitting the normal shot) and it should kill the dread in 2 cycles.
    Stage 3:
    Rival presence means Nemesis can spawn, but this stage is fast enough such that it doesn't get a chance to spawn. I think the biggest time losses here depend on robot spawns and pheromone management. There is also the possibility of getting stuck in the tunnel with the last 2 eggs because a praetorian or shellback got in there.
    00:00 Poll Results and Build / Loadout
    01:50 4 Eggs & 1 Black Box
    05:39 3 Mini Mules & Dreadnought Classic (shield disruption)
    15:36 4 Eggs & 2 Mini Mules (rival presence)
    Music used:
    Dead Bird Studio Reception by Pascal Michael Stiefel, A Hat in Time, Gears for Breakfast; • The Music of A Hat in ...
    Local Elevator by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/...
    Source: incompetech.com/music/royalty-...
    Artist: incompetech.com/
    #deeprockgalactic #deeprock #drg #Ryeor
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КОМЕНТАРІ • 4

  • @alelib1259
    @alelib1259 Рік тому +2

    It's so funny how everyone is eating each other and you're just fixing mules unbothered lol

  • @Gor_The_Merc
    @Gor_The_Merc Рік тому +1

    True gigachad

  • @Exarvi
    @Exarvi Рік тому +1

    Didn't know M1000 could do such monstrous damage

    • @RyeorReal
      @RyeorReal  Рік тому

      Yes, Supercooling Chamber for M1000 can devastate a dreadnought's health.