When the Turn triggers, just end it immediately, you're only using it to gain movement.
Go through the underpassage, then while in that animation, dismiss the OVC so you can activate Turn. Then undo the movement so the game doesn't reactivate pathing.
Syntek Residential is done. That's the last one.
I'm gonna go back over all of em to see if there's any good time savers left (probably Timor, maybe Deima), before I record the run and tie it all together.
Double-bashing is a glitch, in that the fact that the second bash doesn't apply the correct movement to the target; bash is always supposed to move you in opposite directions, not suddenly in the same direction.
I never have any interest in glitchless categories of any kind, so I'm putting a vote for "don't bother". It doesn't solve sequence breaking and it only needlessly lengthens the run with uninteresting content. All of this because of a glitch that is still not RTA viable.
The SynTek route is basically grinding RNG until an Onslaught shield bug spawns in the perfect position. It makes the map super difficult, even in TSA, and it's a super rare spawn, but it does save a ton of time. I have a 1:34 recorded but it's not the best spawn and I obviously wasted time on it so I don't want to accept it. 1:29 is the dream time, I might not be able to get it, but I want at least 2 or 3 more seconds off.
All levels done. Syntek needs to be improved to at least 1:29. Timor Station could possibly be a second or so faster, but it takes a lot of luck to get.
If anyone has any improvements to offer, now's the time :)
Have you tried these?
- options.ini tweaks: Open options.ini located in your game's install directory and change "CreateTexturesOnDemand=0" to "CreateTexturesOnDemand=1" You can also try changing "AlternateSyncMethod=1" to "AlternateSyncMethod=0"
There's a couple issues with a 100% definition:
- Gearbits aren't tracked very well. The achievement for all gearbits triggers far too early, and in general it's really difficult to tell if you have ALL of them. There are more gearbits than you can spend on upgrades.
- Some outfits are super tedious to get. The 800 dash challenge is insane, and the Arena challenge is a massive RNG fest.
True 100% is as simple as all outfits, all guns, all upgrades. This requires all other collectables, as well as a high amount of gearbits to afford all upgrades, so that's fine. It's also insane.
We could make a pseudo-100% category which is all keys, all monoliths, all upgrades. This also encompasses all pickups, except for the outfits. It's not true 100%, but it's close enough, imo.
Then there's the question whether we want to add any in-between category. This would be entirely arbitrary considering there's nothing that changes anything about the ending or anything like that. I guess all modules would be the most in-between option; both monoliths and keys require at least one area with 8 modules.
In every case, I'm not going to add new categories until someone completes a run. Maybe that'll encourage you guys to actually do it. :3
Cargo Elevator is down to 53:85. Could possibly save a couple frames, but I'd rather spend that time getting Timor or Syntek as low as possible.
Yes, and you'll just lose track of the one that doesn't have the movement speed boosted. The main obstacle of solo coop was always to not accidentally get movement speed items. :>
I've done it before with double Huntresses. But it's basically impossible to do Bandit Sprint with this method so it'd kinda outdated.
Time Without Loads added as default. Old runs will use their time as if it's without loads, if you want to update it to an accurate time, edit the submission. New times will obviously be "faster" so they'll update them.
- Any number.
- No one has run it so I haven't added it yet.
- If there's actual interest, i.e. more than one run.
Video is private.
I don't think separate categories for these kinds of categories are really needed. We've got a bunch of them; low%, no elements, Chunk is working on Seinless and Bashless... They're all cool in their own way, but people have to actually run it to warrant it becoming a category.
Yeah I know that the pulses of damage get to lethal when you come close enough. But if you try to reach the load zone from behind, there's also a killzone that just ignores the pulses and will always kill you no matter your timing. It's very possible that this killzone just doesn't extend to the front though.
This may sound silly, but has anyone else tried that scorcher skip? I did a lot of experimenting trying to reach the load zone without getting murdered, and I found instant killzones all around it, regardless of the timed pulses. But I didn't try his specific route, so I can't be sure if that one does work.
Would require pretty excessive modding to make work, and we don't actually have the gamemaker source to work with, so basically, nope.
Care to share the idea?
I really want this strat for Deima to work somehow, it'd be so much faster to skip the autoscroller. But I can't find any way to get over the canyon. So frustrating.
There's invisible walls blocking the way onto the bridge at every edge and also no way to jet jump back inbounds.