Careening: Difference between revisions
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'''Careening''' (referred to in animations as '''"BulletMode"''') is a state entered by defeated enemies in the [[Subspace Emissary]]. Once its [[HP]] reaches zero, a blast sound can be heard and the defeated enemy begins flying in a straight direction (based on the angle of the attack that hit it), bouncing off parts of the stage and damaging other enemies it runs into. Upon reaching a [[blast line]] or after a few seconds the enemy is removed from play. | '''Careening''' (referred to in animations as '''"BulletMode"''') is a state entered by defeated enemies in the [[Subspace Emissary]]. Once its [[HP]] reaches zero, a blast sound can be heard and the defeated enemy begins flying in a straight direction (based on the angle of the attack that hit it), bouncing off parts of the stage and damaging other enemies it runs into. Upon reaching a [[blast line]] or after a few seconds the enemy is removed from play. | ||
The damage dealt by a careening enemy is | The damage dealt by a careening enemy is dependent on the [[difficulty]], with higher difficulties making the attack weaker. Generally, larger enemies deal more damage when careening. Careening enemies also always use a special knockback angle encoded as 363, whose properties are mostly unknown. | ||
[[Category:Subspace Emissary]] | [[Category:Subspace Emissary]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 17:15, March 22, 2014
Careening (referred to in animations as "BulletMode") is a state entered by defeated enemies in the Subspace Emissary. Once its HP reaches zero, a blast sound can be heard and the defeated enemy begins flying in a straight direction (based on the angle of the attack that hit it), bouncing off parts of the stage and damaging other enemies it runs into. Upon reaching a blast line or after a few seconds the enemy is removed from play.
The damage dealt by a careening enemy is dependent on the difficulty, with higher difficulties making the attack weaker. Generally, larger enemies deal more damage when careening. Careening enemies also always use a special knockback angle encoded as 363, whose properties are mostly unknown.