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View Poll Results: Chances this plan works? (Both professors let me make up the exams) | |||
100% | 12 | 4.27% | |
90% | 32 | 11.39% | |
80% | 47 | 16.73% | |
70% | 48 | 17.08% | |
60% | 30 | 10.68% | |
50% | 40 | 14.23% | |
40% | 14 | 4.98% | |
30% | 21 | 7.47% | |
20% | 13 | 4.63% | |
10% or less | 24 | 8.54% | |
Voters: 281. You may not vote on this poll |
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#261
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Re: Guitar Hero III
what exactly does hyperspeed do?
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#262
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Re: Guitar Hero III
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what exactly does hyperspeed do? [/ QUOTE ] Makes you a cheater zomgwtfbbq!1!1 At least thats what you'll gather from reading youtube comments, always from one random douche who thinks so. Hyperspeed makes the notes scroll faster, but spreads them out accordingly making it look faster but easier to read. It's really the only way to play IMO, makes it much more fun and fluid; you just kind of react to the song and go from there. Definitely try it and see if you like it |
#263
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Re: Guitar Hero III
Somebody give me the secret to superfast picking. I somehow got 5* on Misirlou in GH2 but I break my combo every other bar in Knights of Cydonia and I feel like my arm is going to fall off by the end of One (also breaking my combo every other time in those groups of 7 notes).
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#264
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Re: Guitar Hero III
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shamless brag: I 5* ttfaf tonight. vid linkage: http://www.youtube.com/watch?v=MWCi3-whXzE [/ QUOTE ] I am genetically inferior to you. |
#265
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Re: Guitar Hero III
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shamless brag: I 5* ttfaf tonight. vid linkage: http://www.youtube.com/watch?v=MWCi3-whXzE [/ QUOTE ] Very nice. I'll be able to pass it once I get past the intro, but I don't foresee myself 5*ing it for a long time. |
#266
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Re: Guitar Hero III
Quick question about hammer on/pull offs:
If you decide to strum a Ho/Po able note will the game count it as an extra note and therefore a mis-strum? It seems like the game does this to me some of the time, but not all of the time. I strum about 99% of the notes I play regardless of whether or not they're Ho/Po able and it seems like its hit or miss. FWIW I can understand the logic behind counting it as an extra strum, since once I hit the corresponding button the note played and my strum was above and beyond what was needed. I'm just trying to figure out why sometimes this kills my streaks and other times it doesn't. |
#267
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Re: Guitar Hero III
I've never had a strum on a hopo note break combo, as long as I've hit the note.
Strums that don't hit the note or extra strums will break your combo. |
#268
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Re: Guitar Hero III
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Quick question about hammer on/pull offs: If you decide to strum a Ho/Po able note will the game count it as an extra note and therefore a mis-strum? [/ QUOTE ] It definitely shouldn't. I used to try to strum a lot of the HOPO parts in GH2 because I found it easier to play them (that Butthole Surfers song comes to mind). In GH3 I'm finding I can play the HOPOs a lot better, probably because of the bigger timing window (and maybe b/c I'm getting better). |
#269
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Re: Guitar Hero III
Has anyone else messed around with guitarhero.com yet? Seems like it's not really working right yet -- I haven't been able to link my account since Monday and right now the whole site seems to just be down.
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#270
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Re: Guitar Hero III
Finally got owned in battle mode online last night. Quick tip for those who play it so they don't suffer the same fate. [img]/images/graemlins/wink.gif[/img]
I didn't realize it at first, but your powerups carry over into the death drain sudden death. I didn't even notice it the first match I played against this guy, but the second one I realized he was just saving two of them for the sudden death - even if I had the lead on the rock meter, he could use them right off the bat and nail me before I could get the death drain power up. This was probably obvious to some of you, but I didn't realize it at first, so I thought I'd pass it along. Also, I'll echo those hating on Raining Blood, that song sucks ass. |
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