Regarding today's video.
Room K: the gridlines for the grinders are really hard to see. Maybe they should've been in a different color.
Room M: the rocketeers do come back each time, but the place stops being a mandatory kill room after you defeat them once (even if you don't make it to the next room in that attempt). But there's no indication to reflect this change, aside from the barriers not being there anymore. This would throw off players and make them think they have to redo the enemy encounter, like raocow thought today. Rocketeers do not deal contact damage, by the way.
The buster might not be the best option in this kind of a circumstance. The buster and the Strike Chain are mapped to the same action button, and if you charge the buster and then let go while holding Up, the charge is canceled and nothing happens.
Room O: there are two ways to do the room. 1: Run for your life, quickly clearing switches before the enemies and bullets catch up to you. 2: Get rid of enemies at the start, eliminate the air gunners until you feel ready to proceed, and fall back if necessary to do so.
The spawning air gunners can be an issue. It's annoying when you're in a hurry to get past the switches but the gunners show up between you and the switches, stopping your attacks from hitting those switches. WhattayaBrian brought up in his let's play thread that the the gunner should be generated at set places, based on either time or progress. I think that's a better idea than having them appear next to wherever the player happens to be.
Dark Hunter wrote:"WHY DIDN'T YOU GRAPPLE THERE!?"
Sums up my problem with this game's grappling mechanics. Way too unreliable.
Validon98 wrote:Like I cannot physically express words to describe how much I utterly despise this room and all it stands for. Granted, I have an intense hatred for the CHAOS Weapons Facility as a whole, but only because I have a probably unwarranted intense hatred for grappling controls in this game. Yes I know it's not as bad as I make it out to be. They're just that right amount of finicky to annoy me to no end, so just take my words with a grain of salt or something like that I guess?
I don't have an answer to this other than just bear with it and get good with the Strike Chain. I've said before, the Strike Chain and the grapple points are overall much more functional than they used to be. The Weapons Facility challenges would not be bearable with the grapple mechanics back then. I don't know if they can be made much better than this. Any more responsive than this, and they can start to work against the player. You've seen raocow today try to hook onto a grapple point, attach to a wrong one, and get pulled into spikes. Imagine that happening more regularly.
If you're referring to the controls rather than the sensitivity, I'm not sure if the Strike Chain can be made easier to use without reducing the firepower of the MMX set. In the past there were control schemes that used an action button just for the Strike Chain, but as a trade-off there wasn't a separate button for each weapon. That made using the chain straightforward but the weapons harder to use together.