this is the full retimed list. Some things to note: some of greenracer's times have missing last frames, so mods can do what they want with those I timed on first frame of movement to first frame of level complete on all of these Would we submit the millisecond time to the real time or in-game time submission spots?
Level 1: 1s 267ms - Frost20 1s 292ms - Firewall 1s 300ms - TRLittleToaster 1s 333ms - VyPr_Red 1s 367ms - Jaypin88
Level 2: 4s 440ms - Jaypin88 4s 542ms - Firewall 4s 633ms - VyPr_Red 4s 800ms - Frost20
Level 3: 3s 233ms - VyPr_Red 3s 667ms - Frost20
Level 4: 4s 267ms - VyPr_Red 4s 433ms - Frost20 N/A (unable to retime) - greenracer123 (would suggest a longer clip since the first frames are missing)
Level 5: 1s 800ms - Frost20 1s 800ms - VyPr_Red 1s 833ms - greenracer123
Level 6: 5s 233ms - greenracer123 (once again hard to time because a few frames are missing, so more around a 5s 500ms) 5s 467ms - VyPr_Red 7s 000ms - Frost20
Level 7: 4s 600ms - greenracer123 (still missing frames) 4s 933ms - VyPr_Red 7s 000ms - Frost20
Level 8: 3s 833ms - VyPr_Red 4s 600ms - Frost20
Level 9: 1s 800ms - VyPr_Red 1s 833ms - Frost20
Level 10: 1s 400ms - Frost20 1s 433ms - VyPr_Red
Level 11: 5s 100ms - VyPr_Red 9s 567ms - Frost20
Level 12: 3s 700ms - Frost20 3s 967ms - VyPr_Red
Level 13: 7s 933ms - VyPr_Red 9s 333ms - greeracer123 (missing last frame) 12s 200ms - Frost20
Level 14: 2s 208ms - Firewall 2s 333ms - Jaypin88 2s 367ms - VyPr_Red 2s 567ms - Frost20
Level 15: 16s 533ms - VyPr_Red 26s 967ms - Frost20
Level 16: 16s 500ms - VyPr_Red 17s 967ms - Frost20
Level 17: 9s 667ms - VyPr_Red 10s 400ms - Frost20
Level 18: 9s 133ms - VyPr_Red 10s 967ms - Frost20
I had some issues with holding jump, but spamming jump has worked well for me
Just curious, does anyone have a consistent way of doing the skip on level 10? Was doing some runs and it seems like a crapshoot, so any input would be nice.
I would like to inform everyone from a unanimous decision that the timing rules for Spartan Ops are going to be changed to "start of player control until the prompt of chapter complete, or episode complete" instead of "time starts after selecting loadout and ends at the prompt of chapter complete, or episode complete." We made this change for a few reasons: #1, some levels do not start with custom loadouts, and #2, makes timing coop difficult.
#1. This was first brought to my attention when playing episode 6, chapter 1, in which your character starts with the same default weapons no matter what. This created some concerns on whether we start the time when we load into the level or on gain of control. We concluded that to keep consistency between chapters and episodes, which is where we came up with the two proposed timing methods: The method mentioned above, and start timer upon loading into the level, which brings me into my second point.
#2. It made timing in coop difficult. The second method proposed would be a huge disadvantage to coop since the loadout time is usually longer than solo due to connection delay, and waiting on everyone to select a loadout. The old timing method was also quite difficult to time, because you would have to start the timer based on the last person to choose their loadout, which can be quite difficult to accurately time.
Because of these reasons, the timing rules are changing to "start of player control until the prompt of chapter complete, or episode complete"