Mine Cart Combos - Mystery or Massacre?
During my brief stream test if anyone watched they might have noticed I became facinated with the mine cart. There's a reason for this.
Minecart Combo Theory
Those of you who have read my 'smash' combo theory might be familiar with the concept. The mine cart seems to be the 'reason' that this .. ah; glitch I guess? of the smash combo exists. It seems that we weren't particularly far off as to how the mine cart combos. But we weren't quite there yet.
The mine cart ITSELF does not combo. At first I thought it might have combo'd because the orc was left to ragdoll; this was not the case after further testing. After holding an orc infront of a cart with a wind belt then blowing it off the cliff gave a whopping x4 combo... This means that the mine cart actively adds a combo point while applying the smash combo point allowing the wind belt to add yet another combo point and of course the cliff fall making it a whopping x4 combo with nothing but the wind belt.
I relocated myself to the back of the tracks and found that very few orcs seemed to x3 combo when a mine cart hit and the orc was blown off the edge, but some orcs that got blown off much later still got the combo point. There was a reason for this.
Mine Cart seems to be the reason 'Smash Combos' exist. The mine cart only applies a smash combo; what that means is an orc that is hit by a mine cart and launched, then lands will not add a combo point. The orc must interact with some form of physical environment (including wind belt grab) to apply its combo point which seems to be a seperate 'physical' type point that does not overlap with anything.
Unfortunately my attempts to isolate a gnoll hunter to try and get him to smash combo multiple times on one mine cart didn't pan out as I had hoped. But the possibility of getting x4+ with a wind belt alone is entirely there.
Currently however - the highest possible combo is:
Windbelt Grab -> Hold for Mine Cart till Launch -> Blow into Death Trap Sequence
This will give you an insane x3 combo on whichever orc you launched before putting them in a death trap.
Awesome findings! Great combo potentials ahead. How long do these combos last (say, windbelt grab and shove into a bleed grinder... 5 seconds later)?
I did have an orc bounce, get up walk and still give me the whole combo... but I can not confirm how it works. I am back tracking down the games design trying to root out more combo points. It's up to you guys to build the machine.
I did some tests with a bleed-enabled grinder on the edge.
1. Grab orc using the windbelt and walk into grinder: 3x as expected.
2. Grab orc using windbelt, hold it over tracks. When it gets hit by cart, blow it into grinder immediately: 5x, as found by Rogotin.
Now is where it gets interesting:
2. Let orc get hit by mine cart, wait for it to stand up (can't wind belt garb otherwise), walk into grinder: 4x. The smash combo doesn't work because we didn't use the wind belt prior to the orc getting hit by the cart. The most interesting thing here is that this combo point will stick to the orc forever. I waited upward 30sec before grinding the orc and it still gave me 4x.
3.Do as (2) but initiate by holding the orc over the tracks: 4x. Where is the extra combo point gone? My guess is because the orc stood up before being grabbed again, it lost its combo because it's not ragdolled anymore. No matter how fast I grinded after the mine cart hit, I couldn't get 5x.
4. The grand finale: use a medium or heavy orc, or gnoll for extra health. Make sure you have the mana rage trinket and trigger it before grabbing the mob over the tracks. After the cart hits, keep the mob ragdolled by constantly wind belting for as long as possible, until finally sending into the grinder: 5x. This makes me conclude that the smash combo will sticks with ragdolled orcs. But like other ragdolling effects, the combo point is lost when the orc stands up.
Interesting stuff. :)
Awesome odraggon. Confirms my beliefs and answers many questions that remined unanswered. Great work. For the tecord stone staff secondary locks orcs in ragdoll position but removes the ragdoll state instantly. Incase someone gets the same bright idea that I did.








i just love this kind of posts!