Well, with no ability to upgrade our visor mid-fight to help track them, and no apparent flaw in our combat strategy to correct, I don't know exactly what we are supposed to do here other than pray we roll as well as we just did.

Maybe ask if Armsmaster might have any enhanced vision gadgets in his Armor? It's the only thing I can think of, really.
Well remember, Samus can stay mobile and none of their attacks track. Plus they have to charge their attacks. Lock on is also achieved the moment Samus see's them.
 
Well remember, Samus can stay mobile and none of their attacks track. Plus they have to charge their attacks. Lock on is also achieved the moment Samus see's them.
Huh. The demo of the Wave Beam looked like landing a Charged shot was necessary for the homing function to work. Would it be a viable strategy then if we literally just ran around the entire time and spammed regular Wave Beam shots the instant we saw one of them? It didn't sound like the Charged Wave Beam was stunning them or anything, so the increased responsiveness from regular shots could be better for landing hits?
 
Using charged Wave Beam does seem pointless if energy bit is only upgrade.
Well, I'm sure it does significantly more damage in one shot, but it seemed to slow down Samus's movement enough that we were too slow to even react to the Ghost's appearance, so I'm not sure the increased damage is worth the extra high DC.
 
I'd consider running, but I don't want these jackasses loose in a populated area.

[X] Instead of keeping a Wave Beam charged while the Echoes are invisible, use missiles to destroy objects the Protectorate designates as acceptable collateral damage in order to recharge. Target the most injured Echo whenever they're both visible. Otherwise, use the same tactics as before.
 
Well, I'm sure it does significantly more damage in one shot, but it seemed to slow down Samus's movement enough that we were too slow to even react to the Ghost's appearance, so I'm not sure the increased damage is worth the extra high DC.
Charge beam shot is about three times as powerful as a normal shot.

Imagine it like this:
Particularly powerful modern grenade: 1 damage
120mm tank round: 12 damage
Spazer Beam: 15 damage
Power Beam: 20 damage
Federation Assault Rifle: 30 damage
Federation Assault Rifle Charge shot: 60 damage
Charge Beam: 60 damage
Wave beam: 60 damage
Morph Ball Bomb: 60 damage
Missile: 100 damage
Charged Wave Beam: 180 damage
Power Bomb: Fuck you.
Zero Laser: I'll let you use your imagination.

But keep in mind, charge beam involves charging up the shot to do extra damage and it takes a second or two to charge. And while the wave beam doesn't have the same rather insane rate of fire as the Spazer beam it still fires rather quickly.

And for those wondering, yes the Federation Assault rifles have the same fire rate as the Spazer. For those wondering how Samus was supposed to keep up when she was in the federation do keep in mind she's also much, much faster than any marine can hope to be. Also I have no idea why she wouldn't have had missiles and whatever when she was in the federation. I'm just assuming since it was Federation issued gear she returned it when she quit before doing her Zero Mission.
 
I can respect a good skill-based game when I've gotten too butthurt about spiteful bastard dice, but I was raised a boardgamer and I will die a boardgamer
Apparently not enough of one to appreciate chess, if Call of Duty is your go-to skilled game.
Well remember, Samus can stay mobile and none of their attacks track. Plus they have to charge their attacks. Lock on is also achieved the moment Samus see's them.
I'm hearing "bounce around a lot while spinning" here.
 
Oh thank God that wasn't too bad. Only thirty percent chance of success too on most of those rolls. Almost luc-OH GOD COME ON!

If there is a good plan later I'll jump in, otherwise I'll write one up with lots of cribing from the last. For now sleep

Best idea here seems to keep mobile constantly and spam shots anytime we see them/lock on. Sure a charged shot is 3x the damage, but we can probably fire 3-4 times in the same time. Still no reason not to have a shot charged if we have no targets if it doesn't show us down or distract us.

Also less distractions from the protectorate I think, they hindered us a bit by us getting add distracted, though also helped with extra eyes. Meh

Hmmm, what is our to hit chance with lock on tracking wave been? I'm thinking a hundred percent? I'm thinking those rolls were for us to avoid damage and/or see the echo to actually fire and not to hit.

Night
 
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[X] Don't fix what ain't broke
-[X] Current plan of action should work against two opponents just as well as it did against one
-[X] Focus your damage on one Echo so you can remove their number superiority
-[X] Be careful not to be knocked from attack to attack. Make sure that you position yourself so they can't pincer you as much as you can given the current situation
-[X] Charged beams may not be viable for this battle.
 
A foot slams into the dirt and you spin on your heel to face the Echo. Two bursts of purple light and the Echo is flung back, disintegrating into motes of light, a dying scream carried off on the wind.
We won yaaa---

"Okay..." Dauntless breathes out. "As someone who did nothing during this I never want to face anothOH COME ON!"

You whirl around, catching sight of two more Echoes materializing. Each lets out an twisted, melancholic sound before vanishing.

"Of course they'd come in a pack, damnit Samus why'd you think this'd be easy?!" You berate yourself under your breath.

[] Write-in Plan.

By the way these things are run of the mill mooks. Except to see more of them as time goes on.
WHyyyyyyyyyyyyyy.

Uhm, maybe I'm just used to tabletop games but I don't really see how you can have combat without some element of chance?
Well Metroid is a video game. Many players try to remove chance by forcing the AI into predictable, repeating patterns that they player has memorized.

Given that our DC was 70, I think that the original plan was a better idea: Charge the shot when they aren't there, fire away when they are.
 
30% chance to hit? Who do we have to kill to get the X-ray visor?
 
[X] Don't fix what ain't broke
-[X] Current plan of action should work against two opponents just as well as it did against one
-[X] Focus your damage on one Echo so you can remove their number superiority
-[X] Be careful not to be knocked from attack to attack. Make sure that you position yourself so they can't pincer you as much as you can given the current situation
 
Apparently not enough of one to appreciate chess, if Call of Duty is your go-to skilled game.
Unfortunately, like most other boardgames, chess requires a second person, and I have only ever known one person who even bothered to play me in it regularly, and I haven't seen him since high school (everybody else only plays wargames and eurogames, I have no idea what happened to make chess die in the eyes of my family).
 
This might sound stupid, but would a heavy gust of wind or several morph ball bombs get the human ghosts out of the way? The more human ghosts that show up, the harder it is to see and move quickly. Regardless, we need Armsmaster to start flipping through visors to find one that works.

-[X] Focus your damage on one Echo so you can remove their number superiority
-[X] Be careful not to be knocked from attack to attack. Make sure that you position yourself so they can't pincer you as much as you can given the current situation
I'm not trying to call you out specifically tygerbright, but how can either of these methods work if the chozo ghosts are impossible to see until they start attacking and are identical in appearance?
 
@ImmortalsBlade will we be able to finally get the legendary Wood Beam? Truly the most powerful and under used weapon in Samus's arsenal.

So it sounds like the best plan is

-> No Echos, Charge Beam
-> Echos spotted, fire away
-> Keep Moving / Dodging
 
Imagine it like this:
Particularly powerful modern grenade: 1 damage
120mm tank round: 12 damage
Spazer Beam: 15 damage
Power Beam: 20 damage
Federation Assault Rifle: 30 damage
Federation Assault Rifle Charge shot: 60 damage
Charge Beam: 60 damage
Wave beam: 60 damage
Morph Ball Bomb: 60 damage
Missile: 100 damage
Charged Wave Beam: 180 damage
Power Bomb: Fuck you.
Zero Laser: I'll let you use your imagination.
Wavebuster: Bwahahahahahahahaha
 
I'm very much following a general progression system based on the games. Which probably is a massive spoiler on what items you'll get soon but oh well.
...we're about to have a very busy week, I take it, because the Gravity Suit is generally pretty late-game and I'm not sure what else we'd get from Leviathan.
 
[X] Mobile Bullet-Hose
-[X]If we can see a Ghost, shoot until we can't see them anymore. (If Wave Beam shots ignore cover and track, does it even matter if the arm cannon isn't pointed at the target when we start shooting?)
-[X]Keep moving, especially when no Ghosts are visible.
-[X]If just shooting the Chozo Ghosts with regular Wave Cannon shots is insufficient to dispel their summoned Human Ghosts, use Charged attacks when human ghosts are present.
-[X]Heroes keep reporting locations please.
 
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-[]Maybe try Missiles against the Ghosts when they are charging up stronger attacks like we saw earlier? Don't bother if it doesn't work the first time.
Does Armsmaster have any special vision modes installed in his new armor yet that he could try out?
Will warn you neither of these will work. Only a Chozo designed visor can track them and only the wave beam can hurt them. Missiles will just pass through them.
 
Should we radio Kid Win to make us an X-ray visor? He may not finnish it in time, but then again he might.
 
Will warn you neither of these will work. Only a Chozo designed visor can track them and only the wave beam can hurt them. Missiles will just pass through them.
Roger. I saw a comment when I looked up Chozo Ghosts saying that Super Missiles are extra effective against them, and figured it might be worth trying with regulars. But that answers that without needing to waste time.
 
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