After performing some speed run testing on both gears and no gears, the run was not bad at all. The time between gears and no gears are about 3 to 4 minute difference during the run and like I said in the previous Forum the opponents gears appear randomly no stat difference until meeting Brainiac his strength and defense is ridiculous when facing him with no gears. I'll perform an actual speed run with and without gears next week.
I don't think bane is going to be fastest character to clear the ladder. I made the two new categories for the game so feel free to submit these. Ill join the leaderboards with some runs today I am just not sure if I have level 20 speed run ready character yet but ill level it up if not. Going to go with Fire Storms loops and see how fast they are. Fire Storm and The Flash probably will be the ones to go on these as they were fastest on story on tie and faster than your geared bane (221 on story and 218 geared bane not sure if this was your optimal match time). Not sure how characters get stats on story my guess is no gear both sides but if there is no gear based stat changes it makes no difference.
Pretty much anyone that has a strength boost are useful in a speed run and with Gears its a whole new level on a speed run.
got 7:26 with Flash No Gear. Could prob beat 6:50 with current Strat. Got hit by 1 Super and couple clashes.
Hello fellow runners we need to discuss about the timing methods on runs. I feel like rta wont be suitable to run this game. So Ryaca just beat my pb in rta by 8s and it was faster run in many matches but I still needed to countdown the igt on the clocks aswell. During supers and clashes the clock stops and if we go to a igt timing method we need to set rules into those cos it ofc should be considered as a timeloss in igt aswell. Below is the igt numbers of our runs. I will be using 40s time to compare these as we dont drop under the 200s mark at any point of the runs. 8 fights x 40s gives us 320s to work with during the runs and the time left will took of it to get the time spent igt on the run. Heres the numbers
121 and 118+super
My igt was 320s-121s=199s = 3mins 19s Ryacas was 320s-118s=202s = 3mins 22s + super
So Ryacas igt time should be also penaltized about getting hit by super we should talk about setting a set time on the rules of igt method about those penalties and what are those penalties if we decide to get them but now lets say its 10s for instance.
My rta run was 8s slower but igt 3s faster adding super there 10s makes it 13s faster. So i lost rta about 20s in loading screens and off gameplay reasons.
Supers prolly wont take the whole 10s some of em maybe might we should time some of them too to get the feel of it.
Ryaca you play with ps4 pro?
Discuss and throw your opinions on it.
I went and timed the super in the run it started at the 4:38 mark and ended in 4:52 mark
At the starting animation the clock stop but during active frames the clock goes on for 1s giving the 14s time a 13s clock stop time in igt timing method the difference during these runs are 24s off gameplay difference thats quite a huge for a 6min rta run.
Igt for me 3 mins 19s Igt for Ryaca 3mins 22s + 13s = 3mins 35s
Making my run 16s faster igt. But 8s slower rta.
Problem with IGT is that adding up individual round times is not accurate. Wont be accurate unless u time to the frame. For example if the timer just hit 220, and if it had almost ticked to 219 but still showed 220 u would add both rounds as being 20 seconds, when in reality one was 220.9 seconds and the other was 220.1. By the end of the run, this can make a huge difference. Its why I was hesitant to do IGT on MKX.
Only way I can see this working is if you just manually remove load times, but even that would have to be manually timed to the frame.
I dont know why u want to remove supers though. Unless there is a difference in super length between consoles or something. It interferes slightly with counting round times I guess cuz damage is being dealt when the clock is stopped, but I have issues with timing rounds to begin with/
Sorry this post is kiinda rambly, hope I got my point across.
Yea but the difference in mkx was 3s if i remember correctly at tops. But that was for missed b4 mostly.
Here it is 24s.
And if you calculate .9 and .1 at worst possible scenario it would have lost me 6.4s there is still 17.6s more to go. Timer goes where it last ended it doesnt reset itself inbetween rounds thats the whole match clocked by igt.
I dont want to remove supers ofc not the game doesnt calculate them into igt cos they didnt want to get players and option to timer scam oppoment in competitive play like on sf4 the timer run during ultras/supers. Thats why i was adding it into the igt i think you miss understood that one.
I wasnt directly responding to ur post just rambling about IGT in NRS games generally speaking. Trying to figure out how to do this fairly and unbiased.
If supers and clashes freeze the clock, why add them? We didnt penalise runs in MKX for getting hit by a wake-up X-ray. I dont quite understand this decision yet.
Are load times consistent on the standard game? You were asking if Ryaca had a ps4 pro, so if the regular game has a consistent load time then we can just add that to any PS4 pro runs. We need someone who plays on Xbox to verify if there are any differences on there as well.
i brought up the .9 and .1 issue because, as it stands now its not a big deal. But with fighting games like this, there will eventually become a time where the optimal run is found. Best to get issues like this out of the way sooner than later, before we have runners with runs that are only a second apart.
idk man, I wish Devs would just put IGT IN their games. Would make our lives so much easier.
Hmm thats unfortunate then.
There might be couple of reasons why this happened.
Inconsistent loads or firestorm is slower to load or the stream slowed me down. Yesterday i did couple testing with flash even tho the runs died pretty early but i managed to save 9-10s with first segment and that needs faster load times cos its prolly pretty much impossible to beat an oppoment in 26. Didnt check the timer in all of that smashing and timing. But you can also see differences in loads in story mode inbetween my and pecks runs his are faster and that auto pause feature will pause it instantly as next part is loaded and you can skip to it.
Most likely stream is slowing me down cos its probably taking some of the power for that and the game loading times runs slower ? Is it none sense? Need to test today just load times without the stream in story mode aswell and compare them into pecks run.
I dont know why the stream would affect in game loads. Its not taking much of the PS4's power, if any.