[X] Cling to the wall immediately and start recharging the repulsor, letting it get ahead a bit more for now.
[X] If possible, when we hit the wall, try to wall-jump to gain height while the repulser regains its charge.
Actually, this seems a good time to ask if we unlocked the shinespark.
EDIT: What the hell, no speed booster? This clearly a subpar entry into the franchise.
[X] Cling to the wall immediately and start recharging the repulsor, letting it get ahead a bit more for now.
[X] If possible, when we hit the wall, try to wall-jump to gain height while the repulser regains its charge.
[X] Make certain the Patrician is broadcasting the Purge, as that might help split/distract our foes attention - even a tiny bit would help.
[X] Cling to the wall immediately and start recharging the repulsor, letting it get ahead a bit more for now.
[X] If possible, when we hit the wall, try to wall-jump to gain height while the repulser regains its charge.
-[X] Additionally, use wall jumps to help us ascend faster - though only when it wouldn't interfere with attacking or restrict our dodging options.
It might make us ascend faster, especially if we don't need to cling. The Repulser makes it akin to the wall bounce, but we don't need to have two close together.
Even if we need to cling for a moment before continuing, it is a moment we're not using our repulser and it might recharge a tad. And the Wall jump might just make up for any distance lost.
We might just be best off using this strategy only when our foe is Firing Its Lazer.
[X] Cling to the wall immediately and start recharging the repulsor, letting it get ahead a bit more for now.
[X] If possible, when we hit the wall, try to wall-jump to gain height while the repulser regains its charge.
...
Landing a few more hits now wouldn't be worth it, if it means exhausting your repulsor and allowing Heir Apparent to escape. You sail into a wall, protected as best as possible by one of the lips along the shaft overhead, and recharge your batteries for as long as it takes the enemy's hyper beam to charge up and destroy the next hatch in its path.
As the coruscating rainbow light fills the shaft once again, however, Heir Apparent also takes the time to drop another clutch of bombs on you. Fortunately, you were prepared for this eventuality as well; as soon as your visual sensors detect its bomb-hatches moving, you unmorph and begin leaping back and forth across the shaft, walljumping in place without losing any altitude while still letting the repulsor's charge build.
(rolled 88, 51)
You manage to avoid all but one of the bombs, but in doing so you're forced to sacrifice some of your concentration, and by the time the Heir Apparent starts rising again you've managed to lose a dozen meters of altitude due to imprecise walljumping. Still, at least your repulsor is fully recharged now. (ENERGY 1,086/1,200)
As the ship moves upward, you see it pause for a moment to fire its scaled-up beam cannons at something on the shaft wall out of view, and you hear a pair of namihe death screams, while only a single blue bolt manages to strike the ship in return. Unfortunately, you're too concentrated on catching up to it again to use its pause to land another shot; the cost of your botched walljumping.
The section you pursue it into now is full of steam and dripping moisture, with yawning gulfs torn into the walls; you've been through here before.
The Patrician's nuclear self is only a few meters away through the wall; he's probably at least as grateful as you are that Heir Apparent is in a hurry, and prioritizing escape over doing damage. And that the shaft walls can soak more damage than the hatches, for that matter.
Once again, Heir Apparent begins charging up its rainbow-colored hyper beam, angling itself up at the next hatch. Seeing a perfect opportunity here, you land on the brink of the left opening, kneeling just above the surface of the grimy water, and fire your super missiles up at it while being partially protected from its bombs.
(rolled 27, 30)
The collapsing rubble from the hatch above reduces your window of opportunity, but you still manage to land another super missile on the ship's ventral plating that protects the thrusters. Bits of crusty, purple armor fall away now, leaving the beast's underbelly visibly weakened. Dodging deeper into the watery side-cavern away from its smart bombs is a simple matter, and you leap back out into the launch tube with partially recharged repulsor batteries a moment later.
Unfortunately, the Heir has also left four more mochtroids in its wake.
[] Kill them as fast as possible and then resume the chase.
[] Try to land more hits on the Heir as the mochtroids approach, running the risk of taking damage yourself in the process.
[] Keep chasing right now, and hope your screw attack can take care of the mochtroids when they intercept you.
[] Other (write in)
Sucks to hear that your vacation went sour. That's always a bummer. I'm also really hoping that your new icon is a reference to A Modest Proposal; my respect for you would skyrocket if it were. Anyway,
[X] Keep chasing right now, and hope your screw attack can take care of the mochtroids when they intercept you.
I think that's the best we can do in terms of compromising between minimizing unnecessary damage and not letting the target escape.
Sucks to hear that your vacation went sour. That's always a bummer. I'm also really hoping that your new icon is a reference to A Modest Proposal; my respect for you would skyrocket if it were.
A Modest Proposal was a satirical essay published in 1729 suggesting "that the impoverished Irish might ease their economic troubles by selling their children as food for rich gentlemen and ladies."
A Modest Proposal was a satirical essay published in 1729 suggesting "that the impoverished Irish might ease their economic troubles by selling their children as food for rich gentlemen and ladies."
[X] Keep chasing right now, and hope your screw attack can take care of the mochtroids when they intercept you.
...
(rolled 23, 82, 55, 107, 32, 72, 44)
You vault upward toward the enemy, letting the small constellation of squealing mochtroids fall in between you as you rise without slowing. Just as the first is about to make contact, you tuck in your head and use the forward spin to engage the screw attack system, pulverizing the creature in a spray of superheated gel and rigid fragments. Unfortunately, the second one claws you just as you're coming out of the downward spin and starting to rise up again, and while you manage to repeat the screw attack before it can recoil again you still take damage. Distracted as this leaves you, the final pair are each able to land a hit of their own, though you destroy one more in the process. (ENERGY 1,052/1,200)
The fourth and final mochtroid tore passed you downward during its successful attack, and will take a moment to rise back up again. You let it; you'll try the screw attack again when it does. For now, you need to catch up to the Heir.
As the next rain of rubble falls in the wake of a rainbow hyperbeam discharge, you bring yourself up through the falling fragments and fire up at the section of ventral plating that's taken the most damage. A super missile connects. So too, in exchange, do a pair of its smart bombs, knocking you down again, but you think the exchange was worth it. As you fall a short ways, you roll up and engage the screw attack again, disintegrating the final mochtroid just as it was about to tear into you from below, and you recover some energy from it. (ENERGY 1,042/1,200, SUPER MISSILES 23/30)
You give chase once again, flying up passed the secured doorway leading into the maximum security entrance corridor and onward. The hatch just above it was a thin and weak one; the Heir tears through it using only its golden screw attack-like ramming shield and puts distance between you, releasing more bombs as it does so. You dodge them easily, (rolled 25), giving Heir Apparent scarce time to recharge its hyper beam and blast the next barrier out of its way before you arrive in optimum missile range. It drops more bombs, which you dodge even more gracefully than before (15), buying you time to land yet another super missile (40) before you're forced to disengage the repulsor and start walljumping more slowly up after the fleeing vessel. You lose more ground than you'd hoped, but its better than just spiderballing (rolled 64).
The best part is that Heir Apparent rocks and twitches in the air as it flees through the next breaking barrier, leaving it vulnerable to a trio of the Patrician's violae waiting in the shaft above. (56, 19, 49) Its beam cannons only intercept one; the other two disintegrate more chunks off its dorsal plating.
As soon as your batteries are full again, you sail upward at the retreating thrusters. Another volley of bombs fall, amid the rubble of the next hatch, but you are struck by only one of them (56). Another quartet of mochtroids attack you as you close the distance, but this group you make short work of with ice beams and screw attacks while only suffering a pair of hits. (ENERGY 1,004/1,200, SUPER MISSILES 22)
The surface is near. The debris falling passed you as you rise are those of the hatch leading to the upper hangar itself.
You send out a radio transmission, commanding your gunship to rise slightly higher in the air, unlock its railguns, and prepare every missile for immediate launch. If Heir Apparent breaks out into the open air of the landing site, and outshoots your own vessel, you'll use its last moments of power for a suicide run. If that still doesn't kill this monster, maybe it will at least keep it grounded long enough for you to finish the job.
"Lady Samus Aran," the Patrician hails you simultaneously, "the final hatch is heavily fortified. It will require several consecutive hits from the hostile's main weapon to destroy. This is likely where it will choose to stand and fight."
"Good." You dodge another clutch of bombs as the final breach opens larger and larger above you. "Can it send out a signal and copy itself somewhere else?"
"We are devoting significant energy to disrupting its own telepathic transmissions. It is proving surprisingly vulnerable to the same techniques it employed against our own network. We do not believe it can be heard across the dead silence."
You don't have time to think back anything more articulate than a general sense of appreciation before you rise through the gulf and plant your feet on the blasted, rubble-covered floor just beside the ruined floor hatch. Heir Apparent floats just below the much thicker and visibly shielded hatch on the ceiling. Ten meters of armor and energy fields protecting the rest of the galaxy from the final malice of Mother Brain. According to your scans, you and the Patrician's combined efforts have taken a toll on the Heir's ablative armor. Dorsal-right armor section at 85%. Dorsal-left, where most of the violae struck it, at something like 45%. Ventral-left, where you landed the majority of your super missiles, 50%. Ventral-right, where you struck it only once or twice, 90%.
Its charging its hyper beam. But as you enter, it angles its jagged nose downward. Away from the ceiling, passed the scaffolded service platforms, and toward you.
This version of Mother's hyperbeam doesn't seem to hit as hard as the original. Maybe because Heir Apparent has a limited power supply on that ship, rather than being plugged into a planet's worth of geothermal power like Mother's combat form. But you have no reason to suspect its aim and tracking capabilities are any slower.
[] BRAINRAINBOW
-[] Hide behind a platform and hope it can tank most or all of the blast.
-[] Move between platforms and hope you can get away with only minimal exposure as you shoot between them.
-[] Drop back into the shaft below and hide behind the lip of the blasted hatch.
-[] Other (write in)
And of course, there's the question of what you'll do then.
[] FIGHT
-[] Concentrate your fire on the most damaged armor sections, and then keep the exposed weak spot(s) in your sites (write in additional details if desired).
-[] Try to destroy most or all of the armor sections, so that you then have a much bigger target to do real damage to (write in additional details if desired).
-[] Other (write in).
[X] BRAINRAINBOW
-[X] Hide behind a platform and hope it can tank most or all of the blast.
-[X] Plant a Power Bomb
[X] FIGHT
-[X] Concentrate your fire on the most damaged armor sections, and then keep the exposed weak spot(s) in your sites (write in additional details if desired).
[X] BRAINRAINBOW
-[X] Hide behind a platform and hope it can tank most or all of the blast.
-[X] Charge a Power Bomb.
[X] FIGHT
-[X] Try to destroy most or all of the armor sections, so that you then have a much bigger target to do real damage to.
-[X] Could we perhaps spiderball on to it while/when the ramming shield is down, and use Power Bombs?
[X] BRAINRAINBOW
-[X] Hide behind a platform and hope it can tank most or all of the blast.
-[X] Charge a Power Bomb.
[X] FIGHT
-[X] Try to destroy most or all of the armor sections, so that you then have a much bigger target to do real damage to.
-[X] Could we perhaps spiderball on to it while/when the ramming shield is down, and use Power Bombs?
The ablative armor can project screw attack fields, so touching it would be a bad idea.
However, since the primary hull does seem to use magnetic locking to help keep the armor in place...you should be able to stick to it, once its been exposed.
[X] BRAINRAINBOW
-[X] Move between platforms and hope you can get away with only minimal exposure as you shoot between them.
slightly riskier but provides more opportunities for firing and if the platform can't tank the hyper beam damage, we're screwed if we hide behind it.
[X] FIGHT
-[X] Concentrate your fire on the most damaged armor sections, and then keep the exposed weak spot(s) in your sites (write in additional details if desired).
It's undodgable in the game, right? So I would take this to mean it'll be impossible to outstrafe.
[X] BRAINRAINBOW
-[X] Move between platforms and hope you can get away with only minimal exposure as you shoot between them.
[X] FIGHT
-[X] Concentrate your fire on the most damaged armor sections, and then keep the exposed weak spot(s) in your sites (write in additional details if desired).
However, since the primary hull does seem to use magnetic locking to help keep the armor in place...you should be able to stick to it, once its been exposed.
[X] BRAINRAINBOW
-[X] Move between platforms and hope you can get away with only minimal exposure as you shoot between them.
[X] FIGHT
-[X] Concentrate your fire on the most damaged armor sections, and then keep the exposed weak spot(s) in your sites (write in additional details if desired).
At this point we just need to do as much damage as possible. We have enough energy to be a bit reckless.
[X] BRAINRAINBOW
-[X] Hide behind a platform and hope it can tank most or all of the blast.
[X] FIGHT
-[X] Concentrate your fire on the most damaged armor sections, and then keep the exposed weak spot(s) in your sites (write in additional details if desired).
Alright, I can see that the bandwagon has already started and that getting mobile looks like the winning choice so far, but hear me out.
We want to specifically hide behind the platform that's in the far-left corner. Given the space we're working with, the Heir Apparent is going to have to attack us from a diagonal angle, which means that we're hiding behind significantly more material than if we hid behind a platform and were attacked head-on. If we're dealing with a weaker version of the original Hyper Beam, we should be able to withstand it hiding behind behind what could potentially be a meter's worth of shielding at that angle.
From there, if we pop in and out of cover and pepper its weak spots with Super Missiles, or lay a Power Bomb if we think we can spare the seconds, we can treat this as a more explosive version of the Yakuza fight from Metroid Fusion.