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Cities on Flame with Rock and Roll

 
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JCirri  





Joined: 04 Feb 2006
Posts: 4576

PostPosted: Fri Nov 16, 2007 12:13 am    Post subject: Reply with quote

Note Chart
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shadowbane  





Joined: 16 Oct 2007
Posts: 59
Location: yakima(selah) washington

PostPosted: Sat Jun 21, 2008 7:58 am    Post subject: Hey can we get a path? Reply with quote

it would save us some time for some kind of path here thanx. me and my parter have one but were working on fc atm so we'll let you know of any details
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5* dragonforce[Check] 607k =-p
100%-FC cult of personality[ ]-5
100%-FC Cliffs of Dover[ ]-3 and had tapped both orange parts.
Dude, Don't Taze me Bro;
Now mastering co-op, try to beat any of our 1st's overall or just ps2 1st's. also its sad we got optimal for closer before anyone too. cept maby ticks lol
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chemmajr  





Joined: 14 Jun 2008
Posts: 1296
Location: NJ

PostPosted: Sat Jun 21, 2008 2:46 pm    Post subject: Reply with quote

Hope this helps

http://www.bradleyzoo.com/GuitarHero/gh3-ps2/expert/citiesonflame.hundred-zero.best.png
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like if you take an orange and jab forks into either side, it's not an orange any more....it's some kind of cyborg fruit

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Strykerx  





Joined: 02 Jul 2007
Posts: 3110
Location: Pants

PostPosted: Sat Jun 21, 2008 11:01 pm    Post subject: Reply with quote

This is the co-op forum, so that would be useless.
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shadowbane  





Joined: 16 Oct 2007
Posts: 59
Location: yakima(selah) washington

PostPosted: Thu Jul 03, 2008 8:34 pm    Post subject: Reply with quote

Strykerx wrote:
This is the co-op forum, so that would be useless.

Ha wow some people are dumb then. anyone else wanna get optimal path? i don't really need it in text, a pic of draw in starpath on the chart would be lovely. or just meesgae me for my path i have, but i only have it written down in text and is long so i copy and paste. then send to person to hopefully put it on chart.
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http://www.frappr.com/scorehero
goals.....
5* dragonforce[Check] 607k =-p
100%-FC cult of personality[ ]-5
100%-FC Cliffs of Dover[ ]-3 and had tapped both orange parts.
Dude, Don't Taze me Bro;
Now mastering co-op, try to beat any of our 1st's overall or just ps2 1st's. also its sad we got optimal for closer before anyone too. cept maby ticks lol
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eraser2224  





Joined: 29 May 2007
Posts: 679
Location: Panama City, FL

PostPosted: Mon Jul 28, 2008 12:02 am    Post subject: Reply with quote

This one is tricky. Ours obviously still isn't optimal since we FC'd and only ended up like 400 points above Piso's team who missed.
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chemmajr  





Joined: 14 Jun 2008
Posts: 1296
Location: NJ

PostPosted: Mon Jul 28, 2008 12:20 am    Post subject: Reply with quote

I wasnt trying to be stupid lol i didnt realize that this was the co-op section. And there was no need to be harsh, it was an honest mistake
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like if you take an orange and jab forks into either side, it's not an orange any more....it's some kind of cyborg fruit

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think13  





Joined: 22 May 2008
Posts: 107
Location: Minnesota

PostPosted: Thu Sep 04, 2008 3:34 am    Post subject: Here's a shot Reply with quote

Here's my attempt at a path. The first activation is possible. It needs to be ASAP, and the Bass needs to hit the last hammer-on late. I'm not sure if my last two activations are correct.

It's a challenging path, beyond my team's ability. We can't even double FC this song. If anyone can pull this off, can they let me know if it's good?

http://sites.google.com/site/sheepweevil/guitar-hero/citiesonflame_coop_expert.jpg

The path in words:
2 no whammy ASAP - Bass has late hammer-on at the end to get next SP phrase
2 at 2nd B held note
2 next note - Bass only gets partial SP phrase
2 no whammy next note
2 no whammy slightly before HOPO starts
2 1/2 beat before guitar's GY chord
2 2nd Y note
2 note after guitar's RB chord
2 guitar's 4th B note

Edit: I had the wrong whammy formula. The visual and path has been corrected.
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NewBane2  





Joined: 03 Dec 2008
Posts: 2

PostPosted: Tue Jan 20, 2009 11:54 pm    Post subject: Reply with quote

Nope not the right path, i think i got it but sadly have yet to double fc since if lead gets 100% the bass misses and vice versa. ill try to put it up the optimal path or as close as it gets. though last 4 star powers im unsure whether to use 2-2 or just 4.


Edit: um heres my path that i've been using forever, but never can draw it out lol.

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zsjostrom35  





Joined: 17 Feb 2008
Posts: 2130
Location: Columbus, Ohio

PostPosted: Fri Jul 02, 2010 8:58 am    Post subject: Reply with quote

Cities on Flame with Rock and Roll Co-op Path

Josh and I started tweaking think13's path up there and wound up with this. It's a BRUTAL path, but I'm pretty sure it's optimal (or at least within squeezes of). Some notes on individual activations:

--1st, 3rd, and 6th activations Lead should be squeezing ticks on the back end, even though I'm not sure I marked it on all of them.
--I'm not sure it's clear on the path, but the 2nd activation is a front end split double squeeze (meaning Lead has to hit the last two notes of his star power phrase very fast to pick up the SP early enough that Bass can get his orange sustain under star power with a large squeeze). This is easily the hardest activation I've ever seen in co-op; if your team can't do it you should just whammy a bit less and sacrifice Bass's front end.
--The 5th activation whammy in Lead should be just one press and quick release of the whammy bar if you're going for the split squeeze on the front end; if you can't hit that split squeeze just push the activation forward a note and don't whammy at all.
--It might be possible to still hit the marked back ends on the 7th activation with Bass activating a note earlier than marked, which would be 200+ticks better. We were never able to get it, however, so I didn't put it on the path.
--Splitting the back end of the 8th activation is almost certainly possible, although we never got it.
--The 9th activation squeezes marked for Lead are absurdly optimistic; the only reason they're on there is because we've confirmed that the corresponding notes can be squeezed in Bass.
--We have never actually hit the marked back end for Bass on the 10th activation, but I added it because I'm am 100% sure it's possible (we never really tried to squeeze either end that hard).
--The first sustain in Bass's SP phrase starting in measure 93 does not actually exist. This doesn't affect anything since the 11th activation requires very little whammy, but it's something you should be aware of.
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Last edited by zsjostrom35 on Tue Jul 20, 2010 12:59 am; edited 1 time in total
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AxenRay  





Joined: 04 Jun 2007
Posts: 205
Location: Hyde Park, NY

PostPosted: Mon Jul 05, 2010 2:52 am    Post subject: Reply with quote

That's almost exactly the same path Dave0113 and I used for leagues this year. But the second activation really wasn't as hard as it seemed. We got it most of the time. I stupidly miscounted the notes in the last two activations and, instead, combined them and activated with a full bar on the next note after the Lead Guitar's SP phrase ended in measure 97 which cost us a bunch of points.
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