I'm a fan of how RA2 let's you assign operators to multiple day long expeditions and I think that those would be a neat way to introduce the support unit system into the gamemode. It would probably be way too much work for the devs but I like the idea of my sent away operators showing up as temp recruitments or support units for others to use
yea, and to make it fun, you can even set up a 'market value' for your operators, perhaps 10 wood/5 stone for one use. that way itll become a market game. i would love to crash the marketXD
They added a limit where you can use a character only one time per "day." That removes the strategy where people want to just use their top units over and over again, you have to spread out what you're doing over more units, that's good (for anyone that has a decent roster, but arguably this mode just isn't for new players). They should have taken the improvement a step further and removed the food/energy mechanic. All that does is force you to overly focus on ingredient farming and rice research/building during the early game. Sure eventually you can place 12 rice paddies and can even use expanded squads without having to waste an action on food gathering, but it's an obstacle that does not engage and just slows you down artificially in the early game.
Which is my biggest gripe with getting into it. Especially when their isn't really a premium incentive (Primes/Originium) to push past that annoying barrier. I'm no stranger to early game rogue-likes being grindy (Binding of Isaac, Gungeon, etc), but at least you had enough tools to get through a run if you played well. The idea of base-building is a novel idea, but is severely limited by resources that need to be allocated every which way. And not nearly enough operators to cover all your needs practically. Yeah, early game freakin' sucks.
I think the "unfriendly to new players who don't have a big enough roster" is kinda intentional and probably not possible to remedy. It's meant to be an endgame/lategame mode, much more so than IS, so it makes sense that it would require the player to have built up several squads of operators. HOWEVER, I do think bringing Support operators from your friends' lineups should be allowed to slightly help newer and more casual players, it's stupid that it isnt
I and many people I know who went in blind hit around day 30 and just had to restart the run only because we just didn't know all the maps and features. I think many people who start experiment with the mode and then it just hits you with monsoon season and throws a fairly significant threat at you, especially considering the game defaults to challenge mode with no extra reward or explanation it even exists. It's definitely manageable but continuing past that point when you barely have gotten into the stone area cause you were fucking around is really discouraging. When I restarted my game I reached the entrance to the Iron area on day 25, that is such a crazy difference in what just knowing wtf is happening in the early game. Also no support units is annoying
One thing I glad they change for RA2 is the maps now show all the details like normal AK map, unlike RA1 where the just outline sketch which I really despised of since it didn't tell you what tiles are available so you can bring operators accordingly.
Recreation Logarithm is definitely majorly improved. The biggest issue is that the first few hours of the mode are still a 0/10 dogshit experience when you attempt to have an organic learning experience in the mode. I think it says an enormous amount when the content creation surrounding Exploration Assblasting is overwhelmingly slanted towards early game guides. Some people don't see this as an issue. Ask yourself though: What other game mode did you look up and watch a 1 hour guide for which further directed you to the CN wiki to see the key objectives on the overworld map and individual map layouts just so that you didn't quit after 30 minutes? Like I don't think most people needed a guide for IS. They just jumped in and played the damn game and had fun doing it, even if they weren't always successful. Depression Labouring is still a boring as fuck mindless grind in the early game where you basically make zero permanent progress beyond just inching across the map. You get randomly knowledge checked all over the place which cheeses you out of actions. How many people scouted that progressing conga line of enemies only to find the first enemy was a flagbearer and caused all the casters to bumrush the center of the map and completely fucking roll you? If you knew about that in advance, you probably just cheesed it by stopping him in the water with a crabby pumpy. Maybe you did one action then wanted to check the weather season which is the same button as to progress the day and it just skipped your second action with no warning. The save system is dogshit, forcing you back 3 full days in order to actively disincentivise its usage and make mistakes feel more permanent. Building a complex and creative base is just a complete waste of time and something no-one is going to attempt over just creating an Ifrit lane beyond their first Procrastination Existentialism run. The sheer apathy towards Frustration Aneurysm shows that it needed way more time to cook and a ton of QoL improvements. HG just collectively dismissed all of these concerns though as people being wingy babies and shit at the mode which is why they created an easy difficulty for it rather than making any genuine improvements. It has genuine potential but they need to actually listen to player feedback. Them not listening is how we got IS#3 (widely considered the least fun iteration) whilst them deciding to listen and address the continued concerns is at least partially responsible for just how damn good IS#4 was in comparison. TL;DR Terra Research Commission Antidisestablishmentarianism still pretty sukk.
I can proudly say that I never needed to watch a guide for any theme in IS, yes I sucked at the beginning but got better after. I started playing right around the Lone Trail event, so I never played the first RA, so I went to RA2 with a clear mind and no previous knowledge, I understanded perfectly the tutorial, but still I lost. There are so many annoyances that plague the mode, why can't I collect more wood per run?, why can't I see the map?, why must everything be so scuffed?. I stopped playing when the second raid was approaching, I could never intercept them because I always started with 0 DP and enemies spawn near instantly, and at the end my poor base only had 25% HP left, and just when I thought I had found rock..... THE STUPID JETMAN WAS BLOCKING ME DEMANDING ME 50 RICE
This is the most perfect explanation for the frustration I'm feeling towards this mode. The only thing I ever had to look up for IS was how to get the alternate endings. This feels terrible because you aren't supposed to do multiple runs, so every time you make a mistake you either have to let it drag down your save file forever or reload. Feels more productive to use my time on arknights in absolutely any other way.
It feels particularly aggravating that some people report playing on challenge mode, being on day 120, never lost a mission, and never reloaded a mission. And I'm just asking how did you guess where every enemy and resource was?
7:35 maybe the sand keeps on getting everywhere inside the Eyes_Of_Priestess drones that the Doctor uses to scout the map And as everyone knows, the sand is coarse and rough and irritating and it gets everywhere.
you know what, Supah imagine if in future Arknight's story mode is changed from VN style to this RA2 style It'll add some GB to the storage, but its worth it
IKR the only 2 reasons I play Arknights are story then gameplay. I can always handle a trash game mode now and then but I'm more here for the story and when there is a stage preventing me from going further in the story it becomes my main reason to beat the stage regardless of how cleanly I do it. Any proper stage clearing afterward is just my pride as a 2yr player and my OCD
The part about withholding information is largely why I hate IS. I'm okay with losing a single level due to not knowing the enemy spawns. I'm just not interested in losing a whole run because I get fucked on one particular map. I'm hoping that RA is a little more forgiving than IS is in that sense, because it is pretty cool, and I don't expect to lose the entire run off of a single poorly played map (or even a few tbh).
I just play RA 2 so Doctor can be canonically living with Eunectes. But Supah I was not expecting this character development from you. I'm just happy we agree on the same thing to complain about. I remember taking 10 in game days to farm wood and stone to level up my base and get all the rice plants. Day 75, and I have consistent food and my base is level 5, just got to finish the left side of the map for the story now. Also shout-out to Jfun for all his RA video guides. Guy only has 100 something subs, but he pretty much has a video for the important stages for story and farming.
I like the fog of war thingy. First of all, it kinda nerfs Yato alter and units that have splash damage with a wide radius, as stuff in the fog of war aren't damaged. Secondly, it feels interesting to plan with limited information. You can see the map and the enemies, you can now make educated guesses on what's the best stuff to use. It rewards flexibility and on-the-fly adjustments, as well as thinking through the team beyond "Oh, there are four iron in a straight line, I'll bring Ifrit"; instead, you have to choose if Ifrit is worth the risk. Or maybe you just bring Gravel and Jaye to scout the map before bringing the kill squad. Thirdly, it's a really easy way to make refarming the same stage (after resources reset) more efficient than first-time clears, since you already know the map. This isn't inherently a good thing, but personally it felt nice that if we're not strong enough to beat the new stages, we can grind very efficiently. Also, if you think about it, it's not really any worse than not knowing how a regular Arknights stage is gonna play out the first time you play it. Unlike a regular Arknights stage, you don't fail when you make one mistake and an enemy leaks into your blue box. You can get, maybe, 50 wood when you would want 60, but you can accept that.
"in the 1st in 5 years, it feels like you're playing a story.." damn man, so true. You actually got immersed in the progression, making food, finding resources, beating up enemies, finding up some difficulties and beat them, and only then progress the story..
Bruh I am so surprised that SUPAH likes this mode, I thought he was going to make a 30-minute video about it, I like this calm version of him better lol.
the expansive rewards are good motivation for peoples to try out RA2, the stuffs in the shop are pretty good (I wonder if there's really really good stuffs in future)
The story/gameplay synchronicity part kinda made me think about HI3rd. At first there were just levels, then a in-chapter menu with a button that throws you in a not-so-open world and now it's just a not-so-open world genshin impact that's basically another game inside a game that you enter right from a chapter selection menu
Im on like day 150 and i still enjoy it cause i havent looked anything about it, it also feels really rewarding, the moment when i figured out how to deal with the croc priestess felt really nice
I know it might just be laziness but I had an even worse time on it than last time. At least I could find the wood. Instead I found fowlbeasts despitr having 50 woods on the map. I restarted my run, thinking it was a bug and on both maps I couldn't find anything. I gave up. I like the concept, but I prefer suffering trying to get Izumik ending on IS3 than this mode, at least with how it is rn.
I wasnt there for the first time this game mode appeared, but even if im getting efed up by this game mode like in IS4 and it is a miracle that i got to day 12 im having fun, its truly entertaining, and by the way i dont know if it has anything to do with the char development, but the way you speak is quite diferent
I actually enjoyed RA1 since I had time to waste into learning the mode and enjoyed the deathtrap that my main base became. I've barely touched RA2 since I'm busy these days, however it feels pretty good and I think I'm having fun with AK again :')
Honestly as a new player (as new as level 95 but still new for this gamemode), I truly feel how much potentiel RA2 has but i don't have the time and the operator too play it efficiently. When an early game wood clear bring at best 25 wood due to not having the proper operator then your too late on the curve of ressource gathering making next fight harder (will already suffering from the lack of the good operator too deal with the different threat). Too summarize my thought great mode but for casual/newbie an hell too go through the early making it nearly unplayable in practice without investing tens of hour within a short time frame.
The first RA wasnt even that bad once it got going but the fact that the tutorial sucked and you had to start and finish a bunch of runs that you had no chance of winning before finally getting to really play was the worst part, RA2 is basically RA1 if you start with 6 hours of playtime already.
I agree with this, RA is actually fun because of how different it really feels. BUT there's just so many dumb things they've done or witheld that truly makes me believe they barely test or play the game. Pointlessly neglected, overlooked, or just flat out dumb. For instance; Being so starved for materials removes a ton of potential replay enjoyment. Rather than looking back at a 6+ hour chore grind. They were SO CLOSE with this one, but i still feel they fucked it up.
literally took me hours to unlock lvl 2 then I noticed it wasnt enough to unlock the mining cars and that I also didnt even had found stone yet I closed the game mode and never played it again since that day lol
"just because you're the most unique doesn't mean you're useful / beloved" -blind for no reason -meat runs away (because your yatolter / texalter is tired) -defender become useless yet also needed for tree -timer only let you deploy defender twice -not all people use a gazillion 6* debug operator / whale -the base in incrementally annoying yo build - what base ? mine's is still in beta and it is wayyy better
one thing that is weird to me is that it still happens, that 80 out of 90 enemies spawn within the first 2 minutes, only for the last 10 to trickle out over the next 3 minutes. spaghetti code
I would like to think the idea is that you'd have such issues dealing with the frontal barrage (since most non-busted OPs have some limit to the amount of enemies they can hit at once) that all the other enemies trickling out is meant to not be noticeable. Regardless, it really should be checked against current kill count instead of the passage of time, but I'm not sure if Arknights DOES have that kind of trigger. From what I remember, it's mostly about killing specific enemies for the most part.
I actually really like Reclamation Algorithm I think RA2 improves on some of the weakest points of the first try, it's a little gatekeepy, but it's also designed as end-game content, so I'm not too mad about it. Most of the information about the maps from RA1 remain true for RA2, so if you played around with the first attempt, the second attempt is much easier. Also those key stages gives my girl Beehunter something to do to justify me building her for waifu reasons. Those keys have to be Ora-Ora'd down.
RA dared to regress Arknights into its mother game genre, and honestly? Tower Defense back into Real Time Strategy with a grand strategy overworld was not in my bingo card for this game, to say the least. I think your take's pretty solid to be honest - plenty of obstacles and design flaws to possibly overcome with future updates, but RA has some of the most gratifying payoffs of the Arknights grind that I've experienced as a player since launch. Pretty wild to see my video on the topic all the way out here too (12:15) - if that watch bar is accurate, I hope it was useful! Greetings from the algorithmic recommendations.
actually, fvck the casual and new players. I think we can keep the gamemode shitty to them, but let them borrow more supports. like 3 support each squad, barely enough to carry you through a raid
Year 1 (3months àter release) player here, and i dropped it after 3 runs because i could never get pass day 3due to lack of foods. The game mode makes you feel like you have many choices at first but in reallity only 1-2 path to play.
I genuinely just laugh at whatever pic you post for the Arknights most hated TH-camr part, but this one has me confused. Why did that person say the vid was for p3d05????
I loved RA1, but RA2 is a VAST improvement over the original mode. Thankfully, players who don't like it don't have to play for very long to max out the exclusive operator
I honestly don't understand why everyone likes this game mode. I wish I found it fun too. But for me it's more frustrating and tedious than any other mode I've ever played. SSS and DOS were way easier and less annoying than this. IS2, 3, and 4 are way easier and less annoying than this. I just don't get it, when does the not awful part start? Well at least the trials are both easy and fun.
Wow, it actually gets a lot easier after the day 35 boss, but you gotta admit, before then it's the most brutally difficult content in Arknights, by a huge margin. What I didn't really understand was how hugely impactful that food is. It's basically fordartals in this mode. Not that the game gives you any recipes, so you wouldn't know without a recipe list.
i know when ppl say the story is great... i'm sure it is, but none of us should have to sit through 30 minutes of dialogue before the actual stage starts. like it's so long i forget if i ever started a new stage or did i finish. especially finishing cuz i get the whiplash of hearing the victory music after a whole ass movie length discussion. just do what neural cloud does and completely seperate the story parts from the actual combat stages please.
@@1nv15BL3 i'm well aware, but my point still stands cuz i wish i could read the story as it comes out instead of relying on an outside source but that's just me.
While it is better, it's still grindy as shit and will probably just get boring eventually. Also the early game is brutal as you basically HAVE to reach stone by a certain day or you'll get screwed by the first big raid.
Bro, what you said about gameplay and story being disconnected is what I was saying when people asked me why I think that arknights' story is bad. It's not because the long a55 chapters that takes 7 hours to read, not about the boring way they use the Visual Novel interface to tell their stories or anything. It's because as a *VIDEO GAME* Arknights do terrible job to tell the story through the media. I don't care if it's a deep story about human condition or anything, if you don't give a sh1t about how to tell it through your game, it's bad. Nothing else. People that consider Vidéo games as an art form should not tolerate that kind of laziness and lack of respect towards the media.
Honestly this problem across numerous gacha games is mainly the result of how the game was originally made and how fast players expect content. Most of the time the budget for something more elaborate isn’t there when a new gacha releases so the game isn’t made to support something like that. Since the core of the game is already built the future can make additions to it, but at the end of the day you’re still stuck with and limited by the original foundation. The only way for more dramatic shits are either a completely new game or a large scale restructure that almost always coincides with significant content slowdown. With the competition so high in gacha games that usually only happens when a game is already heavily bleeding players and doesn’t have any other choice if it wants a lasting future. I don’t mean to excuse it, it’s just the unfortunate reality of these situations.
RA2 is unique, but feels like a completely new game other than Arknights. Like cmon, I just want to let my powercrept waifus to wipe up the map or run sleepnights by a random intent and get fancy special currency for gacha and skins. I appreciate their work, but I don't wanna learn how to play a brand new economic simulator with your slaves' POV. But yeah, that's great they didn't make it worse than the previous one like IS3 and new CC. Hope everyone who wants to dive into that stuff really enjoy this
I gotta say... its been years... add voice acting to the story already. I actually enjoy the story but if i wanted to read a picture book there are tons of manga with a more entertaining story -_-
SUPAH was awfully calm today looks like Ra2 is an equivalent to normal pills for SUPAH .
He been sedated 😂
I'm glad Supah always puts subtitles because I don't know any Italian. Thanks for the video.
Fr
I think there SHOULDN'T be any subtitles. Only the STRONGEST should survive, and the STRONGEST DOKUTAHS speak ITALIAN.
@@snorp6781 Good thing he's not french tho
call that a character arc
love the development arc
The arc ends when you drop the accent
Character arc after arc. Rosa love coming soon??
I'm a fan of how RA2 let's you assign operators to multiple day long expeditions and I think that those would be a neat way to introduce the support unit system into the gamemode. It would probably be way too much work for the devs but I like the idea of my sent away operators showing up as temp recruitments or support units for others to use
I specifically rushed to e2 Warfarin just to send her into the desert during hot season to gather water.
yea, and to make it fun, you can even set up a 'market value' for your operators, perhaps 10 wood/5 stone for one use. that way itll become a market game. i would love to crash the marketXD
They added a limit where you can use a character only one time per "day."
That removes the strategy where people want to just use their top units over and over again, you have to spread out what you're doing over more units, that's good (for anyone that has a decent roster, but arguably this mode just isn't for new players).
They should have taken the improvement a step further and removed the food/energy mechanic. All that does is force you to overly focus on ingredient farming and rice research/building during the early game. Sure eventually you can place 12 rice paddies and can even use expanded squads without having to waste an action on food gathering, but it's an obstacle that does not engage and just slows you down artificially in the early game.
Which is my biggest gripe with getting into it. Especially when their isn't really a premium incentive (Primes/Originium) to push past that annoying barrier.
I'm no stranger to early game rogue-likes being grindy (Binding of Isaac, Gungeon, etc), but at least you had enough tools to get through a run if you played well. The idea of base-building is a novel idea, but is severely limited by resources that need to be allocated every which way. And not nearly enough operators to cover all your needs practically.
Yeah, early game freakin' sucks.
I think the "unfriendly to new players who don't have a big enough roster" is kinda intentional and probably not possible to remedy. It's meant to be an endgame/lategame mode, much more so than IS, so it makes sense that it would require the player to have built up several squads of operators.
HOWEVER, I do think bringing Support operators from your friends' lineups should be allowed to slightly help newer and more casual players, it's stupid that it isnt
I and many people I know who went in blind hit around day 30 and just had to restart the run only because we just didn't know all the maps and features. I think many people who start experiment with the mode and then it just hits you with monsoon season and throws a fairly significant threat at you, especially considering the game defaults to challenge mode with no extra reward or explanation it even exists. It's definitely manageable but continuing past that point when you barely have gotten into the stone area cause you were fucking around is really discouraging. When I restarted my game I reached the entrance to the Iron area on day 25, that is such a crazy difference in what just knowing wtf is happening in the early game.
Also no support units is annoying
One thing I glad they change for RA2 is the maps now show all the details like normal AK map, unlike RA1 where the just outline sketch which I really despised of since it didn't tell you what tiles are available so you can bring operators accordingly.
Would you still love me if i was a New Arknights Gamemode?
Nah
Recreation Logarithm is definitely majorly improved. The biggest issue is that the first few hours of the mode are still a 0/10 dogshit experience when you attempt to have an organic learning experience in the mode. I think it says an enormous amount when the content creation surrounding Exploration Assblasting is overwhelmingly slanted towards early game guides. Some people don't see this as an issue. Ask yourself though: What other game mode did you look up and watch a 1 hour guide for which further directed you to the CN wiki to see the key objectives on the overworld map and individual map layouts just so that you didn't quit after 30 minutes? Like I don't think most people needed a guide for IS. They just jumped in and played the damn game and had fun doing it, even if they weren't always successful.
Depression Labouring is still a boring as fuck mindless grind in the early game where you basically make zero permanent progress beyond just inching across the map. You get randomly knowledge checked all over the place which cheeses you out of actions. How many people scouted that progressing conga line of enemies only to find the first enemy was a flagbearer and caused all the casters to bumrush the center of the map and completely fucking roll you? If you knew about that in advance, you probably just cheesed it by stopping him in the water with a crabby pumpy. Maybe you did one action then wanted to check the weather season which is the same button as to progress the day and it just skipped your second action with no warning. The save system is dogshit, forcing you back 3 full days in order to actively disincentivise its usage and make mistakes feel more permanent. Building a complex and creative base is just a complete waste of time and something no-one is going to attempt over just creating an Ifrit lane beyond their first Procrastination Existentialism run.
The sheer apathy towards Frustration Aneurysm shows that it needed way more time to cook and a ton of QoL improvements. HG just collectively dismissed all of these concerns though as people being wingy babies and shit at the mode which is why they created an easy difficulty for it rather than making any genuine improvements. It has genuine potential but they need to actually listen to player feedback. Them not listening is how we got IS#3 (widely considered the least fun iteration) whilst them deciding to listen and address the continued concerns is at least partially responsible for just how damn good IS#4 was in comparison.
TL;DR Terra Research Commission Antidisestablishmentarianism still pretty sukk.
I can proudly say that I never needed to watch a guide for any theme in IS, yes I sucked at the beginning but got better after.
I started playing right around the Lone Trail event, so I never played the first RA, so I went to RA2 with a clear mind and no previous knowledge, I understanded perfectly the tutorial, but still I lost.
There are so many annoyances that plague the mode, why can't I collect more wood per run?, why can't I see the map?, why must everything be so scuffed?.
I stopped playing when the second raid was approaching, I could never intercept them because I always started with 0 DP and enemies spawn near instantly, and at the end my poor base only had 25% HP left, and just when I thought I had found rock.....
THE STUPID JETMAN WAS BLOCKING ME DEMANDING ME 50 RICE
This is the most perfect explanation for the frustration I'm feeling towards this mode. The only thing I ever had to look up for IS was how to get the alternate endings. This feels terrible because you aren't supposed to do multiple runs, so every time you make a mistake you either have to let it drag down your save file forever or reload. Feels more productive to use my time on arknights in absolutely any other way.
It feels particularly aggravating that some people report playing on challenge mode, being on day 120, never lost a mission, and never reloaded a mission. And I'm just asking how did you guess where every enemy and resource was?
I like your punchlines about gamemode title, big fan of this kind of wordplay
This one is ACTUALLY voiced by Supah??? I expected every RA videos to be covered by that weird guy!
Yeah, the fake accent is back.
3:36 cute heavyrain
11:45 wtf I didn’t expected that point at all
Supah is my only source of news and review of Arknights content, his words are law, I will now try RA2.
I actually decided to look up the tweet in the intro and I just want to say
Keep it up Supah fr fr
the in-game cutscenes are really cool and I hope they add more of them in the future
7:35 maybe the sand keeps on getting everywhere inside the Eyes_Of_Priestess drones that the Doctor uses to scout the map
And as everyone knows, the sand is coarse and rough and irritating and it gets everywhere.
2:57 the only opposite exemple of this is Amiya, Greythroat, Blaze VS Frostnova and Talulah any% village speedrun.
0:41
❌mildly boring
✅midly boring
big true
BROTHERS, WE ARE GATHERING TO CELEBRATE THIS ABSOLUTE W🎉
you know what, Supah
imagine if in future Arknight's story mode is changed from VN style to this RA2 style
It'll add some GB to the storage, but its worth it
Btw regarding the chibi animations: without spoiling CN stuff too much, yes this format will definitely appear again in future story content.
The cutscenes in Arknights can be really long. Zwilingsturme (the Viviana and Arturia one) was REALLY long.
I'm just happy they show Eunectes being a part of RI.
AND THEY DIDN'T FORGET TUYE EXISTS
in normal modes I see the stages more as roadblocks that I have to pass to read the story than being a part of it 😅
IKR the only 2 reasons I play Arknights are story then gameplay. I can always handle a trash game mode now and then but I'm more here for the story and when there is a stage preventing me from going further in the story it becomes my main reason to beat the stage regardless of how cleanly I do it. Any proper stage clearing afterward is just my pride as a 2yr player and my OCD
I started playing because I wanted Kestrel (she's hot). i kept playing because I realized I was actually having fun.
The part about withholding information is largely why I hate IS. I'm okay with losing a single level due to not knowing the enemy spawns. I'm just not interested in losing a whole run because I get fucked on one particular map. I'm hoping that RA is a little more forgiving than IS is in that sense, because it is pretty cool, and I don't expect to lose the entire run off of a single poorly played map (or even a few tbh).
I just play RA 2 so Doctor can be canonically living with Eunectes.
But Supah I was not expecting this character development from you. I'm just happy we agree on the same thing to complain about. I remember taking 10 in game days to farm wood and stone to level up my base and get all the rice plants. Day 75, and I have consistent food and my base is level 5, just got to finish the left side of the map for the story now.
Also shout-out to Jfun for all his RA video guides. Guy only has 100 something subs, but he pretty much has a video for the important stages for story and farming.
really cool that I can just load a save file when I waste 3 acts failing the same battle lol
1:03 that’s what I’m saying! 🗣️🔥🔥🔥
I finally leveled my Gummy. Now i use her for every map that needs a healer defender
Bless for the content senior SUPAH, glory to the farming fields.
I like the fog of war thingy. First of all, it kinda nerfs Yato alter and units that have splash damage with a wide radius, as stuff in the fog of war aren't damaged. Secondly, it feels interesting to plan with limited information. You can see the map and the enemies, you can now make educated guesses on what's the best stuff to use. It rewards flexibility and on-the-fly adjustments, as well as thinking through the team beyond "Oh, there are four iron in a straight line, I'll bring Ifrit"; instead, you have to choose if Ifrit is worth the risk. Or maybe you just bring Gravel and Jaye to scout the map before bringing the kill squad.
Thirdly, it's a really easy way to make refarming the same stage (after resources reset) more efficient than first-time clears, since you already know the map. This isn't inherently a good thing, but personally it felt nice that if we're not strong enough to beat the new stages, we can grind very efficiently.
Also, if you think about it, it's not really any worse than not knowing how a regular Arknights stage is gonna play out the first time you play it. Unlike a regular Arknights stage, you don't fail when you make one mistake and an enemy leaks into your blue box. You can get, maybe, 50 wood when you would want 60, but you can accept that.
my favorite part of this is that i get to use chiave, friston is the god of resource collection
"in the 1st in 5 years, it feels like you're playing a story.."
damn man, so true. You actually got immersed in the progression, making food, finding resources, beating up enemies, finding up some difficulties and beat them, and only then progress the story..
It isnt dementia supah. Its just brain damage from all the bonking you get from the bear.
Bruh I am so surprised that SUPAH likes this mode, I thought he was going to make a 30-minute video about it, I like this calm version of him better lol.
the expansive rewards are good motivation for peoples to try out RA2, the stuffs in the shop are pretty good (I wonder if there's really really good stuffs in future)
Good motivation to use ''3 days and restart'' tactics in order to obtain all those rewards :D
there is hoshi skin in the future
The story/gameplay synchronicity part kinda made me think about HI3rd. At first there were just levels, then a in-chapter menu with a button that throws you in a not-so-open world and now it's just a not-so-open world genshin impact that's basically another game inside a game that you enter right from a chapter selection menu
This video won’t make me forgive you for shitting on Lobotomy Corporation
I love your content!! Keep up the awesome work
Im on like day 150 and i still enjoy it cause i havent looked anything about it, it also feels really rewarding, the moment when i figured out how to deal with the croc priestess felt really nice
Someone said something about subtitles, I'll said same, because I actually learned a bit of english from your videos because of subtitles
I know it might just be laziness but I had an even worse time on it than last time. At least I could find the wood. Instead I found fowlbeasts despitr having 50 woods on the map. I restarted my run, thinking it was a bug and on both maps I couldn't find anything. I gave up. I like the concept, but I prefer suffering trying to get Izumik ending on IS3 than this mode, at least with how it is rn.
ive watched this like, 6 times already, better savor it, its pretty rare for Supah to ever like anything that isnt Gummy hentai.
Can't believe that arknights has more endgame modes now, as an old player i feel overwhelmed HAHAHAH
7:51 doc is blind, that's why :lappkek:
I was already a fan of RA1 (yes even with its flaws) and I'm so happy with RA2 because they fixed so many things from the first one !
I wasnt there for the first time this game mode appeared, but even if im getting efed up by this game mode like in IS4 and it is a miracle that i got to day 12 im having fun, its truly entertaining, and by the way i dont know if it has anything to do with the char development, but the way you speak is quite diferent
I actually enjoyed RA1 since I had time to waste into learning the mode and enjoyed the deathtrap that my main base became.
I've barely touched RA2 since I'm busy these days, however it feels pretty good and I think I'm having fun with AK again :')
:') CUTE! n.n
Hey at least RA2 is indeed an improvement. It's just that with everytime we want to start a new save, the map is no longer randomized like RA1
Honestly as a new player (as new as level 95 but still new for this gamemode), I truly feel how much potentiel RA2 has but i don't have the time and the operator too play it efficiently. When an early game wood clear bring at best 25 wood due to not having the proper operator then your too late on the curve of ressource gathering making next fight harder (will already suffering from the lack of the good operator too deal with the different threat).
Too summarize my thought great mode but for casual/newbie an hell too go through the early making it nearly unplayable in practice without investing tens of hour within a short time frame.
No way, character development!!!
A 69 lv Rosa on the MarielCarey footage ? Interesting
The first RA wasnt even that bad once it got going but the fact that the tutorial sucked and you had to start and finish a bunch of runs that you had no chance of winning before finally getting to really play was the worst part, RA2 is basically RA1 if you start with 6 hours of playtime already.
There is the egyptian god Ra.
And now, supah created the Ra 2 (pronounced "Ra to")
Was the title changed? In my notification the title was like Supah watched Evangelion movie and decided to do the same format
Yes
I'm honestly surprised at how much I'm liking RA2
I guess we've sorta had chibi cutscenes like Frostnova and Talulah stuff, but that doesn't really count.
I agree with this, RA is actually fun because of how different it really feels. BUT there's just so many dumb things they've done or witheld that truly makes me believe they barely test or play the game. Pointlessly neglected, overlooked, or just flat out dumb.
For instance; Being so starved for materials removes a ton of potential replay enjoyment. Rather than looking back at a 6+ hour chore grind.
They were SO CLOSE with this one, but i still feel they fucked it up.
Supah Is really holding on the idea that gummy skin will appear in RA
literally took me hours to unlock lvl 2 then I noticed it wasnt enough to unlock the mining cars and that I also didnt even had found stone yet
I closed the game mode and never played it again since that day lol
For once, an honestly POSITIVE video of Arknights
Even rarer than a bag of 3 stars
Glad you are enjoying this mode like most of us did.
When I clicked the video I really though: "wait did they fix eunectes somehow?" lol
hoping for a limbus-style final canto boss cutscene moments type of scene in arknights for the next arcs
I must say they really improve this mode i really enjoyed Conquering the Sargon which Minos could never 😂😂
"just because you're the most unique doesn't mean you're useful / beloved"
-blind for no reason
-meat runs away (because your yatolter / texalter is tired)
-defender become useless yet also needed for tree
-timer only let you deploy defender twice
-not all people use a gazillion 6* debug operator / whale
-the base in incrementally annoying yo build
- what base ? mine's is still in beta and it is wayyy better
Finally the Prophecy has Been Fulfilled
hell yeah
that's about my thoughts on it too. good lord do you need to think a lot and tbh? i like that but it can be exhausting lmfao
8/10 from Supah? Who are you and what did you do to the real Supah???
one thing that is weird to me is that it still happens, that 80 out of 90 enemies spawn within the first 2 minutes, only for the last 10 to trickle out over the next 3 minutes. spaghetti code
I would like to think the idea is that you'd have such issues dealing with the frontal barrage (since most non-busted OPs have some limit to the amount of enemies they can hit at once) that all the other enemies trickling out is meant to not be noticeable.
Regardless, it really should be checked against current kill count instead of the passage of time, but I'm not sure if Arknights DOES have that kind of trigger. From what I remember, it's mostly about killing specific enemies for the most part.
Damn I thought this was an actually positive video I got baited
I actually really like Reclamation Algorithm I think RA2 improves on some of the weakest points of the first try, it's a little gatekeepy, but it's also designed as end-game content, so I'm not too mad about it. Most of the information about the maps from RA1 remain true for RA2, so if you played around with the first attempt, the second attempt is much easier. Also those key stages gives my girl Beehunter something to do to justify me building her for waifu reasons. Those keys have to be Ora-Ora'd down.
If Supah praise smt then Humanity was restored on earth
It would be amazing if buildings could be carried over runs, but still decent gamemode... To be honest it's amazing but only if compared to SSS.
I like SSS
RA dared to regress Arknights into its mother game genre, and honestly? Tower Defense back into Real Time Strategy with a grand strategy overworld was not in my bingo card for this game, to say the least.
I think your take's pretty solid to be honest - plenty of obstacles and design flaws to possibly overcome with future updates, but RA has some of the most gratifying payoffs of the Arknights grind that I've experienced as a player since launch.
Pretty wild to see my video on the topic all the way out here too (12:15) - if that watch bar is accurate, I hope it was useful! Greetings from the algorithmic recommendations.
actually, fvck the casual and new players. I think we can keep the gamemode shitty to them, but let them borrow more supports. like 3 support each squad, barely enough to carry you through a raid
my favorite part about this ra2 is the easy mode 💀
Supah making a positive video about Arknights not involving gummy... what happened
This is some character development ngl.
I thought HG held SUPAH at gunpoint coz they literally gave warning about spreading hate on RA gamemode in their notice iirc
Supah character development
Year 1 (3months àter release) player here, and i dropped it after 3 runs because i could never get pass day 3due to lack of foods. The game mode makes you feel like you have many choices at first but in reallity only 1-2 path to play.
Also i only have 2 fast redeploy of year1 so cant rather good amount of wood either
I genuinely just laugh at whatever pic you post for the Arknights most hated TH-camr part, but this one has me confused. Why did that person say the vid was for p3d05????
I loved RA1, but RA2 is a VAST improvement over the original mode. Thankfully, players who don't like it don't have to play for very long to max out the exclusive operator
I honestly don't understand why everyone likes this game mode. I wish I found it fun too. But for me it's more frustrating and tedious than any other mode I've ever played. SSS and DOS were way easier and less annoying than this. IS2, 3, and 4 are way easier and less annoying than this. I just don't get it, when does the not awful part start?
Well at least the trials are both easy and fun.
Wow, it actually gets a lot easier after the day 35 boss, but you gotta admit, before then it's the most brutally difficult content in Arknights, by a huge margin. What I didn't really understand was how hugely impactful that food is. It's basically fordartals in this mode. Not that the game gives you any recipes, so you wouldn't know without a recipe list.
i know when ppl say the story is great... i'm sure it is, but none of us should have to sit through 30 minutes of dialogue before the actual stage starts.
like it's so long i forget if i ever started a new stage or did i finish. especially finishing cuz i get the whiplash of hearing the victory music after a whole ass movie length discussion.
just do what neural cloud does and completely seperate the story parts from the actual combat stages please.
@@1nv15BL3 i'm well aware, but my point still stands cuz i wish i could read the story as it comes out instead of relying on an outside source but that's just me.
While it is better, it's still grindy as shit and will probably just get boring eventually. Also the early game is brutal as you basically HAVE to reach stone by a certain day or you'll get screwed by the first big raid.
Bro, what you said about gameplay and story being disconnected is what I was saying when people asked me why I think that arknights' story is bad. It's not because the long a55 chapters that takes 7 hours to read, not about the boring way they use the Visual Novel interface to tell their stories or anything. It's because as a *VIDEO GAME* Arknights do terrible job to tell the story through the media. I don't care if it's a deep story about human condition or anything, if you don't give a sh1t about how to tell it through your game, it's bad. Nothing else.
People that consider Vidéo games as an art form should not tolerate that kind of laziness and lack of respect towards the media.
Honestly this problem across numerous gacha games is mainly the result of how the game was originally made and how fast players expect content.
Most of the time the budget for something more elaborate isn’t there when a new gacha releases so the game isn’t made to support something like that. Since the core of the game is already built the future can make additions to it, but at the end of the day you’re still stuck with and limited by the original foundation.
The only way for more dramatic shits are either a completely new game or a large scale restructure that almost always coincides with significant content slowdown. With the competition so high in gacha games that usually only happens when a game is already heavily bleeding players and doesn’t have any other choice if it wants a lasting future.
I don’t mean to excuse it, it’s just the unfortunate reality of these situations.
Wow good new mode... anyway IS 3 run lesssssgoooo
So far Im having a hard time building defenses for lack of materials, does this get better?
Base defence in RA2 is just unbearable. After 3rd try to do it at day 30 I simply left this gamemode. Damn mouses.
Kinda like an RPG almost.
oh? no standard / challenge mode topic?
Out of topic question, but are you following the weapon reveals for mh wilds?
Yes
It feels way too catered towards veterans. they should allow you to use support units as its cancer for new players
RA2 is unique, but feels like a completely new game other than Arknights. Like cmon, I just want to let my powercrept waifus to wipe up the map or run sleepnights by a random intent and get fancy special currency for gacha and skins. I appreciate their work, but I don't wanna learn how to play a brand new economic simulator with your slaves' POV. But yeah, that's great they didn't make it worse than the previous one like IS3 and new CC. Hope everyone who wants to dive into that stuff really enjoy this
bro said waifu.
A relatively positive feedback for Arknights... This isn't Supah. This is clearly a anti-Supah
I gotta say... its been years... add voice acting to the story already. I actually enjoy the story but if i wanted to read a picture book there are tons of manga with a more entertaining story -_-
RA2 made me realize the reason I hate RA so much, it's not a tower defense gamemode. It's a survival game in a trench coat pretending to be one.