Oh yeah, I heard about that switch version! Maybe if it’s popular on there, the game will get updates :)))))))) heh one can only wish.. but they gave us a lot of features to play with so I’m thankful for that.
I can barely do a 6-7 hour run of the main game I run lol. I just get too detracted easily at points. Whenever I do my run I will do some splits so you can see lol.
I hate the later stages cause they go on way too long imo...also Usopp is just shit in general from what I played...
Ace is better for Thriller...Sanji will make it slower from what I noticed when I was playing
Usopp isn’t bad, just... awkward. His unique action does a decent amount to enemies in the immediate surrounding. His attack strings are clunky and slow, however.
I should probably not jump to conclusions, I haven’t even levelled all relevant characters to max yet :/ nightmare log is such a slog, though. I’ll just take a day and do that. Shouldn’t take too long, right? sobs quietly I’m glad I don’t need to s rank it for platinum.
I've got all of the coins, it's just crew levels now.
I'll defer to you on that one. Ill look at different characters. Preferably ones that can take out sentomaru's last hp barrier in a single lv1 super :) in that case, I'll revisit along park, too. Maybe there's a faster non-Usopp route there.
I havent bothered with all the coins just yet...then again my save got messed up so I have to redo so it killed my drive sadly |D Eventually I will get back on it. I would say Shanks etc but a lot of the more powerful characters as very slow except like Boa I have noticed. Do you use Usopp on Arlong? I did try using him there once to see if it made my life easier but nope |D Didnt do shit sadly lol
I used usopp because I'm fairly sure his mission at the start of the stage is faster than waiting for him to reach the switch as an AI. Flipside seemed pretty sure of it, at least. I don't think I tested the stage enough to get a definitive result, though. Against Arlong himself, I used a lv1 super as soon as you spawn into the arena, then his Unique action for the other two hp bars. Thankfully, Arlong doesn't have/use a hero power during the fight.
Interesting...I noticed I got better times than you on both stages from what I have noticed so dunno honestly
In all honestly, Arlong Park baffles me. No matter what I do, Sanji always ends up at least 10 seconds slower than Usopp in RTA for me. Or for reasons unknown to me, I could be playing the level completely wrong :P
That is weird...I do Park a few seconds faster. It could be the fact of the mission only Sanji gets at the beginning so dunno
I’ve been fiddling around with a few levels, namely ones where the character’s movement speed isn’t a factor (and there HAS to be a use for Fujitora’s insane crowd-clearing R1). I tried him on Water 7 and managed to sink my PB for the stage by a whole minute. He adds consistency to the escorts, which the run (and more specifically, my sanity) definitely needed. An uncharged R1 also conveniently takes out a whole slice of Blueno’s hp. Other stages I tried were Loguetown (I thought it was faster until I pulled off the exact same time with Ace straight afterwards), and Return to Sabaody (all fun and games until Pacifistas start juggling you and messing up your lock-on).
Also, in Water 7, leaving franky alone when he appears the second time doesn’t hinder chopper’s advance, and saves you having to beat him a third time.
Fujitora's R1 is amazing and makes stuff easier to manage but when I tried him I got around the same time when I used Sanji so dunno lol. A lot of that just honestly depends on the AI more than anything really which is another factor that stops me from running RTA as much ._.
Yeah, getting about 2 hours in only for the AI to decide "nope" is really disheartening.
Whenever I used Sanji on water 7, there was always one enemy that I missed, and then chopper/nami would spend the next few minutes chasing them. Play a stage enough, and you start finding ways to minimise the damage the AI can cause, be it through a flash of insight, or out of frustration.
I can’t remember when I started doing the Nami Escort instead, if there was a reason, it was probably the route I carried over from my NG runs. I’ve been meaning to practice the door route, I just wanted a consistent time on the Nami route to compare it to (totally not dodging the fact that I thought the Nami route was slightly faster).
Edit: Well, bugger. If I didn’t screw up the blueno fight, the gate route would’ve been a solid 30 or so seconds faster. Wow. I was way off mark.
The door is faster and may try a run today or tomorrow to see what time I get
Best of luck :)
I just realised I didn’t even have leadership equipped to Fujitora because I was level grinding him, and I STILL made it faster. I’m sorry I ever doubted. ^_^
I’m going to record a no reset run today. Regardless of time, I’ve realised it’s a good idea to have something to reference. It’s easy to miss something when you’re playing that you might catch on watching it back. I think it’s also a good habit to not quit once it goes south, because you can better see where you claw back time.
Thank you. I think I can get 3:57 or 6 cause of some bad errors I made on the run. Dont think I will record it but curious to see what I get in terms of time lol.
This run isnt as optimized yet so keep going...once it gets to that point then you are gonna need to restart often
SUB 3:55:00 HYPE!!! https://splits.io/2g14
I have the video of it uploading as I type. Still no splits in video unfortunately, but I think it went rather well, mishaps aside. I think I choked on a couple of bosses, missing attacks and the like. I also triggered a lot of KO milestone messages, so that would have slowed the pace a little. Although now I know where they are, so perhaps they can be avoided.
I'm a little iffy about the morality of verifying my own runs, so if anyone wishes to dispute their validity, by all means do.
Due to recent datamining we have concluded that the centiseconds used by the games results IGT are made up by cloning the minutes converted to seconds. So future runs will have their centiseconds for each stage considered as 0. This only affects categories timed with IGT.