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| game_modes:detonator [2025/11/03 23:23] – [Gamer Strategies] Naotyu | game_modes:detonator [2025/11/16 14:52] (current) – correct emp pad positions and add links ThatOneBonk | ||
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| ======Detonator====== | ======Detonator====== | ||
| - | [{{ game_modes: | + | [{{ game_modes: |
| - | Detonator is a mode in [[wipeout_series: | + | **Detonator** is a mode in [[wipeout_series: |
| - | Detonator has not appeared in any other game in [[: | + | **Detonator** has not appeared in any other game in [[: |
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| ====EMP==== | ====EMP==== | ||
| - | The **EMP** is charged by going over **Detonator | + | The **EMP** is charged by going over **EMP Pads**, which replace |
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| ====Bombs==== | ====Bombs==== | ||
| - | These are bigger targets. One spawns each [[# | + | These are bigger targets. One spawns each [[# |
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| =====Strategies===== | =====Strategies===== | ||
| - | To start off with basic strategies, you generally shouldn't ever be holding the fire button in Detonator, as missing bullets can hurt your overall score, as you'd want as many chain bonuses as possible per magazine. Single fire is the best choice for stages | + | < |
| + | Strategies are currently under construction! The content is here, but it'll be rewritten to sound better. | ||
| + | </ | ||
| + | To begin, you should familiarise yourself with ship and weapons control. The Detonator ship is much more nimble than the Zone ship, so before stage 6, air brakes | ||
| - | You might be asking what are chamber combos? Isn't there just chain bonuses in Detonator? Well, there is a reason | + | Mines are so far apart early on that single-fire |
| - | Since each bullet can hit up to 3 mines but most of the time, you can hit two mines per bullet. | + | The EMP, meanwhile, is a multitool weapon. It's quite normal for beginners to want to use it often, but shooting with Cannons will always give you more points |
| - | Another | + | The fresh Mines that are laid out at the beginning of each lap should be prioritized, |
| - | As for dead mines, you will hit them most of the time by accident while trying | + | The most challenging part is uniting all these principles together while keeping in mind Chain bonuses, Chamber Accumulator combos and Reload timing. |
| + | Each shot in truth fires 2 bullets side-by-side. Each individual bullet can then hit up to 3 Mines before dissipating, | ||
| - | Emp use is normal if you aren't experienced, but shooting with cannons will always give you more points | + | Meanwhile, |
| - | Air brake use in Detonator | + | It's due to these effects that Reloads |
| - | For bombs, try to always clear them with a cannon, as they give more points if detonated with it. Emp use on them is fine if you happen | + | With all these factors in mind, Detonator |
| - | + | ||
| - | On higher stages, like past stage 8, you can spray more often, but I try to tap the fire button fast instead of holding it to only shoot when you see mines. | + | |
| =====Gamer Strategies===== | =====Gamer Strategies===== | ||
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| Now, if you're reading this section, you're tryna go crazy on the game mode. I gotchu as the World Record holder for detonator on HD Fury, the one and only Naotyu will tell you some epic gamer strats. | Now, if you're reading this section, you're tryna go crazy on the game mode. I gotchu as the World Record holder for detonator on HD Fury, the one and only Naotyu will tell you some epic gamer strats. | ||
| - | FIRST Early-game | + | FIRST Early-game |
| - | This will be stages 1-4 as early game. Here, single fire is mandatory. Try to guarantee your shots from the mines you see, and if you pass by any more than 2 mines in the span of 5 seconds, you have exactly 5 seconds from right when you turn around to go back for them to get them. Once you go past 5 seconds of going backwards you take damage quickly. Try to optimise the timers and begin turning around half a second before 5 seconds are up to not take damage from going backwards. Keep in mind that doing this tech will cost you 9-10 hp on average, depending on how hard you hit the wall. So make it count, it's not free. | + | Here, single fire is mandatory. Try to guarantee your shots from the mines you see, and if you pass by any more than 2 mines in the span of 5 seconds, you have exactly 5 seconds from right when you turn around to go back for them to get them. Once you go past 5 seconds of going backwards you take damage quickly. Try to optimise the timers and begin turning around half a second before 5 seconds are up to not take damage from going backwards. Keep in mind that doing this tech will cost you 9-10 hp on average, depending on how hard you hit the wall. So make it count, it's not free. |
| (On certain maps, like Ubermall, you can turn into the path you didn't go down at the tip of the two paths joining back together and loop the two paths to clear all mines in that vicinity. You barely have enough time on stage 1-4 to do so and take 0 damage to do so, therefore, manipulating the timer they give you when going backwards.) | (On certain maps, like Ubermall, you can turn into the path you didn't go down at the tip of the two paths joining back together and loop the two paths to clear all mines in that vicinity. You barely have enough time on stage 1-4 to do so and take 0 damage to do so, therefore, manipulating the timer they give you when going backwards.) | ||
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| If there is a formation of mines where there are 3 mines in proximity of each other but it's 2 right next to each other and far from the pair, but in line of sight of them. Most of the time, you can shoot all three mines with one bullet if the solo mine is closer to you than the pair. Since the bullet shoots a pair of cannon fire you can have your right gun aligned with the closer mine, making it so only the right part of the bullet hits it and the left side claims the other 2 mines right down the middle of the pair to hit them both. More often than not, you'll end up doing a one-two to clear it, as the lineup for it is hard. So when going for this, be prepared to make up for it if you miss one and shoot twice instead of once. | If there is a formation of mines where there are 3 mines in proximity of each other but it's 2 right next to each other and far from the pair, but in line of sight of them. Most of the time, you can shoot all three mines with one bullet if the solo mine is closer to you than the pair. Since the bullet shoots a pair of cannon fire you can have your right gun aligned with the closer mine, making it so only the right part of the bullet hits it and the left side claims the other 2 mines right down the middle of the pair to hit them both. More often than not, you'll end up doing a one-two to clear it, as the lineup for it is hard. So when going for this, be prepared to make up for it if you miss one and shoot twice instead of once. | ||
| - | During the early game, you have a lot of time so when it comes to **Bombs** you should almost always hit the mines around it and then kill the bomb. As the bomb itself, when detonated, has its own chamber combo and is based on how many were blown up in the vicinity. So you're better off continuing your chamber combo to get more chains then destroying it. | + | During the early game, you have a lot of time so when it comes to **Bombs** you should almost always hit the mines around it and then kill the bomb. As the bomb itself, when detonated, has its own chamber combo and is based on how many were blown up in the vicinity. So you're better off continuing your chamber combo to get more chains then destroying |
| - | SECOND Mid-Game | + | SECOND Mid-Game |
| - | Mid-game, you are around stage 5-9. During this section of your run, you want to make sure you get where you should generally shoot to be consistent later. Though this would be on a per-map basis, so every map is different. But what I mean by this is shooting where the wall curves into the next part of the track, heavily taking advantage of the ricochet ability the bullets have. I'd say you can use your air brakes more now if you're confident you can hit it and reorient yourself back to normal. There isn't much to keep in mind here other than to keep your HP healthy for any late-game mishaps and reload tanking. The late game is very hard. | + | |
| + | During this section of your run, you want to make sure you get where you should generally shoot to be consistent later. Though this would be on a per-map basis, so every map is different. But what I mean by this is shooting where the wall curves into the next part of the track, heavily taking advantage of the ricochet ability the bullets have. I'd say you can use your air brakes more now if you're confident you can hit it and reorient yourself back to normal. | ||
| + | |||
| + | As for mid-game patterns, you'll start to see more 6 mine arrangements here, which can be cancerous and infuriating when you don't hit all of them. The most common is what I call the cart formation. It looks like a shopping cart where its 4 mines in a square with the 2 other mines making the handle on the top left of the square formation. Another prominant and cancer one is the dreaded 6s. Very similar to the dreaded 4s but in a 5 mine spread with one of the spread mines being a pair with the extra being in the front in any of the 5. For these 5 mine spreads you just try and shoot all 5 since at this point any you don't hit will likely bounce off to hit other mines in the vicinity. These are the only 2 of note that come to mind. Late game knowing patterns wont matter too much. | ||
| + | |||
| + | There isn't much to keep in mind here other than to keep your HP healthy for any late-game mishaps and reload tanking. The late game is very hard. | ||
| + | |||
| + | LASTLY Late Game Stages 10-14 | ||
| - | LASTLY Late Game | ||
| The reason you want to keep this in mind is that eventually it gets too quick, where giving yourself time to reload without passing by too many mines can be detrimental to your run. So when you're shooting, we don't go around the mines to give ourselves time to reload. When we become overwhelmed, | The reason you want to keep this in mind is that eventually it gets too quick, where giving yourself time to reload without passing by too many mines can be detrimental to your run. So when you're shooting, we don't go around the mines to give ourselves time to reload. When we become overwhelmed, | ||
| + | |||
| + | Anyway, remembering where to ricochet your bullets is crucial because in each map, you want to try and section each part of the map like before certain turns, having a full clip for the incoming barrage of mines is essential to not dying and getting a high chamber combo. You don't want to worry too much about chains; you'll get them if you're lucky, but in higher stages, it's harder to optimise that. | ||
| + | |||
| + | So you mostly want to concern yourself with getting as many mines as possible in the late game. And for bombs, try and always kill them with the cannon, it will give you more points and only EMP if there is a dead zone. It won't hurt as much using an EMP late game, thankfully, to the overall score. | ||
| + | |||
| + | Late game tests your accuracy and gun work to the max, so there isn't too much to elaborate on, as most of the said strategies have already been discussed. That being said this may be a lot of info, but it will all become natural as you play more and more. | ||
| + | Good luck with your detonator runs! If there is anything you're unclear on, @Naotyu on AGRF discord!!! | ||
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| =====Technical Information===== | =====Technical Information===== | ||
| pull data from the files and write how scoring works and what points are given for | pull data from the files and write how scoring works and what points are given for | ||