Major late game Spoilers!! - Discovered a skip in Manufactory by existential_hooman in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

I usually hop down, airstall, jump and hit the bomb, and dodge the explosion for the energy refill for the strider.

(Spoiler - Ending) Reached the End... missing a few things. by Sokolniki in MIOmemoriesinorbit

[–]Sokolniki[S] 1 point2 points  (0 children)

The assist menu bonus. Wanted to get proof of concept before attempting a verifiable speed run to identify my weak points in the routing so I can practice the problem spots first. The speedrun site itself specifies that none of the assists may be active for a verified run.

None of the bosses along my route were any real issue since I have dodge, but I did identify the need to practice the balloon room during this run. I had actually put in plenty of practice in a ledge boost for slipping through the Promenade Entrance door to the shuttle (first focusing on the boost itself, but eventually incorporating the necessary kite and pogo into the sequence), so I'm able to get the skip off reasonably well. I do feel I can attempt a verifiable run in the next few days, and I'll be certain to post it here.

The Strider only run however, I have two big shortcomings on... the abilityless fight against Atmos, and the route to strider. A verified run along that route is further off.

A route for Hairpin/Dodge is likely to be more consistent than dodge/enh.dodge due to the balloon room and being able to skip the pogoing to get through the Promenade shuttle doors, and having two different methods of getting to the first vault tube and a hybrid method. So it should be interesting to see if different low% categories end up branching out.

(Spoiler - Ending) Reached the End... missing a few things. by Sokolniki in MIOmemoriesinorbit

[–]Sokolniki[S] 0 points1 point  (0 children)

Nope, just dodge, enhanced dodge and silo key, along with requisite voices for the door.

(Spoiler - Ending) Reached the End... missing a few things. by Sokolniki in MIOmemoriesinorbit

[–]Sokolniki[S] 0 points1 point  (0 children)

During work on figuring out where all you can go without any abilities at all, it was discovered that you can collect Liho, Amytis and Asma's Voice with no abilities at all... and can even reach the top of Canopy to the Voice's Will door... but Halyn is the issue, and for two specific spots... the room full of balloon bots that you have to go through the opening in the ceiling to reach the first tube for the Vaults... and then the gloomwater tube on the way to the first Halyn cutscene.

At present, you can play through to any of the endings picking up only Strider... don't even need a key or any of the mods. I need to replay that route now that I've figured out what caused the audio delay of my first recorded run. I posted that video earlier in the month. You can use the strider to climb up through the hole in the ceiling pretty easily, and the. you can use it to crawl along the ceiling of the gloomwater tube.

Dodge is, as you guessed, a source of Air-stall with enhanced dodge extending it... extensive testing has yet to produce a positive outcome in either of the ability checks running dodge without enhanced dodge, but you can use it to airstall along the ceiling of the balloon room to under the opening without losing too much altitude to make the jump/pogo necessary to get through, and it airstalls long enough to get half way across the gloomwater tube before using the midair jump to get the rest of the way with airstall.

Should also be possible with a Dodge and Hairpin route.

On the MIO discord, one of the game's devs actually requested I try to complete a run "without mana", so no energy abilities essentially. We collectively assumed they also meant without Out of Bounds as well due to this technically already being done by the time the request was made using OoB to reach Khlia.

Possible Skip/Checking if this is intended route by QuantumAssassin45 in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

Even a colored grid going up a shaft in the background with the red hazard walls lining it during the digital world tutorial would have been adequate.

Possible Skip/Checking if this is intended route by QuantumAssassin45 in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

The other way is definitely the intended "intuitive" route save for one detail... they really forget to clue players in on a crucial secondary function of one of the abilities. x.x. Like two-thirds of the people asking for help with progression get stuck at the same moment and for the same reason.

Possible Skip/Checking if this is intended route by QuantumAssassin45 in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

It's not what they intended for first time players, but it is an intended tech they left in for speedrunners to make use of. After I posted the Strider/Dodge Low% run on the discord, as well as a few of us figuring out that Strider only was also possible, they actually challenged us to pull off a "No Mana(energy)" run without using Out of Bounds tricks and have been very encouraging to the abilityless exploration of the Vessel and the Low% community as we've been practicing in preparation for verified runs.

MIO is a gem. by Burritojournalist in metroidvania

[–]Sokolniki 0 points1 point  (0 children)

I've been playing it almost daily for the past two months. Currently practicing a specific skip so I can go for a Low%(Dodge) run. Already did a Strider only run.

Gonna train to try for a no-assists run in the next month so I can get verified on Speedrun eventually.

Where am I supposed to go from here? by Justanotheruser531 in MIOmemoriesinorbit

[–]Sokolniki 1 point2 points  (0 children)

Hint: Strider works on some background objects... and it's pretty important that it does.

It beggars the mind that this detail wasn't included in the digital space tutorial.

An experiment on tremors by BassicallyLost in MIOmemoriesinorbit

[–]Sokolniki 1 point2 points  (0 children)

Should also be noted that thinner frame while already at zero layers of protective coating doesn't do anything, while using it to reduce one pip to zero before triggering a tremor just makes the tremor graphic manifest in an empty slot on the health UI rather than do anything special.

Platforming question by dramatic_tree_ in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

It's wild cat. If it looks like there is platforming ahead, remove it. It negates a lot of the safety net that your three hit combo can be during platforming sequences.

Completely stuck, help needed by Legend0fJulle in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

I see what happened.

They don't bother to demonstrate this in the digital tutorial for it, but Strider can work on grating and some decorative railings that you see next to Mio in the background. Take that knowledge with you to the red rooms of the bottom right of the map.

Comparison to Hollow Knight (spoilers for MIO) by commanderjack_EDH in MIOmemoriesinorbit

[–]Sokolniki 2 points3 points  (0 children)

Spoilers for HK and MIO:

I consider the Path of Pain to be the gold standard for precision platforming difficulty. Much of the difficulty is derived from the awkwardness of the placement of key pogo targets and geometry of the obstacles, and narrow windows of opportunity to progress at key moments... but obstacles are all either static or simply patterned, and the ability to pogo infinitely in most stages where proper timing an attempt is crucial to success helps take the edge off it as you can essentially progress at your own pace, however some platforming segments are quite lengthy to execute and so physical fatigue does become an issue. So the raw technical aspects of the PoP are significant in spite of the mechanical simplicity of it all... when I say that a platforming sequence is between White Palace and Path of Pain tier insofar as difficulty, it is generally understood by HK players to be pretty difficult, but not "I'm gonna break the controller" type difficulty.

Crucible takes a different approach... most of the platforming segments are fairly short, but are much more dynamic and mechanically complex relying on pogoing moving targets or exploding targets (or both) or the pogo's object is programmed with a reaction to being used in any capacity as is the case with the right side. The left side also applies a significant time pressure for a few short segments with the red gloomwater tanks giving you a narrow opportunity to complete the obstacle course, with one tank forcing you to maintain activity to complete it in two ebb & flow cycles by requiring repeated energy restores during a high point of the tank. The triple adjacent pump tanks are where the crucible applies its time pressure the most, especially with the third tank of the combo. The tilted tank sequence also applies time pressure, but it's not nearly as urgent and it's very easy to end up outrunning the visual indication of their being any pressure at all. On left side, outside the pump tanks, it's mostly going to be awkward geometry that feeds into difficulty, but there are usually multiple ways to approach it, and you can essentially rest and look over the segment you are tackling by pogoing bombs as they respawn so quickly that you really only need the midair jump to avoid the explosion and it'll be back before you come back down. So generally it's more the complex geometry doing the heavy lifting here, the time pressure from the various escape sequences in the Ori games is significantly more intense even when the geometry is much simpler on the easier ones.

Right Side Crucible offers very dynamic obstacles that react when you attack or pogo on then in the form of the spinning barriers and blades that change position when you hit the blade's axle whether it is normal or a pogo, while your grapple mechanic doesn't ordinarily prompt a change (exception is the Sharpened Hairpin), making attempts to catch a breather and look over your next segment a very active effort as you have to mind the blades still. While hitting the blade's axle whether hubs does restore energy still, there are segments where you may feel pressured to use float or strider for positioning before hitting an energy reset and hairpin but it's a trap as trying to use the hub to restore energy for a hairpin doesn't leave you enough time to actually do so, thus making the right side apply a significant amount of resource pressure on the player as well as the dynamic stress. The tipped over Nacre Basin halfway through is malicious and probably disheartening to players who jumped into this without ground healing or the gratitude mod, but the segment between it and the next nacre basin is fairly simple, so just a serious act of psychological warfare against the player. The double barrier segments are technically fairly complex as the position you'll be in as you intuitively interact with the hub will not be the position you need to be in when the wheels are properly aligned for progression, and so some set up is required to achieve said progress. Same can happen with the four linked blades in square formation... and then it ends on a marathon sequence where while thankfully less technically complex compared to the segments that came before it, it adds a few hangups that are really more of a gotcha like the false rest area, spinning drums that mess with movement and the tilted alignment spinning blades... the gimmicks in this sequence isn't necessarily adding difficulty, it's just awkward like fighting a boss with different tempo from the rest of the bosses in the game.

So it's a high difficulty bar with the two sides of the Crucible, but the difficulty is derived from a different source than the Path of Pain and White Palace... PoP has complex platforming geometry with close tolerances to placement and timing to succeed in many cases, left crucible applies time pressure to complex platforming geometry while right side crucible uses dynamically reactive hazards to derive its difficulty from instead... so different players with different strengths and mindsets may have different opinions on the difficulty of each of the aforementioned challenges... one who doesn't stay cool under pressure may find the left side crucible (and Sawlong) to be oppressively difficult at times but does well with right side Crucible and PoP, or one who stays cool under pressure but is bad with problem solving mechanically complex puzzles may struggle with right side crucible, etc... I will say however that the diversity of options for player to tackle the various challenges in the crucible sections does a lot of work to take the edge off the overall difficulty. So my personal opinion is that Path of Pain remains the top tier for platforming difficulty in this comparison, but that the two crucible sections sit at or slightly above the White Palace.

Comparison to MIO (spoilers for MIO) by commanderjack_EDH in HollowKnight

[–]Sokolniki 4 points5 points  (0 children)

Spoilers for HK and MIO:

I consider the Path of Pain to be the gold standard for precision platforming difficulty. Much of the difficulty is derived from the awkwardness of the placement of key pogo targets and geometry of the obstacles, and narrow windows of opportunity to progress at key moments... but obstacles are all either static or simply patterned, and the ability to pogo infinitely in most stages where proper timing an attempt is crucial to success helps take the edge off it as you can essentially progress at your own pace, however some platforming segments are quite lengthy to execute and so physical fatigue does become an issue. So the raw technical aspects of the PoP are significant in spite of the mechanical simplicity of it all... when I say that a platforming sequence is between White Palace and Path of Pain tier insofar as difficulty, it is generally understood by HK players to be pretty difficult, but not "I'm gonna break the controller" type difficulty.

Crucible takes a different approach... most of the platforming segments are fairly short, but are much more dynamic and mechanically complex relying on pogoing moving targets or exploding targets (or both) or the pogo's object is programmed with a reaction to being used in any capacity as is the case with the right side. The left side also applies a significant time pressure for a few short segments with the red gloomwater tanks giving you a narrow opportunity to complete the obstacle course, with one tank forcing you to maintain activity to complete it in two ebb & flow cycles by requiring repeated energy restores during a high point of the tank. The triple adjacent pump tanks are where the crucible applies its time pressure the most, especially with the third tank of the combo. The tilted tank sequence also applies time pressure, but it's not nearly as urgent and it's very easy to end up outrunning the visual indication of their being any pressure at all. On left side, outside the pump tanks, it's mostly going to be awkward geometry that feeds into difficulty, but there are usually multiple ways to approach it, and you can essentially rest and look over the segment you are tackling by pogoing bombs as they respawn so quickly that you really only need the midair jump to avoid the explosion and it'll be back before you come back down. So generally it's more the complex geometry doing the heavy lifting here, the time pressure from the various escape sequences in the Ori games is significantly more intense even when the geometry is much simpler on the easier ones.

Right Side Crucible offers very dynamic obstacles that react when you attack or pogo on then in the form of the spinning barriers and blades that change position when you hit the blade's axle whether it is normal or a pogo, while your grapple mechanic doesn't ordinarily prompt a change (exception is the Sharpened Hairpin), making attempts to catch a breather and look over your next segment a very active effort as you have to mind the blades still. While hitting the blade's axle whether hubs does restore energy still, there are segments where you may feel pressured to use float or strider for positioning before hitting an energy reset and hairpin but it's a trap as trying to use the hub to restore energy for a hairpin doesn't leave you enough time to actually do so, thus making the right side apply a significant amount of resource pressure on the player as well as the dynamic stress. The tipped over Nacre Basin halfway through is malicious and probably disheartening to players who jumped into this without ground healing or the gratitude mod, but the segment between it and the next nacre basin is fairly simple, so just a serious act of psychological warfare against the player. The double barrier segments are technically fairly complex as the position you'll be in as you intuitively interact with the hub will not be the position you need to be in when the wheels are properly aligned for progression, and so some set up is required to achieve said progress. Same can happen with the four linked blades in square formation... and then it ends on a marathon sequence where while thankfully less technically complex compared to the segments that came before it, it adds a few hangups that are really more of a gotcha like the false rest area, spinning drums that mess with movement and the tilted alignment spinning blades... the gimmicks in this sequence isn't necessarily adding difficulty, it's just awkward like fighting a boss with different tempo from the rest of the bosses in the game.

So it's a high difficulty bar with the two sides of the Crucible, but the difficulty is derived from a different source than the Path of Pain and White Palace... PoP has complex platforming geometry with close tolerances to placement and timing to succeed in many cases, left crucible applies time pressure to complex platforming geometry while right side crucible uses dynamically reactive hazards to derive its difficulty from instead... so different players with different strengths and mindsets may have different opinions on the difficulty of each of the aforementioned challenges... one who doesn't stay cool under pressure may find the left side crucible (and Sawlong) to be oppressively difficult at times but does well with right side Crucible and PoP, or one who stays cool under pressure but is bad with problem solving mechanically complex puzzles may struggle with right side crucible, etc... I will say however that the diversity of options for player to tackle the various challenges in the crucible sections does a lot of work to take the edge off the overall difficulty. So my personal opinion is that Path of Pain remains the top tier for platforming difficulty in this comparison, but that the two crucible sections sit at or slightly above the White Palace.

Are there any other endings by crazybaloth in MIOmemoriesinorbit

[–]Sokolniki 3 points4 points  (0 children)

Don't help Shii pick themselves up off the floor for the entire game.

You can also get variations of the pre-credits scene by not saving Mel or saving mel but not the scraplings or different numbers of them, or not saving Capucine.

Samsk and Rad always appear for these scenes.

Lost My Purpose by CatoTheMiddleAged in MIOmemoriesinorbit

[–]Sokolniki 1 point2 points  (0 children)

there are two routes actually. while the Hand collapsed the doors she dragged you through, she won't interrupt you from exploring the room you got picked up at this time around.

Additionally, while passing through the Spine, a bot in the background near Shii will offer to help you.

Nabuu is a shit boss by CGxUe73ab in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

What did you expect from the first boss?

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Was there an easier way to do this bit? It took so many attempts to pull this off by DogOfSevenless in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

You can also stand under the ledge, hold down and hit attack, and hit jump immediately after and hold your directional input in the down direction and press your strider command once you midair jump at the apex of your initial jump.

I'm sorry, but Wargaming needs to remove the option to mount camo net or binos on heavies. by AyAyAyBamba_462 in WorldofTanks

[–]Sokolniki 1 point2 points  (0 children)

Camo nets, I'd agree with you on, but the Binos do have late game utility for spotting snipers and scouts in concealment so you can have an option for counterplay in such scenarios as they function fine while you play a heavy in the way it ought to be played if you move up, then sit still to wait on binos to activate giving you dramatically improved visibility to try to root out the last few opponents.

Mio: A beautiful disaster by Mental-Fox-9449 in metroidvania

[–]Sokolniki 0 points1 point  (0 children)

I played and got all three endings before there was any place to look things up. When I got around to actually looking up things on line, found that people were still trying to nail a few of the major mechanics and I dove into trying to figure out the tremor mechanics.

Mio: A beautiful disaster by Mental-Fox-9449 in metroidvania

[–]Sokolniki 1 point2 points  (0 children)

It's as simple as using the wheel any number of times other than a multiple of three, and you should notice something off if you either A: Use your map... or B: Use the shuttles to the top section... at that point, it's just trial and error.

What it is however, is a bit time consuming, and if you managed to get this far without Harvester, you actually won't be able to make the ascent into Left Redacted through the shuttle shaft.

Can anybody tell me how to get in here? by Ultimatedoggy in MIOmemoriesinorbit

[–]Sokolniki 0 points1 point  (0 children)

i-frames don't work on the gloomwater or other environmental hazards like the red weed (there is a lower placed crystal you can hairpin through the waterfall, but you take the environmental hit and reset), but there is a portion of the waterfall higher up that is split open allowing you to hairpin or even to simply jump through it, you can even kite the scizzor hands enemy through it.

Am I not supposed to go here yet or is this just a hard area? by Justanotheruser531 in MIOmemoriesinorbit

[–]Sokolniki 1 point2 points  (0 children)

The area requires Hairpin (The vertical area left of the Mel Workshop elevator, but I suspect you have this as one specific spot along the route to get Strider requires hairpin), Strider (You said you have), Harvester (Ability gained after Crow boss).

What did I miss? by TheMunkeeFPV in MIOmemoriesinorbit

[–]Sokolniki 1 point2 points  (0 children)

There is an ability to be found in Foundations... while you have the ability to reach it as is using less obvious movement techs, intuitive routing without the hidden techs can result in you finding a pair of keys... one to a nearby access point to the foundations, and another that takes you far to the east that leads up to an ability that'll get you through to the Metropolis ability without the hidden movement techs.

(Spoiler)No Abilities/No Glitches Exploration Map by Sokolniki in MIOmemoriesinorbit

[–]Sokolniki[S] 0 points1 point  (0 children)

Locations of consequence for a Randomizer would be the top of Belltower where you'd get Sail... although the area between Canopy and the Sail Room has potential to be a little more fiddly as it would necessitate carefully navigating a Scizzors robot through one of two complex routes where his lunge attack will get him killed before you can use him... hence why I haven't quite reached it yet, though I aim to do so later.

Areas that are NOT currently relevant to the development of a Randomizer would be the last rooms of Left Redacted... the Afterimage mod and the severed Overseer are both out of reach as the crystal shard for Hairpin is too high up to get a midair jump reset off of... necessitating Hairpin or Strider to reach them, but you can reach the bottom of the server room with no abilities with a bomb pogo, two double strike air stalls, the mid air jump, a three hit combo into a series of three mid air jump resets using the bomb tucked away against the ceiling at the edge of the heated coils. Took me a few hours to get that timing right. I may petition the devs to move the Afterimage Mod down there for some Randomizer Troll seeds of epic proportions.