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Heroes Community > Other Games Exist Too > Thread: Resident Evil 2
Thread: Resident Evil 2
JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 16, 2019 04:09 PM

Resident Evil 2

We have enough discussion in the what are you playing right now to warrant this, I'll just snippet some of it here.

A great game, a gream remake. Highly recommend both. Let's have this work for both games.

Remake

JoonasTo said:
Playing on Hardcore and this is snowing awesome btw. Claire naturally. First zombie you meet doesn't die from ten handgun rounds to the head. You have ten rounds. SWEEEEEEEEEEEEEEEEEET. Having no ammo to take out more than 1-3 zombies at most on you you start to think of alternate plans and really, really listening to those creaks and shuffles around you.

I just got the tyrant loose. On my way to clocktower. Tyrant on my heels and lickers in the corridors on the way. Yayyyyyyy


No lockpick for claire though, meh, have to be a pleb.

Missing the ability to stomp on zombies heads when they're on the floor. That was always fun.

The bigger complaint would be the knife. It deterioriates with use so while you can down a zombie and then finish it off with the knife, it's not a real solution and just feels gamey.



EDIT: There is a 2nd New Game, just like the original A/B but they're not character unique. So Leon A is almost identical to Claire A and same with the B scenarios(the start to Leon B is super gay btw, you have to buffer back+run or you'll get instagrabbed after the cutscene at the gate.)

They do not remember what you have done though. The windows you boarded are not boarded, the items you collected are not gone, you even have the same puzzles to solve again. This is a big, big letdown and they could have done like the original where it was consistent between A/B. Disappointed here.

Still, the 2nd scenario feels a lot tougher right from the get go and I like that. After finishing the first my main concern was ammo but that's partly because I didn't make good use of the stun gun. Should have used it to take out all the plant zombies, it's super useful for that(only found out in the escape sequence that it's a oneshot, oh well.)

As for general tips:
- SLS60, well, it's snow. Accuracy is bad, only five rounds and takes time to aim. At least get the speed reloader quick so it becomes somewhat usable. Use it to down a zombie(five shots in the head, so don't miss) and then knife them to death or if there are more than one, shoot them in the head another five times. Most of the time that is enough, but not always. After you get the reinforcement for the gun you get alternative ammo as well, which turns the gun into a magnum. Oneshots zombies(with a headshot) and is great against bosses but ammo is super limited. I gathered all ammo and spent pretty much all of it in Birkin three(saved SMG for Birkin four.)
- JB9 is great. Comes with a 13 round magazine and a laser sight so you actually hit where you aim. A magazine upgrade into 26 rounder later. So, so good. Ditch the SLS60 and just use this to spend all your handgun rounds. This is your main carry. Basic down a zombie, knife them to death to save rounds, otherwise unload a into their head after they go down to finish them off.
- Acid rounds vs Zombies are a no go, they do negligible damage and don't make sure they are dead. Acid rounds vs Lickers are great because they stun them from dash and jump and kill with two shots. Really nice. Acid rounds are also great at bosses and against tough enemies because they stun them so you can unload with something else in peace(handgun/SMG/magnum.) Upgrade not so necessary and it's questionable whether the stock is worth the inventory space it takes. Used all the white gunpowder in the game to make these. If you can afford to save all the large gunpowder/white gunpowder to mix only with each other, it's optimal and leaves plenty of normal gunpowder to mix into handgun ammo but rather have the rounds when you need them than not so not a huge crime to just make as you go along.
- Flame rounds oneshot zombies and make them dead for sure, really, really good. Also Claire's only way to fry the plant zombies later on so use caringly, don't waste on things not zombies(lickers, bosses.)
- Claire SMG without suppressor is super useless(bad accuracy and low ammo capacity,) SMG with suppressor is amazing(shooting is quiet won't alarm lickers or Tyrant and has almost no spread) with the magazine upgrade you can down bosses in no time. Should save ammo before getting the upgrade. There's enough in the game to never have to make it.
- The stungun is actually really good vs plant zombies later in the game, oneshot with a full load. Also it's almost useless versus bosses(or other though enemies with too much HP or resistance to come hit you while you are loading) so feel free to burn all the ammo as you get it if you feel like it. Not a crowd weapon(as it takes time to unleash the full charge.)
- Hand grenades are not that great. They don't oneshot zombies even. HOWEVER! Down a group of zombies and then one grenade can finish of all of them at once. You can also get grabbed by a zombie and use them to defend you can feed them one and shoot at it for oneshot kill.
- Don't use knives for defense before their condition is critical. A full HP knife will go down roughly 40% in condition if stabbed as a defense even if you take it back. Worse yet if you were not planning the enemy at all. You can take roughly 3 zombies out with one knife after downing them with a handgun and they are great for making zombies playing dead, actually dead.
- Flashbangs cripple lickers for a while so you might want to save them for such encounters. Highly useful items in other cases as well. If it wasn't for the ammo conservation abilities on the other two, these would be my favourite.
- Full heal herb mixes are gooooooooooooooood. The damage reduction is quite substantial and lasts for a long, long time. Take one into every boss or dangerous area and you can just breeze through like nothing. Unless you need blue herb for poison removal right now, it's worth spending all blue herbs on these. I think you get like one/two extra red herbs and something like five extra green ones compared to the blues during the course of the game.
- Board all the windows in that are in general passthrough areas. Kill all the zombies that appear near or in hallways in such places. You'll thank me later.
- Solving locks doesn't pause the game so you might wanna keep an ear out while opening them.
- You can brute force the three dial locks if you wish to, it's relatively easy, to avoid revisiting the area later. Safes not so much.
- Upgrading a weapon gives free ammunition for it if it is not loaded. SMG for example gets 24 rounds. That's not insignificant.


JoonasTo said:
Yeah I figured that out yesterday as well. If the upgrade gives you capacity, like a magazine upgrade or alternative ammo ability then you get ammo for as much capacity as you gained. So muzzle brake doesn’t give you ammo for matilda while the magazine does. Similarly reinforcing gives five magnum ammo for sls60 while speed reloader does nothing. I don’t think the weapon has to be empty either.

Almost done with the station for leon B, just grab my magnum and head down. Shotgun is so fricking good for zombies btw. Sneak up behind them and pop goes the head. Compared to something like 15 handgun ammo it takes that’s pretty gooood. Not sure if I want to spend my yellow gunpowder on magnum or shotgun sells. If I do shutgun shells I’ll get more ammo. Not only do I get twice the combination, I can use large gunpowder as well. So maybe three four times more ammo that way and against zombies it’s almost as good. Ofc making magnum rounds leaves you with tons of handgun ammo but aside from some bosses, plant zombies and convenient regular zombie placements its not that good.

Haven’t run out of shotgun ammo yet though so will see what I end up doing.

JoonasTo said:
Yeah I figured that out yesterday as well. If the upgrade gives you capacity, like a magazine upgrade or alternative ammo ability then you get ammo for as much capacity as you gained. So muzzle brake doesn’t give you ammo for matilda while the magazine does. Similarly reinforcing gives five magnum ammo for sls60 while speed reloader does nothing. I don’t think the weapon has to be empty either.

Almost done with the station for leon B, just grab my magnum and head down. Shotgun is so fricking good for zombies btw. Sneak up behind them and pop goes the head. Compared to something like 15 handgun ammo it takes that’s pretty gooood. Not sure if I want to spend my yellow gunpowder on magnum or shotgun sells. If I do shutgun shells I’ll get more ammo. Not only do I get twice the combination, I can use large gunpowder as well. So maybe three four times more ammo that way and against zombies it’s almost as good. Ofc making magnum rounds leaves you with tons of handgun ammo but aside from some bosses, plant zombies and convenient regular zombie placements its not that good.

Haven’t run out of shotgun ammo yet though so will see what I end up doing.


JoonasTo said:
Shotgun sucks against bosses(because recovery time is so long, have not checked if we can pause cancel in this, probably should) so I actually ended up using all my gunpowder to make 9mm ammo for the Matilda. Actually spent all .45ACP and 9mm ammo I had on Birkin one and finished it off with a grenade and a knife. There's actually an achievement for stabbing him in the eye it turns out.

Now I've got plenty yellow gunpowder to make magnum rounds should I wish to.

Super disappointed that we get the same bosses both times around. Like literally the same fight down to room layout, items in the room and the boss behaviour. This is a big, big fail.

Definitely not as good as original, simply for the inferiority of the B playthrough. Feels like they didn't put proper thought into this and it was glued on afterwards when they realised it was missing.


OmegaDestroyer said:

The shotgun is garbage in general.  I have shot many zombies in the face at point-blank range and haven not pulped them.  I get that the game is not going for realism but I don't see how a human skull would not be shattered by a point-blank shotgun blast to the face.  Easily the most disappointing weapon in the game.

I agree with the B scenarios.  I miss the zapping of the original.    That said, it's still an excellent game.  I recently picked up Revelations on Switch and after playing through the RE2 remake, it's certainly a rough experience.  


JoonasTo said:
Shotgun is my main zombie removal tool now. Have you waited for them to be reaaaaaaaaally close to try and pop them? Back of the head always worked for me(like literally poke them from behind) and I think the long barrel was what made it 100% consistent from the front from a "safe" distance. Before that it was danger close to be sure. But I much prefer shotgun to the grenade launcher against zombies because shotgun shells are more plentiful than flame rounds, even if flame rounds are better.

I'm currently in serwers with Leon B and I have to say the whole Croc/Ada section was utter garbage. That stupid, stupid croc run minigame was pointless and then we get an even stupider follow the wires minigame section with Ada where if you forgot to scan all the time, you'll miss one and there's a Tyrant blocking your way going back to get it. Retarded design. Sherry hide and seek wasn't very good either but at least the sneaking upto the key was great. But it should have had a licker in the room after the "No running!" sign. That would have been epic.

Currently at the triple G-virus sewer section to the flamethrower and was going for the suicide strat with a single heal, just running by them(take one hit to pass the first one.) Got past all three and the zombie bit me D'OH! on the way there, got the chess pieces and flamethrower, on the way back missed a dodge, got hit(on DANGER they normally kill you from orange caution), thought I was dead, stopped playing, checked Elvin messaging me on phone. Look back at the screen to realise I triggered lucky survivor(1hp,) was not dead, could get past only to get hit from behind by another one because I was idling for a second. ARGH!

Btw. Have you killed any dogs? I haven't bothered since there's always a pack of them but was wondering just how tough they are and if they still recoil from the handgun.


OmegaDestroyer said:
Even point blank, zombies have survived.  The shotgun definitely missing punch.

I kill the dogs if needed.  I wasted them in the cages, figuring they would break out and come for me later.  

I am not a fan of the adaptive difficulty.  I wish we just had a standard difficulty that was: no adaptive difficulty, no assisted aim, no regenerating health.  That's it.  Nothing more, nothing less.  I don't know why enemies have to get stronger and tougher just because I'm playing smarter.  I should be rewarded for doing better, not punished.  


JoonasTo said:
You are aware that all the assists are only there if you choose the easy difficulty? Auto aim is off by default and can be disabled in options regardless of difficulty as well. There was an easy mode to pretty much every resident evil since the beginning as well. And if it's anything like the RE4, there is no scaling on hardcore. Professional was always the same with 50% extra damage taken and 200% extra enemy hitpoints compared to easy/lowest standard. I would expect this to be similar. Loading shouldn't affect difficulty either, while continues should, so if you're feeling like it's too much, just go get eaten next to a save point a few times.

That said, I didn't even notice it. The Zombies pretty much always took 15+ headshots from a handgun or 5 to down and then 10+ swipes to kill. Shotgun always oneshot them from the back of the head and after getting long barrel 95% from the front as well. I can count three times a zombie didn't die from a frontal shot(when I got the shotgun, but that might have been too far, once in the mainhallupstairs but I might have hit the shoulder as this was before the long barrel as well and once in the lab but that one raised it's hand and I am quite sure the hand blocked parts of it.) However, the damage from a shotgun shot, is not all that great. The zombie I hit in the hand, I had to down with three handgun bullets and knife ten times. It still got back up for one more handgun shot. Should make a mention that this was a B run so all my ammo was of the more powerful type, I saved 9mm Matilda ammo for the bosses.

snow lickers with Leon though, shotgun does like no damage to them, four shots to the head and I don't even want to know how many if you miss the head. Flamethrower is no good either(is awesome against zombies btw and has so much ammo I had enough left to take out first two stages of the last Tyrant boss fight as well.) So all you are left with is magnum but you really do not want to waste magnum shots on normal enemies(though I guess if choose to damage boost through the G-virus alley in the sewers to the flamethrower, you probably have enough ammo.) So they're a bit of a pain. Especially the pair in the lab, ugh. Where are my acid rounds when I need them...

That said, having finished Leon B, I never had such a need for ammo with Leon as I did for Claire. Simply because of the shotgun. It's so, so much more prolific in ammo than the grenade launcher is. Like night and day. Might be partially because of the more powerful handgun ammo as well but I doubt it. With Claire the kitchen in the lab took 27 handgun ammo(missed twice, damn dodgers) a grenade and two knifes to clear while Leon was 5 shotgun headshots. Way, way easier time with ammo.

It shows in healing item usage too. My Claire run was down to 4 herb mixes at the end while Leon had 4 FAS and 6 herbmixes. That's a direct result of me replacing ammo with healing items in the Claire A scenario since they were more common than ammo. It's a bit weird but that indeed seems to be the case with both characters. There's plenty herbs and FAS to go around and if it's not a place you plan to visit frequently(darkroom hallway) you don't want to waste ammo on single encounters. That's why I never wasted ammo on dogs. You only have to meet them once or twice so it's not worth it. Rather spend a herbmix to get through.

Also snow the boss quickevents. Actually snow the bosses in general. They all suck so bad. The crocodile is just downright godawful. There's the retarded crane fight with not enough space to dodge. First Birkin is just boring run around in circles till he gives you space to shoot(or you grenade him.) The last tyrant fight is actually pretty good, there's barely enough space, the obstacles are nice there's no quickevents...untill halfway through the fight there's an instakill attack that you HAVE to have a magnum or flashbangs(and these have to be thrown as you see him taking the stance and still might not make it in time) because the only way to escape, is to stun him. And only magnum has enough DPS to do that(no 9mm ammo at this point so not sure if Matilda would). But shotgun definitely doesn't and flamethrower doesn't(or can't even stun, more likely.) The only one kind of okay is the third Birkin fight but even that has the problem of just being boring. Shooting in this game is not particularly fun and dodging in this game is like trying to hammer your feet through a granite wall with a wrecking ball.

For gameplay I would recommend Leon A and Claire B. You get a better gun for the B scenario right at the start and you don't get normal handgun ammo, but instead the more powerful handgun ammo for the new gun. This means you don't get ammo for Matilda in any other way than gunpowder and as Matilda is really good, you're missing out. Claire SLS is a horrible, horrible weapon as outlined some posts earlier and getting the Quickdraw army instead is a great exchange. You're still going to be missing ammo for the JB but considering how abysmal the SLS is, this is the better choice.

All in all still a decent game and worth around 30 euros or so. So get it when it's discounted. Original is decidedly better in the scenariobuilding and thus makes for a better experience overall but gameplay wise this is easier and more modern. Also enemies crashing through doors changes the game completely. For the better. There are also no load screens. At all. It's a constant state of survival, no breathers. It's delightful.

But the second scenario let's it down. It's in no way connected to the first you play. The story gets overwritten, the bossfights and puzzles are the same, there is no continuity between them. It's just a lazy mess. What could have been a 10+ game gets dropped to 7 because of this. I expected more. Still better than RE567 but there's that nagging in the background of how amazingly great this could have been had they just polised it. Remember what windows were planked, what items were picked, enemies were killed, puzzles were solved and obviously don't just erase the story like it never happened. Would have taken time for sure to create a second story but would have been so worth it. I guess they priorised the DLCs and 4th survivor(who is the fifth but who's counting?)

Still probably the best(only?) survival horror in a decade?


JoonasTo said:
I'm wonder if Claire has the same HP as Leon. There's no real difference between characters in this game but in RE 1, for example, Jill has less HP but more inventory slots than Chris. I also wonder if the B scenario starts from a higher difficulty rank than A does.

A licker jump taking you to danger instantly is nothing new to me though. I've missed the decapitations from caution.

Oh, should note that in old resident evils enemy hitpoints were not static. They had a range variation. So zombies would not always die from the same amount of handgun hits, for example. In this way adaptive difficulty isn't too bad either, as long as the variation isn't too large.


In the end, magnum is by far the best weapon. 7 shots, laser pointer, great damage, decent reload speed, no resistant enemies, great accuracy.

I think I prefer SMG for the bossfights though, simply for the ridiculous DPS it provides. It's a bullet sink for normal enemies though, so only cases with silencer necessary would I use it against them.

For normal zombies I do like the shotgun a lot. It has it's issues before the long barrel but headshots are so nice and it's not badly resisted by anything. The recoil is too heavy for bossfights though.

Grenade launcher would be epic if you could make flame rounds but as it stands I like flamethrower more. Superb crowd cleaning device and even though lickers are resistant to it, you're still meetint mostly zombies. Because of that grenade launcher comes only after with it's acid rounds stunning lickers.

The high capacity pistols, matilda and JB are what I like after those before the tazer. Tazer is good but it's inability to deal with crowds or tough enemies combined with the 10 feet range is just too limiting. As such, the high capacity handguns are better.

Last spot reserved for the low capacity handguns that you really, really want to only use when forced to, I chose to mainly fight bosses with my handgun ammo and the solitary zombies here and there. Combined with a knife it does a decently economic work of them. In crowds you need grenades or some pretty precise downing to have the zombies fall on top of each other so you can knife them all at once.

As such Leon's arsenal is far, far more impressive than Claire's. Claire has only Acid rounds and Silenced SMG for benefits and both help hugely with lickers but only a little against bosses. Against the most numerous enemies, zombies, you're screwed because there are very few flame rounds.


12:31 for the 4th survivor first run. Just as great as ever, running constantly, always on your toes, no saves just go on pure adrenaline. There's probably enough ammo and heal to do whatever but the music alone is enough to get you going. It's great. Excellently done. Best part of the game I might even say.

Used all gunpowder for shotgun since it's such a great zombie removal tool. First licker just SMG magazine to the head, another one I dodged, one in the way just shot in the face with a shotgun once to stun so I could pass. Flashbangs are worth their weight in gold in the crowded rooms while grenades make way in the narrow crowded corridors. The final alley I magnumed my way clear but saving shotgun here instead and using all the magnum ammo at the start might be better. This game feels so easy on this difficulty though, like nothing does any damage to you. ^^


Original

Quote:




Aand Leon A played through today...
...in 1998 version

Did some tinkering and got it to work. If someone has issues with the saves, the saves themselves are actually fine, just the loading fails so don't panic. You need to move them to a root level folder such as C:RE2 and then set the save directory there and all will be good. I had to use regedit to set it there though. And run the games in windows 95 compatibility mode. But they work!

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted February 16, 2019 04:09 PM
Edited by JoonasTo at 19:10, 16 Feb 2019.

Finished the Runaway of the extra stories in RE2:RE. She's the most fun to play because she's the only one with a decent movement speed. The fat gunshop owner is such a pain with his slow ass huffin.

Not a fan of this in general. They rely on gimmick mechanics(item dispensers, pick one out of three, zombies with packbags carrying keys, spawning enemies.) Also the scenario design is 100% route planning. You get to the end only to be faced with two corridors filled with zombies(20+.) Too bad you didn't get those grenades from the item choices. Have fun replaying because of that.

Here's how to beat Runaway in 4-6 minutes:
-Do not lose your knife, if you do, you have to pick it up!
-Shoot first zombie in the head to run by(if he doesn't twitch or die, just restart)
-Shoot the immortal in the knee to run by(1-3 will always stagger these)
-Upstairs go kill the key zombie, don't forget to take a grenade from the item box!
-Stagger the immortal if it gets in the way
-EITHER equip the magnum, blast the key zombie and dodge the dogs
-OR just shoot the dogs and the key zombie with pistol ammo from the stairs
-Get flashbang from item
-EITHER lure all of the zombies out
-OR fry them with the flamethrower(there is more ammo on one zombie)
-IF you shot key zombie with mangum, fry immortals with flamethrower
-OR IF you shot the dogs with pistol, you can use magnum to stagger immortals(double hit)
-Walk on the basketball court and knife(won't alert lickers) the key zombie, you can spend knife after this
-Switch to magnum ammo and run past the zombies in front of the door
-IF the immortal gets in the way, stagger it
-IF you didn't have to stagger the immortal just stagger both immortals with magnum
-IF you did have to stagger the immmortal, EITHER flamethrower both immortals
-IF you did have to stagger the immmortal, OR stagger both immortals with magnum(double hit)
-IF you have 4 or more magnum rounds, just shoot the dogs with it, save one shot!(you can double kill two)
-IF you have 3 magnum rounds, use pistol to shoot the first dog, then magnum the rest, save one shot!(you can double kill two)
-Switch to pistol, stagger the immortal
-Run along the right side, once immmortal rushes out of the way, go into the parking hall
-Shoot the zombie in the head to run by
-Switch to your last magnum round, kill the key zombie
-Switch to grenade, clear first hallway with it
-Switch to flashbang, use it to run through second hallway

This will get you a 4-6 minute time depending if you use the flamethrower or not and if you stop to kill the dogs at the start.


Finished No Time for Mourning off the additional stories.

Aside from the licker trap(spawns and auto aggros after you pass a certain point) this felt better designed than the runaway, no gimmicky key zombies and less item dispensers(though you are still snowed in the last corridor if you didn't pick a flashbang from one before and probably snowed if you don't get the spark shot from a zombie drop.)

Hate playing this fatass, he's SLOOOOOOOOOW but here's how to do it anyhow. This will net you a time from 6-7 minutes:

-You can run by the first two zombies by hugging the car, then it is a straight line to the parking hall
-You can shoot the flame tank zombie to explode them all or circle around them from the left
-Do NOT explode the flame tank zombie on the causeway, you need him to drop the tank. Just kill the zombie.
-Licker spawns behind you as you run on the causeway, turn and use the tank to explode it.
-The three in the control room rise as they hear you approach, tricky to run past, safer to just shoot them with the shotgun.
-Grab the zombie here for more shotgun ammo, you don't really need it but it makes the trip safer
-Run past all of the rising zombies, if you are injured or get blocked, blast them. If you picked up ammo, you have enough.
-Shoot the flame guy for safety, then pick flash bang from the item select, you will need it later. I like to unequip it for safety.
-Shoot the zombie with the pack, if they all rise just blast them with the shotgun.
-You have to wait for the lift to come, shoot any zombies that come close, pick up the ammo
-There is a zombie drop on the left with the spark shot. Get it. Watch out for the one rising. Go back, head to the work room.
-Call the lift, shoot the zombie for safety or ring around the table.
-Equip spark shot
-Go down through the sewers to the left and fast tap all the nasties in your way with sparkshot to squeeze by
-Shoot a bulb and run past
-Immeadiately run left after entering the control room, circle the zombies and shoot a bulb if necessary
-Shoot a bulb and run by
-Shoot the zombies here for safety
-Run straight out the room with the big nasty
-Equip flashbang, turn the corner with a million zombies, flash bang them all and shoot a bulb, run through

Depending how many you have/want to shoot, you should be in for a 6-7 minute time with this.

You can also go down the stairs next to the spark shot but that is just a looong, loong way with loooooooots of zombies that connects back to the other route at the plug room. Remember to equip spark shot going down the sewer, spark that fella there to run past(you can ditch spark shot after) and then just blast your way through, there is ammo on the way so you don't have to be conservative, should get through alright, assuming you picked up ammo earlier. There is an extra pack zombie next to the rail car, it also has a G+R herb on it if you need it. This route is 1-2 minutes longer than the other, depending if go get the extra ammo next to the rail car or not.
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JoonasTo
JoonasTo


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Undefeatable Hero
What if Elvin was female?
posted February 16, 2019 04:26 PM
Edited by JoonasTo at 19:53, 16 Feb 2019.

Done with Forgotten Soldier. I am not sure how I feel about this. In a way it is nicely done, no gimmicky traps or keys or anything. So in that way, it feels the best. But it's also 100% run. Whenever you go to a room you better be making fullspeed because almost all of the zombies are down on the ground and getting up. If they get up, you might as well reset because there's no way for you to get through anymore.

Here's how to get through in 5-6 minutes:

-Single shots to the head on the first ammo zombie. Pick up special gunpowder(no picking up normal gunpowder, only yellow/white)
-Kneecap the two first zombies and run by
-Stun the last and run by
-Run past the flaming fellas on the right
-Pick up the flashbang
-Kill licker with SMG
-Kill ammo zombie(knife him if you don't have enough ammo left), make SMG rounds
-Run to the right, kill ammo zombie in front of stairs, pick up powder while at it, go up
-Get magnum
-Equip magnum and run past all zombies on the right
-Kneecap/pop head of the two blocking your way, get up the elevator
-Go back to SMG, if the fat one gets in your way, shoot/stagger him
-Shoot the one on the ground, get powder from him, if you lost your knife, make a grenade
-Run past all in the next room, usually left is fine, might need stagger misty up there
-Run past all on the right, get grabbed by the ivy, use your knife/grenade to escape from him, run past the rest
-Stagger the one on the elevator, get in
-Get magnum ammo
-Clear the bridge
-Run past all that rise, pick up powder on the way, make a grenade, pop a bulb or throw a grenade if you cannot get past
-Ammo zombie on the left behind the desk, make a grenade and SMG ammo
-Clear your way to the door(if you have two, you can spend a grenade here, try not to waste all your last ammo)
-Tyrant comes say hello when you start opening the door, grenade him and the leftover zombies, if you have a second grenade throw it when hitstun ends, finish with with SMG
-Run through the doors, clear your way through the horde with the flashbang, run up the left side of the stairs, and into the railway car

And you should be in for a 5-6 minute time. I haven't tried shotgun/grenade launcher routes. The shotgun might be worth it since you can spend white gunpowder on SMG and yellow/large normal on shotgun shells, but I doubt it because you would be missing out on all the grenades. You can get like a million acid rounds with all the white powder provided but they suck so much vs zombies I don't know why you would ever want to do that.

These are no speedrun strats btw. These are something that don't require learning specific routing/enemy manipulation beforehand. Simply something to make it through trial and error courses. If you watch the speedruns of these they make you go "WHAT! Where was that enemy?" and usually it's because they did something in a specific way earlier so if you don't follow the steps exactly, you'll get grabbed by a guy you never even saw in the speedrun.
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted February 18, 2019 10:54 AM
Edited by blob2 at 11:09, 18 Feb 2019.

You seem to be having a similar problem as most of us here JoonasTo. Not many users are active so basically most discussions about a particular game are with "oneself" or a single/two person at most

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted February 18, 2019 07:07 PM

I'll wait for the first time the game gets a discount. ^_^
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Mandarinas45
Mandarinas45

Tavern Dweller
posted February 22, 2019 09:25 AM

RE2 Tips that helped me!

I'm a blogger, game enthusiast, and a game writer. I've bought the newest Resident Evil 2 Remake, and it's awesome, to say the least. Had an amazing experience with Leon, and today seems like an evening with Claire haha!

I've struggled during my first hours, as the game is really intense, and thrilling, however, my skills have increased tremendously heading towards the mid-game.

Anyway, I'm writing this because I've noticed a couple of neat tricks that have helped me to hone my skills and thus increase my experience. I've written a guide about the new game, in hopes that it'll be helpful at least to someone! Check out my [url=https://www.eneba.com/blog/resident-evil-2-guide-and-tips-to-crush-the-game/]Resident Evil 2 tips![/url]

Thank you, and have a pleasant experience! With or without my tips, the game is sick, and if anyone is still wondering whether it's worth it, it totally is!

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Blake00
Blake00


Known Hero
posted February 24, 2019 09:18 AM

I tried running the RE2 remake demo on my 6yr old computer that doesn't even have a dedicate graphics card. The results were most amusing lol. Especially as one of the graphical bugs allowed me to see through walls. Might mean I'd live longer if I'd bothered to play further hahaha!
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 25, 2019 12:09 PM

I'm definitely going to play this gem when I have more time, probably in the summer.
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Blake00
Blake00


Known Hero
posted June 08, 2019 12:31 PM

Currently replaying the original RE2 to get myself ready for the remake. Such a great old game!! Remake looks so amazing!
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