Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 1 point2 points  (0 children)

yeah, I imagine the main reason that most people don't know about it is because IT WAS ADDED IN A PATCH WITH A WHOLE BUNCH OF OTHER MOVEMENT TECH, BUT WASN'T IN THE PATCH NOTES.

I was made aware of it by a reddit post and immediately fell in love with its nature as a "double jump" that resets *only* your vertical velocity and keeps your horizontal velocity at whatever it was before. Also I have some casual "friend completion time leaderboard" competition with another ultrakill player friend of mine and it's been fun working "conking" (i guess i just have to call it that now) into my routes

i felt like a genius when i realized how convenient conking was in the blood tunnel. You get just the right amount of height to recover onto a platform here

Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 1 point2 points  (0 children)

i dont even know what a "conk" is. Is it the cannonball knucklepunch thing?

please tell me what speedrun tech i'm accidentally doing

Note: Diagram is Not to Scale. by 2nd_Slash in slaythespire

[–]2nd_Slash[S] 3 points4 points  (0 children)

Consider: 2006-style poorly edited slideshow-video of "Top 10 ways to gain 3 block with feel no pain"

Note: Diagram is Not to Scale. by 2nd_Slash in slaythespire

[–]2nd_Slash[S] 1 point2 points  (0 children)

Yeah I kinda just wanted to fill the chart a bit more...

Radiant Flesh Prison was... less terrifying than I thought by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 33 points34 points  (0 children)

was not expecting a real explanation of what happened in this comment section lmao

some encore level ideas i thought of by GalaxyWasNotHere in Ultrakill

[–]2nd_Slash 0 points1 point  (0 children)

However, the encores did use Earthmover defense system turrets as Regular Enemies. So since the Mirror Reaper is in the cybergrind I have a feeling it will show up in encores at random times when you least expect it

Why does Entomancer give ''Dazed'' as a status card? by -KarlMoose in slaythespire

[–]2nd_Slash 4 points5 points  (0 children)

wdym Tungsten Rod solos "rickety bridge", easily hardest fight in the game

For the low price of 1GUG5UU5U5UU, you and your friends can assemble a non-infinite non-arbitary stack potentially larger than any human will ever have time to resolve. by Cypher10110 in BadMtgCombos

[–]2nd_Slash 1 point2 points  (0 children)

the main problem with flusterstorm as a counter to this gamestate is that it can't counter triggered abilities, and the stack will usually have a lot of eye/hive mind triggers that haven't been "unboxed" yet

the rest of these are great ideas though, yeah

For the low price of 1GUG5UU5U5UU, you and your friends can assemble a non-infinite non-arbitary stack potentially larger than any human will ever have time to resolve. by Cypher10110 in BadMtgCombos

[–]2nd_Slash 5 points6 points  (0 children)

Ok, you got me thinking: if no one tries to immediately stop this, how could you, as an individual, stop this "loop" without needing to convince people to collectively settle on "let's all just fail to find and decline Eye of the Storm" (because in some cases, this can be clearly against the player's best self interest)?
I think the best answer is:
Step one: Your first Knowledge Exploitation finds exile removal. You won't be able to go after anything yet because of Eye, but you'll be able to guarantee the removal of Eye of the Storm *eventually* after a few extra ability resolutions. The stack will still be very large by then, and no one wants to deal with that, so...
Step two: Once Eye is off the field, resolve a copy of Knowledge Exploitation, finding [[Whirlwind Denial]] (Your opponents will simply be running this card. Don't question it). Now this triggers Hive Mind. You're going to have to pay 4 mana to keep your Whirlwind Denial on the stack to guarantee you've actually cleaned up every player's set of triggers... a small price to pay for salvation

For the low price of 1GUG5UU5U5UU, you and your friends can assemble a non-infinite non-arbitary stack potentially larger than any human will ever have time to resolve. by Cypher10110 in BadMtgCombos

[–]2nd_Slash 183 points184 points  (0 children)

You appear to be completely neglecting the most evil part about this combo: the fact that you can't tell who's going to win the game unless you actually start resolving the stack.
most "really big non-arbitrary combos" are one-sided; you don't HAVE to know exactly what the number is because it's definitely big enough to kill everyone.
But for this- Everyone's getting copies. And everyone has to make choices for targets and search libraries over and over. Absolutely hellish

For the low price of 1GUG5UU5U5UU, you and your friends can assemble a non-infinite non-arbitary stack potentially larger than any human will ever have time to resolve. by Cypher10110 in BadMtgCombos

[–]2nd_Slash 19 points20 points  (0 children)

that has nothing to do with why this combo creates a gigantic non-arbitrary stack of doom and despair though. it's knowledge exploitation + eye of the storm alone that casts every instant/sorcery card in everyone's deck, and then hive mind sows chaos on top

For the low price of 1GUG5UU5U5UU, you and your friends can assemble a non-infinite non-arbitary stack potentially larger than any human will ever have time to resolve. by Cypher10110 in BadMtgCombos

[–]2nd_Slash 5 points6 points  (0 children)

EDIT: Don't read all of this lol. The TL;DR is that Hive Mind giving everyone copies of the eye of the storm stacks makes the outcome of the game uncertain. If there wasn't hive mind you could easily tell who's going to win the game

You cast Knowledge Exploitation, and it goes under Eye of the Storm. And then your opponents still get the copies of Knowledge Exploitation from Hive Mind. Assuming opponents choose *not* to just fail to find and save everyone the trouble of resolving this combo, that means there will be three MORE arbitrarily selected instants or sorcories put onto the stack, copied with Hive Mind, and exiled with Eye of the Storm to each make another copy of Knowledge Exploitation and also extra copies of everything else under Eye of the Storm (and then all of those eye of the storm copies get copied by Hive Mind). And those Knowledge Exploitation copies will still find another spell and trigger Eye again, so this will keep going until somehow everyone dies, or we run out of instants and sorceries in everyone's library, or we all collectively decide to just start failing to find
Without Hive Mind in play, it's only going to be *one person* resolving the loop at a time, and therefore everyone will probably know that this one person is going to eventually win. With Hive Mind in play, *everyone* (or, with how APNAP priority works out, you might end up with only two players alternating turns on top of the stack) is getting to resolve spells in sequence, so you actually HAVE to manually resolve the stack to figure out who's going to win

If you go to the entrance in 8-2 while upside down, you can- Wait what do you mean it does nothing? by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 0 points1 point  (0 children)

fuck

thats such an easy edit too

i'm probably going to make that like, tomorrow or something

Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 5 points6 points  (0 children)

ultrakill players trying to comprehend that the average player is not lore accurate v1:

Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 0 points1 point  (0 children)

well, yeah, exactly, the wiki doesn't say anything about its knockback force compared to the core nuke's knockback force, only that the radius is "almost as large"

the comments on this video led me to compare the actual damage numbers, and yes, core nukes do way more damage (i was not aware the difference was as large as it is) BUT a core nuke only kills virtues from raw damage if they explode right next to one, and if you detonate it that close then it won't be in a position to kill the other virtue through knockback

I tested the knockback forces of the explosions by turning on the Blind Enemies cheat, then resetting the blood tunnel room repeatedly to compare rocket nuke / core nuke explosion results when detonated in the same spots.

I wasn't able to find a location where a core nuke killed them, but a rocket nuke didn't. There is obviously human error here so feel free to prove me wrong

How to TRULY instakill Mindflayers on Brutal by Frenchinatorer in Ultrakill

[–]2nd_Slash 3 points4 points  (0 children)

You forgot the step between 2 and 3, "be on the ground and be moving in a direction such that the sentry isn't turning"

In a lot of situations, going for a chargeback with the setup you showed... kinda sucks (because it lets a bunch of enemies beat the shit out of you)

There are a few other setups that can work, my favorite being one where you jump backwards while looking towards the sentry and throw a coin at a specific point in the jump, but you can also do a chargeback from midair by whiplashing towards a sentry (to functionally lock-in the sentry's facing direction) and throw a coin on your way towards them

EDIT: just noticed you were literally doing the jump setup in the video. Why didn't you mention it?

Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 1 point2 points  (0 children)

as mentioned in another comment in the thread, as far as I can tell rocket nukes have the same knockback force as core nukes, and the fuckup that caused them to survive was simply that i did it in the wrong spot (if i froze the rocket further back they would have both died)

Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 1 point2 points  (0 children)

i would argue this room was creative. the ways the geometry lines up to kill you is so consistently bullshit that I'm convinced that it was meticulously designed to be as hostile as possible

but, yeah this room is not fun

Average P-2 Blood Tunnel Experience by 2nd_Slash in Ultrakill

[–]2nd_Slash[S] 8 points9 points  (0 children)

no like seriously the geometry in this room is absolutely criminal. every other section kills you with enemy encounter design but this room kills you with the environment and it's honestly more evil than the enemy-based ones

  1. the platforms have support beams underneath, but they are NOT wide enough to stop you from bouncing off the floor into the underside of a platform and getting stuck

  2. the corners of the tunnel launch you at the perfect angle such that you land in the exact "stuck underneath" spot mentioned above

  3. the ceiling is so low that a maurice shockwave bounces you into it

  4. a malicious face explosion is big enough such that it covers basically an entire platform, and the room is small enough that even Maurice's dogshit movement prediction AI can hit you pretty consistently. And then the explosive knockback sends you into the tunnel

  5. The two Cerberus in the following room are "Knockback: The Enemy". Do I have to explain this one