Generally, each subsequent tier of weapons have twice the damage at relative XP levels as their predecessors, with other stats being increased slightly. If you are using a weapon to attack an enemy with an armor value that is 1 level higher it will deal 50% reduced damage, and 75% reduced damage if the armor value is 2 levels higher. Each weapon in the game also has 5 tiers that correspond to 5 armor values of enemies that you encounter in the game. The other two are either magazine capacity, attack range, shot interval, or reload time depending on the type of weapon. Each weapon has three stats that increase as they level up, one of which is always attack power. Their stats increase incrementally from 0-100%, and there is an additional threshold beyond 100% at 120% with no incremental gains in between. Weapon experience: Weapons in this game level up as you hit things that have actual hp with them.Gaining excess experience sometimes leads to extra time on score tally screens, so there are certain missions where experience is avoided. Pilot experience: Stronger upgrades are made available as Albert reaches higher levels, so you generally want to farm as much experience as possible without wasting time.There is usually some major bottleneck present that mandates when shop trips are taken in the form of ammo constraints, money constraints, upgrade availability, etc. Shop trip route: The shop trip route is essentially the backbone of the routing in the game which shapes how the other components are routed.I would narrow the primary routing components to shop trip route, pilot experience, weapon experience, upgrades, money, enemy spawns, ammo constraints, resupply route, and score tally screens. By far the most daunting aspect of tackling a Gun Hazard TAS was having to route everything in the run, since there are several aspects of the routing which needed to be taken into account and all have an effect on eachother.
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