acid2ngplus

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
acid2ngplus [2022/07/17 06:21] – cutscenes plywoodacid2ngplus [2022/07/19 13:12] (current) – formatting plywood
Line 10: Line 10:
  
  
-=====NG+ Single Segment=====+=====NG+ Single Segment Easy/Normal=====
 This 2022 route update builds upon the original 2019 route, linked below for reference purposes. This 2022 route update builds upon the original 2019 route, linked below for reference purposes.
  
Line 18: Line 18:
  
 [[acid2ngplus2019|2019 First Route Reference Page]] [[acid2ngplus2019|2019 First Route Reference Page]]
 +
 +====Speedrunning Logic for NG+ Acid 2====
 +
 +This section explains the logic behind speedrunning the Acid games and approach.
 +
 +Unlike some RPGs where turn order is determined by a speed statistic, Acid uses "cost" to determine turn order. Every card has a cost value, ranging from 0 to 30, and every action has some cost associated with it (discarding cards is 6 cost, doing nothing is 4 cost, punching is 4 cost).
 +
 +In addition, playable characters will always go first when a stage begins. This means we can avoid enemy characters from performing a turn if our deck is designed well.
 +
 +There are 2 methods of prohibiting enemies from acting: either keep your cost below theirs, or use Extra Turn cards to continue your actions indefinitely.
 +
 +Reducing cost has its perks. If one character reduces cost to 0 in their initial turn, all enemies receive 4 cost. This occurs as long as the enemies do not spot you or an alert occurs. Reducing cost is a safe way to play the game.
 +
 +There are 2 big problems with cost reduction: most of those cards cannot be used for movement, and animation.
 +
 +For the former, any cards that purely reduce cost can only do that. Therefore if you get flooded with cost reducers, you cannot move. This is why a card like ADA+ is so valuable, as it both reduces cost and can be used as movement in a pinch.
 +
 +For the later, any time you reduce cost, a small animation plays that takes ~3.7 seconds. Reducing 15 cost takes ~3.8 seconds. Reducing 20 cost takes ~4.1 seconds. In Acid1, cost reduction occurs immediately (aside from any special effect time loss), making cost reducers very powerful.
 +
 +Alternatively, we chain together turns with Extra Turn and Extra Turn+. With a total of 4 cards in a 30 card deck, in theory we can sustain the playable character's actions indefinitely in combination with mulligan cards. However, if the deck has no cost reduction and cannot continue the chain due to error or bad card draw/deck shuffle, the amount of cost may be so high it forces a stage reset.
 +
 +==Deck Management==
 +
 +Due to randomness from what cards drop during gameplay, the library used by the runner will vary to some degree between runs. Unless you are pulling cards that are static within a library, such as cards at the end or beginning of a list, you can't totally plan the inputs. Smart use of the Category and Cost tabs allow you to grab specific types of cards without searching through the ID tab.
 +
 +Your goal in changing deck should be to minimize changes as much as possible, especially if changes occur outside of the "In Deck" tab.
 +
 +In general, devise your deck to the minimum card amount of 30. The less filler in your deck, the more quickly you can rotate through high value cards. While every card in a deck should be useful, some are categorized as 'useful but not essential.' These are the cards that should be first on the chopping block.
  
 ====Manipulation Deck up to Harab Serap==== ====Manipulation Deck up to Harab Serap====
Line 25: Line 53:
 ====Lean Cost Reduction Deck Strategy (Safe)==== ====Lean Cost Reduction Deck Strategy (Safe)====
  
-This strategy prioritizes safe movement through the stages while still being able to run multiple turns in a row. By including a few cost reduction cards (1/5 of deck), the player can keep cost low while moving along. In Prototype Factorythis deck can be modified to include even more cost reduction for safety purposes. In the situation that your turn ends early, your cost should be low enough that it won't bleed a massive amount of time. +This strategy prioritizes safe movement through the stages while still being able to run multiple turns in a row. By including a few cost reduction cards (1/5 of deck), the player can keep cost low while moving along. The use of ADA+ makes movement cheapparticularly great at the end of a high action turn when ADA+'cost is low. In the situation that your turn ends early with this deck, your cost should be low enough that it won't bleed a massive amount of time.  
 + 
 +If you are maintaining a 0 cost but do not extra turn, you will switch between the characters. This is most likely in Prototype Factory.
  
 **CARD PRIORITY:** **CARD PRIORITY:**
  
-  -Jonathan Ingram/ADA+  -Jonathan Ingram/Ingram+ 
 +  -ADA+
   -Extra Turn   -Extra Turn
   -Action++/Double Action   -Action++/Double Action
Line 46: Line 77:
  
 ====Infinite Turn Deck Strategy (Snake Fighting)==== ====Infinite Turn Deck Strategy (Snake Fighting)====
-Similar to the movement Infinite move strategy above, but movement cards are removed and replaced with weapon and cost adding cards. Double Action:Cost+ is always included to build cost for Dragon cards. Arsenal Gear cards can be used to accrue cost or deal damage to Golab. FIM stingers are added for the Metal Gear fights. Mr. Sigint is removed to keep the deck lean, as card draw should be avoided.+Similar to the movement Infinite move strategy above, but movement cards are removed and replaced with weapon and cost adding cards. Double Action:Cost+ is always included to build cost for Dragon cards. Arsenal Gear cards can be used to accrue cost, move or deal damage to Golab. FIM stingers are added for the Metal Gear fights. Mr. Sigint is removed to keep the deck lean, as card draw should be avoided.
  
 **CARD PRIORITY:** **CARD PRIORITY:**
Line 97: Line 128:
 **Deck Size: 34** **Deck Size: 34**
 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
-^ 068 | Double Action | |+^ 060 | Briefing | 1 | 
 +^ 068 | Double Action | |
 ^ 073 | Extra Turn | 2 | ^ 073 | Extra Turn | 2 |
 +^ 148 | Johnny Sasaki | 2 |
 ^ 157 | Running Man | 2 | ^ 157 | Running Man | 2 |
 ^ 168 | Jonathan Ingram | 2 | ^ 168 | Jonathan Ingram | 2 |
Line 104: Line 137:
 ^ 355 | Briefing+ | 2 | ^ 355 | Briefing+ | 2 |
 ^ 364 | Extra Turn+ | 2 | ^ 364 | Extra Turn+ | 2 |
-^ 412 | Genome Solider+ | 4 | 
 ^ 434 | Johnny Sasaki+ | 2 | ^ 434 | Johnny Sasaki+ | 2 |
 ^ 441 | Running Man+ | 2 | ^ 441 | Running Man+ | 2 |
Line 134: Line 166:
  
 ====Deck Change Reference==== ====Deck Change Reference====
-If you need a reference to **just** deck changes for each stage, check out the [[MGA2_Deck_Change_Reference|MGA2 Deck Change Reference]].+If you need a reference to **just** deck changes for each stage, check out the following links:  
 + 
 +[[MGA2_Deck_Change_Reference_SAFE|MGA2 Deck Change Reference Safe]] 
 + 
 +[[MGA2_Deck_Change_Reference_RISKY|MGA2 Deck Change Reference Risky]]
  
 ====Tutorials==== ====Tutorials====
Line 356: Line 392:
 <b>ID Tab:</b><br> <b>ID Tab:</b><br>
 <span style="color:Lime">ADD</span> x1 [130] Cyborg Ninja<br> <span style="color:Lime">ADD</span> x1 [130] Cyborg Ninja<br>
 +<b>Inputs: R, U/D, O O</b><br>
 END<br> END<br>
 </html> </html>
Line 410: Line 447:
 <span style="color:Red">REMOVE</span> x1 [428] Solid Snake MGS2+<br> <span style="color:Red">REMOVE</span> x1 [428] Solid Snake MGS2+<br>
 <b>Inputs: R, 3 Inputs Down, 1 Input Right, O O</b><br> <b>Inputs: R, 3 Inputs Down, 1 Input Right, O O</b><br>
-<b>ID Tab:</b><br>+<b>CATEGORY Tab:</b><br>
 <span style="color:Lime">ADD</span> x4 [485] M1A2<br> <span style="color:Lime">ADD</span> x4 [485] M1A2<br>
 <span style="color:Lime">ADD</span> x1 [481] Arsenal Gear+<br> <span style="color:Lime">ADD</span> x1 [481] Arsenal Gear+<br>
Line 437: Line 474:
 ^ 485 | **M1A2** | **4** | ^ 485 | **M1A2** | **4** |
 ^ 526 | Action+ Linkage+ | 2 | ^ 526 | Action+ Linkage+ | 2 |
 +
 ---- ----
  
Line 475: Line 513:
 <span style="color:Red">REMOVE</span> ALL FIM-92A<br> <span style="color:Red">REMOVE</span> ALL FIM-92A<br>
 <b>Inputs: left, down, 2 inputs left, down, right, down, 2 inputs right,<br> <b>Inputs: left, down, 2 inputs left, down, right, down, 2 inputs right,<br>
-down, right, down, 2 inputs right, 2 inputs down, right, down,<br>  +down, right, down, 2 inputs right, 2 inputs down, right,<br>  
-2 inputs right, L or R, 4 inputs right, down, right, 2 inputs down, 2 inputs right,<br>  +down, 2 inputs right, L or R, 4 inputs right, down, right, 2 inputs down, 2 inputs right,<br>  
-down, 2 inputs right, down, right, down, 2 inputs right, down,<br>  +down, 2 inputs right, down, right, down, 2 inputs right,<br>  
-left, down, 4 inputs right, triangle, up, 4 inputs right, O O</b><br> +down, left, down, 4 inputs right, triangle, up, 4 inputs right, O O</b><br>
-PRESS TRIANGLE TO SWITCH TO SNAKE<br>+
 <b>ID Tab:</b><br> <b>ID Tab:</b><br>
 +PRESS TRIANGLE TO SWITCH TO SNAKE<br>
 <b>PRESS R</b><br> <b>PRESS R</b><br>
 <span style="color:Lime">ADD</span> x3 [066] Double Action:Cost+<br> <span style="color:Lime">ADD</span> x3 [066] Double Action:Cost+<br>
Line 521: Line 559:
 Move Venus through the door to the Southwest. If you stop your turn, the guard in the west room will move out of the way. You can punch the guard if you are not guaranteed to get around the longer way, even though the longer way is faster than spending the time punching the guard. Climb the ramp to the objective, skip the cutscene, MISSION COMPLETE Move Venus through the door to the Southwest. If you stop your turn, the guard in the west room will move out of the way. You can punch the guard if you are not guaranteed to get around the longer way, even though the longer way is faster than spending the time punching the guard. Climb the ramp to the objective, skip the cutscene, MISSION COMPLETE
  
-Mash start or square to skip the cutscenes. 
  
 ====Stage 4d | Research Block (BOSS: Vince)==== ====Stage 4d | Research Block (BOSS: Vince)====
Line 532: Line 569:
 The Infinite Turn Deck Strategy (Snake Fighting) is utilized for this stage. Prioritize the Double Action:Cost+ at the start of any turn to maximize your cost accumulation. Defeat Vince by building Snake's cost and then using an M47 Dragon or Super Dragon card on him. The barrel explosion does 96 damage to Vince, meaning you do not need as much cost as his HP would imply.\\ The Infinite Turn Deck Strategy (Snake Fighting) is utilized for this stage. Prioritize the Double Action:Cost+ at the start of any turn to maximize your cost accumulation. Defeat Vince by building Snake's cost and then using an M47 Dragon or Super Dragon card on him. The barrel explosion does 96 damage to Vince, meaning you do not need as much cost as his HP would imply.\\
  
-When firing, do **2 INPUTS LEFT** to target Vince, barrel does an additional 96 damage to occur. **1 INPUT LEFT** to target barrel causing an additional 232-244 damage to occur. Refer to the table below.+When firing, do **1 INPUT LEFT** to target barrel causing an additional 200+ damage to occur. If you need to fire again, do **1 INPUT LEFT** to target Vince. Refer to the table below.
  
 COST NEEDED ACCORDING TO DIFFICULTY:  COST NEEDED ACCORDING TO DIFFICULTY: 
Line 587: Line 624:
 NO DECK CHANGES\\ NO DECK CHANGES\\
 \\ \\
- +---- 
-This stage is just a cutscene. Mash start or square to skip the cutscene.+This stage is just cutscenes. Mash start or square to skip the cutscenes.
  
 At this point, the route splits based on your risk tolerance. At this point, the route splits based on your risk tolerance.
  
-[[acid2ngplussafe|Lean Cost Reduction Deck Strategy (Safe)]]+[[acid2ngplussafe|Lean Cost Reduction Deck Strategy (Safe Movement)]]
  
 [[acid2ngplusrisky|Infinite Turn Deck Strategy (Risky Movement)]] [[acid2ngplusrisky|Infinite Turn Deck Strategy (Risky Movement)]]
  
  
  • acid2ngplus.1658038909.txt.gz
  • Last modified: 2022/07/17 06:21
  • by plywood