Darts Strategy
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Darts Strategy
تم التحديث 1 year ago من ThatRaisinTho

In darts, of course you want to reach 0 from 501 in the fewest darts possible, so you go for the highest scores possible each turn until the end. Everyone knows that. However, the best way to do that in this game isn't so simple.

In a perfect world, of course you would want to go for 9 dart checkouts, which save a ton of time because you only have to watch your opponent throw twice (or three times, if you get one in game 2). The most common way in IRL darts to get a nine dart checkout is this:

1st turn: T20, T20, T20: 180 (321 left) 2nd turn: T20, T20, T20: 180 (141 left) 3rd turn: T20, T19, D12: 141

Naturally, you'd think to go for the same thing in KSS2 darts for speedruns, but that's actually not a good idea. And here's why.

When you get a 180 (three triple 20s in the same turn) there is a way longer cutscene before it switches to your opponent's next turn than usual. The cutscene itself isn't long enough to make you want to do a 10 dart checkout instead of a 9 darter, because getting a 9 dart checkout with two 180 cutscenes is still faster than a 10 darter with no cutscene. However, you can still get a 9 dart checkout in a different way while avoiding having to deal with any 180 cutscenes at all!

This is the way that I personally prefer to go for it, as shown in this video here starting at 2:43: 1st turn: T20, T20, T19: 177 (324 left) Going for the T19 makes it so you still get more than enough points to keep a 9 dart checkout as a possibility, while also not getting a slow 180 cutscene. 2nd turn: T20, T20, D25: 170 (154 left) Going for double bullseye at the end again gives you more than enough points for 9 dart checkout chances while also not getting a 180 cutscene. Also, getting an even number of points here gives you more options for how to checkout at the end, since you have to finish with a double (because of that, you need to have an even score before your final dart, so why not just keep it even now?)

Basically any large numbered EVEN triple would work for this one. Why go for a double bullseye instead, you may ask? I dunno. Bullseyes are just cool.

3rd turn: T20, T20, D17: 154

There are many other ways to do an optimal 9 dart checkout with no 180 cutscenes, that's just my preferred way of attempting it.

Some other notes of strategy:

It is almost never worth it to actually get a 180. Even if you already messed up your chance at a 9 dart checkout (which will be the case almost every single time, 9 dart checkouts are very hard), you still should switch to something like a triple 18 or triple 19 for your last throw to avoid the 180 cutscene.

While you're trying to quickly aim and throw, sometimes the Kinect sensor will be janky and it'll be hard to aim right at the triple 20 spot. If you ever find yourself aiming at the triple 18 on accident while trying to fix your aim, it's usually worth it to throw one there anyways, as it's only 6 points less than a T20. Same goes for double bullseye, only 10 points less.

It isn't always best to just follow the suggested aiming spot that it shows on the screen. Not only does it take a while to actually show up, but there's usually better options for how to check out more efficiently, wasting less time switching where you aim. For example, if you have 62 left, the most efficient way to finish is to do a T20, and a D1 to finish, since the 20 and 1 are right next to each other, but that's not what the suggested aim would show you.

Hypothetically speaking, it could be faster to get 180s and sit through the dumb cutscene in some rare scenarios. This is only if getting a 180 will allow you to have a checkout chance next turn, but no other total will. For example, if you have 350 left at the start of a turn, getting 180 will leave you at 170 left for the next round, which is the most points you can possibly have and still be able to check out next turn. So in these types of very rare cases, of course watching a short cutscene for a 180 is faster than having to watch your opponents throw 3 more darts.

This is mostly only important against Champion, but while your opponent is throwing darts, you can start waving your arms around and just go absolutely wild and it'll break your opponents concentration, usually making them throw more inaccurately. THIS IS NOT USUALLY A GOOD IDEA. Doing this makes them take a few seconds longer to throw, plus it won't always make them miss anyways. However, if you're a bit behind, or your opponent may be about to checkout, and you're desperate to give the run a better chance to go on even if it means losing a few seconds, then it may be worth it to do this.

Keeping the above paragraph in mind, usually you'll wanna be fairly still when it is not your turn. You don't have to be a statue, you can shift back and forth a bit, scratch your face, etc. But moving too much or sticking your arm out in the wrong way will trigger your opponents "annoyance" and they'll take longer to throw again.

I know this is a lot, and many people reading this probably knew some of it already, but I hope it helps anyways!

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