Shademp
420
Additional commentary about the Chapter 4 video:
- At 1:56, one WRO soldier would die in about 1 out of 20 attempts. This is randomness playing its hand again, as is often the case with the survival of WRO soldiers. Fortunately, the randomness is very much in my favor here.
- A mistake that is easily made, one that I learned to avoid after my multiple playthroughs, is to stand so close to an enemy that your shot just passes through them without causing any damage. This tended to happen at 9:28 and 9:44 especially, so I learned to always stay back a slight distance so to avoid shooting through nothing. That's a good example of the level of detailed memorization that went into the chapter 4 run.
- I hope the viewers will take some time to appreciate the delicate procedure that happens from 10:07 - 10:35, when I achieve the 13-killchain.
Like I said in the video annotations, getting that high a killchain to defeat Shelke isn't strictly necessary. You could learn to dodge her moves and by combining memorization, luck and skill you could defeat her without sustaining damage. Using the Galian Beast form is also very effective and is what I consider the "easy way" to beat her.
However, achieving this killchain before the Shelke battle is something I've dreamed about for a loooooong time. I wanted to show and prove that the killchain is possible even in the JORG version where Vincent's running is so frustratingly slow. 'Tis now done and I can be proud.
- The reason I don't come back to pick up the gold and ammo you see at 10:30 is because I honestly didn't want to push my luck. Remember that using the melee button will CANCEL your killchain, just as firing a shot after a given amount of time will cancel the killchain. The nightmare scenario would be to have accidentally pressed the melee button just before the final door. Fortunately that didn't happen. Going back and picking up the gold and ammo simply wasn't an option. The challenge had to end right then and there!
- This playthrough was my first time noticing that there is no visible item case or ammo model for the 60 Cerberus Ammo you can find during the Azul battle. O___O I wonder if that's a bug or an intentionally concealed secret?
Btw don't forget that clicking the Like button to any of my videos is highly appreciated. Even moreso because my view count on the DC videos are bound to always be low.
Chapter 5 ranking requirements and predictions:
Targets Destroyed - 130 or more
Accuracy Rate - 80% or higher
Damage Sustained - 2999 or less
Critical Hits - 80 or more
Killchains - 65 or more
Items Used - 3 or fewer
Limit Break Used - 8 times or more
Mako Collected - 90% or more
Times KO'd - 0
Time Expired - Less than 45 minutes
Stage Missions:
- Eliminate the Sahagin! : 45 out of 45
- Sneak by the DG soldiers! : 0 times discovered
- Collect the Omega Report files! : 4 out of 4
- Deactivate the mines! : 4 out of 4
I predict no difficulties for this chapter. The standard requirements are easy and the Stage Missions are easy. There is no ridiculous killchain I want to achieve, no special stunt or anything like that. The only real challenge is how much patience I will have to fine-tune my playthrough so to make it more beautiful and smooth. Because there is no pot of gold at the end of the rainbow in Chapter 5, unlike with the pre-Shelke killchain in Ch4, I don't expect my patience and obsession to run particularly deep.
Chapter 5 will be mostly fun and easy. I say "mostly", because having to transform into Galian Beast a total of eight times is needlessly excessive. >___>
- At 1:56, one WRO soldier would die in about 1 out of 20 attempts. This is randomness playing its hand again, as is often the case with the survival of WRO soldiers. Fortunately, the randomness is very much in my favor here.
- A mistake that is easily made, one that I learned to avoid after my multiple playthroughs, is to stand so close to an enemy that your shot just passes through them without causing any damage. This tended to happen at 9:28 and 9:44 especially, so I learned to always stay back a slight distance so to avoid shooting through nothing. That's a good example of the level of detailed memorization that went into the chapter 4 run.
- I hope the viewers will take some time to appreciate the delicate procedure that happens from 10:07 - 10:35, when I achieve the 13-killchain.
The soldier at the beginning who is standing on the box is the one who usually ended up harming me and there is indeed some luck involved in not getting shot, no matter how careful you are about not going around the corner and exposing yourself.
Surprisingly, the soldiers that run at me at 10:23 only ever managed to shoot me ONCE (in my many, many attempts) before my Fire Lv2 Shot landed a hit. Their aim is worse than one might think, but you still can't afford to wait one millisecond too long with firing that magic shot.
The exploding drum cans marked moments when I would often be too slow and end up having the killchain reset because I didn't destroy targets in a quick enough succession. Observe for example at 10:27 how precise your aiming must be in order to snipe the first drum can from that distance.
The EM barrier that follows is a bit annoying because it can't be instantly removed. The barrier needs half a second to get raised, THEN you can use the cardkey. In my first few dozen runs, I would sometimes forget picking up the cardkey at all! If you don't remember to pick it up instantly, you will run out of time.
Surprisingly, the soldiers that run at me at 10:23 only ever managed to shoot me ONCE (in my many, many attempts) before my Fire Lv2 Shot landed a hit. Their aim is worse than one might think, but you still can't afford to wait one millisecond too long with firing that magic shot.
The exploding drum cans marked moments when I would often be too slow and end up having the killchain reset because I didn't destroy targets in a quick enough succession. Observe for example at 10:27 how precise your aiming must be in order to snipe the first drum can from that distance.
The EM barrier that follows is a bit annoying because it can't be instantly removed. The barrier needs half a second to get raised, THEN you can use the cardkey. In my first few dozen runs, I would sometimes forget picking up the cardkey at all! If you don't remember to pick it up instantly, you will run out of time.
Like I said in the video annotations, getting that high a killchain to defeat Shelke isn't strictly necessary. You could learn to dodge her moves and by combining memorization, luck and skill you could defeat her without sustaining damage. Using the Galian Beast form is also very effective and is what I consider the "easy way" to beat her.
However, achieving this killchain before the Shelke battle is something I've dreamed about for a loooooong time. I wanted to show and prove that the killchain is possible even in the JORG version where Vincent's running is so frustratingly slow. 'Tis now done and I can be proud.
- The reason I don't come back to pick up the gold and ammo you see at 10:30 is because I honestly didn't want to push my luck. Remember that using the melee button will CANCEL your killchain, just as firing a shot after a given amount of time will cancel the killchain. The nightmare scenario would be to have accidentally pressed the melee button just before the final door. Fortunately that didn't happen. Going back and picking up the gold and ammo simply wasn't an option. The challenge had to end right then and there!
- This playthrough was my first time noticing that there is no visible item case or ammo model for the 60 Cerberus Ammo you can find during the Azul battle. O___O I wonder if that's a bug or an intentionally concealed secret?
Btw don't forget that clicking the Like button to any of my videos is highly appreciated. Even moreso because my view count on the DC videos are bound to always be low.
Chapter 5 ranking requirements and predictions:
Targets Destroyed - 130 or more
Accuracy Rate - 80% or higher
Damage Sustained - 2999 or less
Critical Hits - 80 or more
Killchains - 65 or more
Items Used - 3 or fewer
Limit Break Used - 8 times or more
Mako Collected - 90% or more
Times KO'd - 0
Time Expired - Less than 45 minutes
Stage Missions:
- Eliminate the Sahagin! : 45 out of 45
- Sneak by the DG soldiers! : 0 times discovered
- Collect the Omega Report files! : 4 out of 4
- Deactivate the mines! : 4 out of 4
I predict no difficulties for this chapter. The standard requirements are easy and the Stage Missions are easy. There is no ridiculous killchain I want to achieve, no special stunt or anything like that. The only real challenge is how much patience I will have to fine-tune my playthrough so to make it more beautiful and smooth. Because there is no pot of gold at the end of the rainbow in Chapter 5, unlike with the pre-Shelke killchain in Ch4, I don't expect my patience and obsession to run particularly deep.
Chapter 5 will be mostly fun and easy. I say "mostly", because having to transform into Galian Beast a total of eight times is needlessly excessive. >___>
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