Steamworld Dig 2 Gameplay
How to get the Stronghold V achievement for Insurgency.IntroductionStronghold V = Survive to wave 20 on any map on the Outpost game mode.This will be easiest the more friends you have in the server, just to reduce your reliance on random coop players. Microphones are useful, but not necessary.Your chances of success will be much greater with at least one friend (or someone who will listen to you). So I will refer to two roles, Person A and Person B. It is doable with just Person A and a lobby of half competent players, but much more difficult.Before you get discouraged, I got the achievement as Person B with a random playing the role of Person A. There were no microphones. So it is possible.Other roles will be called Person C, D, etc.
From my time playing, only Person A and Person B was really 'standard', but I have designed the Person C and D roles to counteract the weaknesses I see with just Person A and Person B. While optional, they will make your chance of success higher. This strategy is very consistent, but it's not 100%. Sometimes, a molotov just lands from 10 miles away on to the cache.Intro and SupplyGo to a coop server. Vote for Verticality outpost.
If the cache is not labeled B (check the bottom of your screen), vote for round restart until it does. Generally, randoms will vote yes for anything. Then vote for Forgiving difficulty and Forgiving bot count.In order of importance:Person A needs to pick Support class and take an M249 with AP ammo.
Sep 20, 2017 SteamWorld Dig 2, Iwata Tribute, and Newsorama - NVC Ep 374. SteamWorld Dig 2 - World First Gameplay. Ori and the Will of the Wisps: The First 17 Minutes of Gameplay.
As they upgrade, they might get a heavy armor and carrier.Person B needs to pick Specialist and take the Galil with AP ammo. In a couple waves, they should have the drum mags. After that, heavy armor and maybe carrier.If there is Person C, just have them take a rifle with AP ammo, heavy armor, and incendiary grenades.If there is Person D, just have them take a rifle with AP ammo, heavy armor, and incendiary grenades.If there is Person E or more, have them take something with AP ammo, heavy armor, and grenades.Person A and Person DPerson AYou will be responsible for around 50-60% of the total kills. If you are Person A, you need to run to the far right, cross a little plaza in to a building, and get to the second floor.
This boxed set has all of the paperback books in the #1 New York Times bestselling Maze Runner series: The Maze Runner, The Scorch Trials, The Death Cure, The Kill Order, and The Fever Code.When Thomas wakes up in the lift, the only thing he can remember is his name. He’s welcomed to his new home, the Glade, by strangers—boys whose memories are also gone.Outside the towering stone walls that surround the Glade is a limitless, ever-changing maze. The maze runner book.
There will be a ledge overlooking the plaza you just crossed. The view from there with the bipod will look like this:It is almost impossible for Person A to die in this position. The bipod elevates your head enough so that you can see the bots, but the bots can not see you.
They can 'hear' you, but get very confused and do not shoot towards you. They may throw grenades toward you, but end up killing themselves.Ways you can die:. Very rarely, a stray RPG will hit your building. Very rarely, a bot will come upstairs and actually kill you.
This is very very rare.To minimize this happening, you need to expose as little of yourself as possible so that the bots can not see you. Still, very very rarely it happens. In the round where I got the achievement, Person A did not die at all.Now just wait and click (one time) on each bot's chest/upper body. You shouldn't need to use more than 1-2 bullets per bot.There are times when the pea-brained bots will smoke the courtyard (they may be programmed to smoke areas where a lot of bots are dying, or maybe you just killed some before they throw.) In this case, you may still be able to kill some bots, but a lot will get through. You must notify the team.Sometimes, you need to reload.
You must notify the team.Sometimes, you need to go back to the cache for more ammo. Try to time this between waves. You must notify the team.Listen for footsteps behind you.Person DYou are here to support either Person A or Person B.Two options:. You are Person A's bodyguard, defense in depth amirite?
You guard him from the stairs so that he can't be killed by the 1000 IQ bot that sometimes goes upstairs. This is an extremely boring job because you shouldn't expose yourself and lead the bots to you, and the bots almost never come upstairs.Ways you can help:.
If there is smoke in the plaza, throw a incendiary grenade into the doorway the bots are running into. If Person A is reloading, you can cover for him.Also: try to get your teammates to stay away from this position. Because they're curious kill-hungry ♥♥♥ heads, people will come and try to get some of the kills for their useless KDA and usually ♥♥♥ up the bot patterns.The other option is to just play the same position as Person B, essentially being a copy of Person B. If Person B is having trouble, this could be more helpful.Person B and Person CPerson BYour job is to sit on top of the building next to the cache and watch for leaks from Person A and the left side. Probably 80% of bots will pass in from the right (where Person A ran up to get to his spot, the dirt road with snow on both sides), but some from the left too (area with fence).Prone and don't stand up, stay away from edges.
You will be RPG bait, but all RPGs will miss. You can get shot though.
If Person A says he has a situation (e.g. Reloading) you need to be extra careful.Let your team know if you run out of ammo, die, or for whatever other reason bots can make it past you so they can react. You have a good view that 99% of bots that Person A does not kill will pass through.Person CYou play close to the cache, like on top of it. Very rarely, a bot spawns behind the cache, and this can ruin a perfect run. You need to be aware of this.
If you really care about winning, don't expose yourself just to get kills. Yes, it's boring, but you can't help if you're dead.Tips for EveryoneIf you're confident that the cache is safe, maybe play closer to the road in the second screenshot. Throw incendiaries and cover for Person B's reloads.If Person A/B/both die, you all need to come back to the cache and hold out until the next level starts.Throw molotovs in to chokepoints and try to cover for A and B.
Most importantly, don't die. Don't play forward positions, and stay within ten seconds of the cache. You need to be able to get back to the cache. Stay near the cache.Conserving ammo and proper but quick aim is important. You should be on single fire mode on some sort of rifle.
In a bad situation, it might be useful to use the bots' equipment rather then reload/go back to cache. However, don't die just because you see something shiny - move carefully. Other than that, its just game sense/skill, but you will improve.Conclusion. Person A and D are the first line of defense, if they fail notify team. Person B and C are the the second line of defense, if they fail notify team. Everyone else is mixed in, but they are also the last line of defense. If A or B notifies them, they need to come back to the cache.
What's this guide all about? This guide is about diffrent jumping techniques like the double jumpand the Hook jump. Their main application lies in both speedrunning and sequence breaking.Other SteamWorld Dig 2 Guides:.ControlsBefore we start off, we should mention a few important things. First, we highly recommend using a controller instead of a keyboard + mouse. In this guide, we'll assume that you're, in fact, using a controller.Secondly, this guide contains a series of tricks and techniques related to jumping and wall jumping.
None of these techniques are necessary to get a 100% in-game. Their main application lies in both speedrunning and sequence breaking, and should drastically increase the replay value of Steamworld Dig 2.
On a seperate note, you can find the Steamworld DIg 2 speedrunning leaderboards.Finally we'll need to talk about controls and button mapping. Double Jumping, one of the most versatile (and broken) techniques explained in this guide, requires you to press the jump button twice on consecutive frames.; something that is exceedingly impractical to perform using standard controls.thankfully, Steamworld Dig 2 allows you to change your own controls, allowing you to map any action to a maximum of two different buttons. As you'll see in the later parts of this guide, this will allow you to get around the practical issues of Double Jumping.
We recommend configuring the jump action to tthe A and Right Shoulder buttons, but feel free to experiment with your own configurations.Jumping: A RecapLet's start with a very short recap on the standard jump.Steamworld Dig 2 operates on a rather simple principle, where your horizontal running speed determines the amount of vertical height you get from a jump. Jumping from standstill gives you about 1 tile of height, jumping from full sprinting speed gives you about 3.1 tiles of height.With 3.1 tiles of height, you can barely reach the sides of tiles 4 tiles above you. This allows you to wall jump off these sides, which you can use to gain even greater heights. Note that this would not be if you would only have 3 tiles of height. Later on, you'll be able to use Sprinting Double Jumps to reach heights up to 4.1 tiles of height.Wall JumpingYes, we do need a seperate section for wall jumping and yes, there are multiple kinds of wall jumps.
We'll need to make a distinction between two different kinds of wall jumps.The first is your standard, run-of-the-mill wall jump you've been using the entire game. There's nothing wrong with it, but there's nothing special about it either.The second is a special, momentum-conserving wall jump. This is a special kind of wall jump that conserves all your current horizontal.
This allows for a wall jump with a slightly higher reach, along with a few other tricks that we'll elaborate on in the next section.To perform a momentum-conserving wall jump, run toward a wall and jump on it. Immediately after touching the wall, press A and reverse the direction of the analog stick at the same time.This allows you to perform a momentum-conserving wall jump, giving you a higher vertical and horizontal distance. After landing, you can continue running at the same speed you started with. You can even chain multiple momentum-conserving wall jumps.Please note that you can only chain multiple momentum-conserving wall jumps by jumping between two different walls. God of war 3 walkthrough gamefaqs.
You cannot chain multiple jumps while jumping up a single wall.Wall Jumping: Advanced TricksLet's put this knowledge to the test with the following exploit, that allows you to enter the Temple of Guidance from upper Yarrow without needing the hook shot.Corner Jumping (WJ)Remember those times when you're wall jumping up a single wall, when you suddenly see a single tile blocking your way up?As ot turns out, you can use a very precise wall jump to climb that single tile. This technique is known as a 'Corner Jump' or 'WJ'.The timing on a corner jump is fairly strict and tricky to pull off. We assure you that it gets easier with practice and patience. When performing a corner jump, you should always keep two things in mind.1. You should start a wall jump about 1 tile underneath the ledge. If you start too high, you'll bonk your head against the wall and fail the corner jump.2. When you start a wall jump, immediately push the analog stick in the direction facing away from the wall.
This is necessary to clear enough horizontal distance to clear the corner jump.Corner Jumping (WJ): Advanced TricksLet's take this newfound knowledge to the test with an example.Accessing the Deathplosions blueprint at the start of the game earlyTo the upper left from where you start the game, you'll find a secret that gives you the Deathplosions blueprint and 1 x Ametrine, worth 50 gold. We can actually reacht his area in the first minute of the game using 1 double jump and 2 corner jumps. This place also doubles as a nice place to train corner jumps, since the game gives you invincibility at the very start of the game.While attempting these corner jumps, keep in mind the two guidelines from the previous section. Start your corner jump at about 1 tile below the ledge and, after starting your corner jump, immediately push the analog stick in the direction facing away from the wall.(Sprinting) Double JumpDouble Jumps and Sprinting Double Jumps (hereafter refered to as 'DJ' and 'SDJ' respectively) are two techniues that rely on the same principle.
By pressing the jump button twice in a very short amount of time, you can drastically increase your maximum jump height.Pressing the A button twice in a short amount of time is technically possible, but highly impractical. The timing is frustratingly hard to get and, since you're so focused on the jump button, doesn't allow room for finesse. Luckily, we can work around the practical issues by remapping the jump button to two different buttons.To perform a DJ or SDJ, tap and release the first jump button, followed by pushing and holding the second jump button IMMEDIATELY thereafter (but not at the same time).Double JumpPerforming a DJ requires you to sprint at maximum speed. While sprinting, tap and release the first jump button, push and hold the second jump button immediately after that. You should be able to reach a maximum jump height of 4 tiles.Super Double JumpTo perform a SDJ, you have to sprint at a speed right below maximum sprinting speed. This seems paradoxical, but this will allow you to reach even greater heights than a normal DJ.
While sprinting at this speed, tap the first jump button, push and hold the second jump button immediately after that. You should be able to reach a maximum jump height of 4,1 tiles. This may seem like an insignificant increase compared to a normal DJ, but the extra height allow you to wall jump off ledges 5 tiles above you.Other variants of Double JumpsThough far less common, it's also possible to double jump at pretty much any horizontal speed. It's even possible to use a variant of the Double Jump without the sprint boots.(Sprinting) Double Jump: Advanced TricksTo show the versatility of DJs and SDJs, let's examine one of the most useful sequence breaks of the game, which allows you to enter the lower part of Yallow early.The Yallow area can be divided in a upper and lower Yallow.
Normally, entering Yallow requires either the jetpack or the grenade launcher. Let's take a look at the entrance to lower Yallow.Note that the opening at the top lies at a height of 5 tiles. As we've discussed in the earlier section, we could use a SDJ to get to a height of 4,1 tiles, high enough to perform a wall jump on the side of the opening.Combining Techniques: Skipping the First BossWe'll finish up this guide with one final exploit that will allow you to enter the Temple of Guidance right after obtaining the sprint boots at the start of the game.
This effectively allows you to skip the first boss and a fair bit of early game digging in Archaea.This exploit consists of two parts. The first part consists of using a WJ to access the Temple Access tube early, the second part consists of using a SDJ to enter the access tunnel to the right of the tube.Temple Access WJThe route to the Temple Access tube is blocked by a series of walls that usually require the jackhammer to get through. A bit higher up, towards the ceiling, you'll find a secondary tunnel that isn't blocked off, but requires a WJ to get to. Climb the wall and perform the WJ, as shown on the following demonstration.Temple Access SDJNow, the complicated part.
Somehow, you need to perform a SDJ underneath the rightmost access tunnel towards the temple of guidance. Unfortunately, you only have an area about 2 tiles wide, not enough space to get enough horizontal speed to perform a SDJ. This means that you'll need to get your horizontal speed from another source.For this, you'll need help from a rather obscure movement mechanic involving water. If you press the jump button at the exact moment where you'll touch the surface of the water, you'll jump away from the water while conserving all your horizontal speed. We can use this technique in order to get to the ledge on the right side with the right amount of horizontal speed.Let's combine these together. Start from the left side of the room and run towards the right. Let yourself fall towards the water and bounce off the surface.
After landing, perform a SDJ and finish by wall jumping off the left side of the access tunnel. This should take you directly towards the Temple of Guidance.