I found out why consecutive hits do not register consistently. Rocks are invincible when they are in the air. They are in the air for a split second after every hit. I decreased the height at which they are launched and it makes them more vulnerable. That made the mini-game too easy, so I ramped up the difficulty with more diamond rocks and more large rocks. The score thresholds for 5000 popularity points are increased to compensate.
While I was doing this, I made bigger rocks drop their broken pieces faster to make them more vulnerable. This was primarily done to make the COM-only team less likely to win. There's a short delay before COM players move after destroying a rock (which is longer on lower difficulties). I tried to make this delay more disadvantageous by making broken pieces vulnerable earlier, which benefits human players more. COM players don't always screw up as badly like in the video, but it happens more often than not. I could have made the COM players wait longer after each destruction, but that would make COM teammates weaker.
One other change includes a reduced horse apple (green dust boulder) probability. The horse apple probability was originally 20% in older versions of Take 2 because too many rocks were spawning for the old hit detection to manage. It made getting a perfect run too inconsistent. Now that the hit detection has been dealt with, the horse apple probability has been reduced to 10% because getting four horse apples in a row is annoying now. It's a 1% chance of getting two in a row now, but it always feels bigger than that.
More changes include slightly modified spawn patterns at specific times like at 1:43 when large rocks start spawning about every 10 seconds. At the last 30 seconds, only medium rocks and horse apples spawn. Before this change, both teams got bombarded with medium diamond rocks and had the most trouble dealing with them compared to the other patterns. The final two spawn patterns in vanilla were essentially no different from each other, so I modified the very last pattern to spawn only medium rocks for the big finale. I would have enabled the large rock here but that made that section too difficult. Not all players are as skilled, so I think it's better like this. Although I did not get a single rock jammed, I was used to the COM teammate's behavior to do an optimal run. I also got lucky with the rock RNG. I usually have more close calls than this. The COM-only team has also gotten lucky before, sometimes actually winning.
Take 2 Mod: • Post
Other LCP Shenanigans: • SpongeBob Lights Camera Pants stuff + Take...