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Mike Shadow: I Paid For It!игры

Mike Shadow: I Paid For It!



If you’ve ever had sand kicked in your face at the beach by a vending machine, then this ridiculously over-the-top arcade game will provide some much needed closure. Unleash a massive array of upgradeable abilities and weapons, including volleyballs, lightning, guns, magic scythes, and lightsabers, to showcase the most «epic man vs vending machine» brawl ever.


My biggest issue with the game is a lack of a pause button. I just had a 38 minute stage. And I don’t have the last patience upgrade or the full CD reset button yet.
Strategy tips under the spoilers.

Generally the most important thing is cost per duration. The lower it is, the better a move is. If you can get your costs low enough, you’ll last a long time with the cheerleaders. Note that the 40% cheerleader with a 5 min cd is fine, but it is worse than the other two due to the CD (likewise for the stress ones).
My setup for the 38 minute attempt below.

All 3 cheerleaders, Ranged Weapons 3, Push 3, Cavalry, Scythe of Death, Mecha, and Overtimes 1&2 [for duration games rank 3 is worse since it’s less stress per time]. With 900 patience and 90 stress maxes I was able to last 38 minutes. With work on my setup phase and the last patience upgrade I’m pretty sure there would be no limit to the score you could get.

it’s a pretty fun game, even though I live where there’s no vending machines. 5/5 for epic moves.

By duration, do you mean flat cooldowns, or are you also including the duration of the actual move (which is not a provided statistic)?

Duration of the move, not cooldown. It takes a bit of trial and error to find, and there are probably better moves I’m not using because it’s not given.

Is anyone else getting a fatal exception crash when they click the «Bonuses» button?

Well, I don’t know about the endgame potential of your proposed strategy, Phil. I understand that you are suggesting an infinitely long chain, but I’m interested in what the final score of your 38 minute run was.

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The score output for the method is rather low, and in unsustainable cases (ie. at lower levels of patience and stress), it is not as profitable as standard damage-per-patience calculations. I am getting more returns on standard optimizations using 3 Cheers, Overtime 2, Combo 1, Fire 3, Ranged 1, Mecha, Around The World, and Reaper Combo.

Admittedly, Ranged 1 and Reaper Combo are merely there as cheap fodder to pass time, and could probably be replaced with more effective cost-per-time moves. And if the infinite-combo pans out, damage output is of no concern. But I must suggest a standard damage-per-patience approach to the beginning and middle of the game.

Man, you really need to be able to turn off the music without turning off the sound.

Well I just broke 100k, I dunno if that’s impressive or not since it’s an achievement, but I did it.

The mecha is actually White Glint from Armored Core: For Answer.

I found it’s best to emphasize moves that do more hits over more damage if you’re going for money, since it rolls the money chance for each hit. I’ve made a lot of cash from chaining moves like Water 2, Katana 3 and Combo 3 with Show Me The Money 3.

I suppose the problem lies in the fact that once you find a setup that works for you, you settle into a routine. I myself haven’t changed from my routine of SMTM3- Katana 3- Water 2/3- MECHA- Anything since I unlocked them since it makes at least 1000 each time, and I don’t have enough monies for any Premium moves, Specials or Patience/Stress upgrades.

I’ve just purchased the last purchasable item (Patience 100).

My current moveset is pretty basic, but highly effective; I’m just starting to calculate how to maximize my score instead of my money.

Show Me The Money III
Stronger Than Ever
I’ve Got The Power III
Fire III
Thunder III
Deep Impact
Cheerleaders II
Fire III (again)
Cheerleaders III
Time Forward
Show Me The Money III
Stronger Than Ever
I’ve Got The Power III
Fire III
Deep Impact
Thunder III
Cheerleaders II
Cheerleaders III
Fire III
Thunder III
Nuclear Strike

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That nets me about 25,000 cash per round in the course of about 6 minutes. Now, on to the score-maximizing part of the puzzle. 🙂

How did you get FIRE III twice on your skill bar?

The time just passed and he could just use the move again Dentist,isnt that simple?

I’m not sure about your number of hits to amount of cash theory, Mattie2010. The highest number of hits in an attack I’ve encountered so far is 69 with Combo Lvl. 3, which as I’ve tested, gives me only around $100 with Show Me The Money. Then there’s Sword Lvl 3, 44 hits, which gives me around $150.

Also, according to the tips and tricks: «Improving critical chance affects directly money and stress gain!»

How, I don’t know.

You can squeeze some more points out of Essence’s strategy by replacing Show Me The Money with Overtime 3, popping the Deep Impact immediately after the first Fire III, and putting a Nuclear Strike just before Time Hollow. Additionally, at maximum Patience, you should have no problems squeezing in an additional Fire III and Thunder III.

That resulted in 103,271 points and

14k money (including the bonus for breaking my previous best).

@Acidifiers — The relationship between Critical Chance and Money/Stress is simple. Harder hits give more results. If a single strike does more damage, it will produce more stress. If that hit happens to produce money, it will produce more money than a weaker hit would have.

If a hit is critical, dealing more damage, it will produce more of whatever you’d want, yet again.

Now obviously there’s something to be said for the number of hits in a move vs. the power of the move. But since the moves generally scale upwards in both hit number and strength (there isn’t a higher end move that takes a long time and deals thousands of hits with LOW damage), the argument is less worthy.

And since the game moves towards long routines and grinding them anyway, I’m getting the feeling that as long as you’re getting a fair chunk of change each time (before full purchase score optimization) you shouldn’t worry about it too much. Maybe even change it up to see Mike beat the machine up in new and interesting ways.

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*pushes up invisible glasses*

Ahem. According to my calculations, Fire Level 2 has the highest average damage per patience used, at 6.88; Fire Level 3 comes in second at 6, and third is Fire Weapons Level 3 at 5.92. I highly recommend Kick Level 1 whenever you need a go between, as it has a high ADPP and a quick recharge time, good for those in-between times where you need an extra stress.

My current setup is Titan, Cheerleader LvL.1, Cheerleader Lvl.2, Kick Lvl. 1, Fire Lvl.2, Fire Lvl. 3, Overtime Lvl.2, Show me The Money Lvl.2, and I’ve got the power Lvl.2. Gives something around 1,100 — 1,400 each round.

I Just scored 109,800 and though its only 39th place,
it was stil worth a golden medal but dont ask me why.

But anyway here is my setup:
(From left to right)
Time forward
I’v got the power! III
Stronger then Ever
Overtime III
Overtime II
Cheerleaders III
Sword III
Fire III
Nuclear Strike
Deep Impact

i have combo but its not complete yet though it got me about 110,000 points but still if you try to play with it a bit you will surpass my score.

Here is my combo:
1. I’v got the power! III
2. Stronger then Ever
3. Overtime III
4. Sword III
5. Deep Impact
6. Overtime II
7. Fire III
8. Nuclear Strike
9. Sword III
10. Fire III
11. Cheerleaders III
12. Sword III
13. Time Forward
14. I’v got the power! III
15. Stronger then Ever
16. Overtime II
17. Deep Impact
18. Overtime III
19. Fire III
20. Nuclear Strike
21. Cheerleaders III
22 Fire

After the last one you will still have patience and stress but there will be nothing you could do
its because the combo is not fully completed yet

but still after that last move your score will be at least 108,000-110,000
and money will be about 15,000

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