If you keep your movement tidy, the skulls will stay in a cloud. If you're all over the place, so will be the skulls. The way you move affects the skulls' behavior in subtle ways. Kill the last spider then finish off the skulls and squids.ĥ. Between the second and third spiders' deaths, the first pair of squids will regush, do not panic when this happens. When the spider trio spawns, kill them like you did the trio at 174. You can kill the squids from 164 now (they'll be at the arena center), but don't overprioritize them. At 184-200 (after the 174 centipede is dead), do not kill squids. You have until ~187 to kill the centipede, which is plenty of time.Ĥ. Not only is this super easy with level 3, but you should be run-scraping centipedes anyway to better prepare yourself for the gigapedes. After the spiders are dead, go into the centipede with a running scrape. If you don't, then you need to focus on optimizing the earlier parts.ģ. Just hit them with a stream and fire a shotgun when you see them light up. If you are overwhelmed, leave those two squids that just spawned alive, and use your time until 174 to clear skulls and squids closer to the center of the arena.Ģ. You can practice 174-230 over and over again until you get it right.ġ. Support for practice spawnsets was added in v3.1. It really does change the game from involving creative problem solving to tracking a myriad of variables in 3space while following a very rigid, time constrained pattern.You can just download DDSE from the website,, and use that to set up a practice spawnset. It just becomes rather pointless unless you know by rote the exact most optimal way to play the game, which tbh isn't very fun if that's not your natural playing style. If you're like me and you're pretty much running around blasting the ♥♥♥♥ out of things and then you kind of double back afterward to scoop things up, you will be blowing away large amounts of very necessary gems that you might not be able to get. The alternate fire becomes something you only use in very specific circumstances, it loses a lot of utility later on unless you're following a tight pattern of play where you know precisely where you can get away with using it. It pretty much forces you to follow a very tight pattern of play without deviation or you're pretty much ♥♥♥♥♥♥, once you get to the point where you have to mentally manage quite a few streams of data: The most profoundly annoying aspect of the game is not that however, but the fact that the alternate fire blows them away. So you want to have a mastery of the run up to that point. but, if you're going for the final upgrade, the catch is, the moment you get the final upgrade it resets your homing daggers to 0. You can do a massive burst to clear an arena almost instantly, for example. The more homing daggers you collect, the more powerful you become. Then you wean yourself off them as you get a better handle of the patterns and increase your run time. They help you in desperate situations where you're overwhelmed. What I recommend for beginners is, don't bother trying to get the final upgrade, just master the homing daggers. So you can use homing daggers at any time you wish, once you have the ability, but it will make it take longer to get the final upgrade, if you're trying to get it that is (not really necessary for any run less than 500). Like xvlv said, every homing dagger is made from collecting a gem. The second upgrade gives you homing daggers (either right-click for burst, or hold righ-button for stream). Basically, the first and second upgrades are the easiest to get.
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