it's not only that there is no competition it is also that they changed the rules for games like for Echoes and they are total garbage.
Finally got to do a decent run of this game:
so I will do a few more runs and then start to look into NOD missions next.
so I managed to do a run of C&C3: Tiberium Wars and I think I can reduce the estimate to 1:20 savely. EDIT: I just got a way better run now and I'll lower the estimate to 1:15.
I messed up my my Metroid Prime submission. It should say that I'm playing the NTSC version, because PAL version is slower and also I will play the GC disk on a Wii to avoid some crashes.
I'm finally done with finding some good strats for the GDI campaign any%. Now let's practice them and grind some runs.
For anyone who want's to join the Fast Racing Neo discord server.
Here is the link: https://discordapp.com/invite/0gFdCdNQJ3wTeWqz
found the lap skips for Scorpio Circuit, Mueller Pacific, Kamagori City and Daitoshi Station. So this means that there is a skip for every single track in the game now. Time to optimize them. Btw I made a playlist of the skips I found: https://www.youtube.com/playlist?list=PLfkHngUPrrhqNmkkfj9K4XJQfcoBh6Qkh
video proof for ILs can't damage, but welp, I guess I can take this compromise, I just thought it was still that everything only needed pic proof, so it's ok.
I found a new skip in Willard Mine:
When you are at the end of the first pipe, you can abuse the pipe gravity to make a really big jump, by driving on the right side of the pipe and going out of the track facing around 45° left at the end. Now try to flight as far as you can above the track past those walls and do not land on the track, fall down and die. When you respawn just before the first pipe turn around and go backwards and you will get a lap. This can be used in lap 1 and 3 and i got a 1:09:566 with it.
I just found another skip in Sendai Outpost:
At the first jump, mash L and turn right, to fly as far as possible left next to the track ( don't land on the track, just try to fly as far as possible and get respawned back ) Do this 2 times and then just turn around and go back and you will get a lap. This works on all 3 laps and I got a 56:149 with this.
another shortcut in Cevo Canyon:
before the 2nd jump, just go back far enough and you will get an extra lap. You will need to drive sideaways, because if the game resets your postion for you the lap skip can be messed up. You can also do a swaggy jump backwards above the canyon, but I doubt it saves time. It can be done in lap 1 and lap 3 and i got a 1:07:466 with this skip.
Kenshu Jungle lap skip:
At the part where the track splits in 2 paths, go one path and go back via the other path, go sidaways first to not get caught by the repositioning system and then go back far enough and you will get a lap. This skip can be used in lap 1 and lap 3 (only saves ~1-2 secs in lap 3 I estimate) and i got a 1:06:366 with it.
Avalanche Valley:
Before the first avalanche go back and drive sideaways so sharply that you are driving back backward. When you are around the orange boost strip you should trigger the lap skip. You can use the orange boost strip to head forwards again quickly and it looks really cool. This skip can be done in lap 1 and 3 and I got a 1:02:999 with it.
Here is a video demonstration of all the shortcuts:
I know it is a lot more convenient to just take a screenshot of your best time, but imo a screenshot is not enough proof, as the times achieved can still be done via cheating or hacking and only video proof can validate a time.
For example I could submit my 5:02:597 titanium cup time see here:
even though I achieved the time in Hypersonic and it somehow got saved in all 3 leagues, so I bashed the previous WR by 40 secs ( don't ask me how I did that, I just played some random championships ). And there are also all those highly suspicious subsonic times ...
Another reason why video proof is good, is that when a time gets achieved, you can see the strats and tricks used and makes it possible to share and develop new strats a lot better.
Not a shortcut, but a technique that can save a bit of time in the beginning of Willard Mine:
Basically there is an upslope right in the beginning that kills your speed if you drive forward normally, but if you go though sideways with mashing R or L you can get through there with a lot more speed. Driving on the side like that generally reduces speedloss and I think it could be used on multiple places like the first jump on Sendai Outpost.
so I looked for the patch Notes for all 9 patches and found them here: http://www.fileplanet.com/175858/170000/fileinfo/Command-&-Conquer-3:-Tiberium-Wars-Patch-v1.09
So basically patch 1.01-1.04 only fix some very minor stuff and are pretty small
Patch 1.05 is huge: it fixes the engineer teleport glitch and has a lot of balancing including campaign missions ! It also fixes many bugs ofc.
Patch 1.06 is smaller again and fixes nothing major, but I found another interesting patch note: "Fixed an exploit that caused any unit or structure to become invincible if force-fired upon by a Mammoth Tank that had been upgraded with Rail Guns." I definitely want to try that out ;)
Patch 1.07 also only changes a few things, but here is another interesting patch note: "Fixed a bug that caused the Scrin Drone Platform to selfdestruct when coming in contact with an enemy upgraded Scrin Annihilator Tripod" it's probably useless, but maybe you can do a mission faster with taking over a part of the scrin base and then do that.
Patch 1.08 according to further research it only fixes that the mothership takes 8 secs to attack as intended from Patch 1.07
Patch 1.09 does some bug fixing and some balance changes, most importantly Harvesters capacy has been reduced drastically so the overall income is reduced by ~35% which affects money routing by quite a lot for some missions.
another interesting patch note is this one: Fixed an error that allowed players to detect enemy structures through the shroud by using the Set Rally Point marker. will probably not affect missions at all, but worth noting imo.
Important are also the speed changes: in 1.07 the speed of the mothership has been increased by 33%
all other speed changes are in 1.05: almost all infantery units speed has been increased by 20% APC speed is also increased by 20% and Mamoth Tanks speed is decreased by 7%. Surveyors, Emissary and Explorer speed have been normalized as well as for Harvesters.
Summing it up: Original 1.00 will be the fastest version along with Patch 1.01-1.04 since nothing important gets fixed in those. Patch 1.05 changes the game drastically with Balance Patches, mission changes and fixing the engineer Glitch, but also speeding up almost all infantery units by 20% Patch 1.06: except for the one invincibility bug fix that needs to be tested nothing major Patch 1.07: most importantly mothership speed is increased by 33% except from balance changes Patch 1.08: mothership takes 8 secs to attack, but except for that it's unimportant Patch 1.09 does some bug fixing and balance changing with most importantly reducing income
yeah, people will probably only stick with hyper, same as 150cc in most mario kart games.
that seems pretty good, I like it.
I'd rather have single cups in the IL section, because that would make 12 separate speedrun categories alone and that's too much for my taste. Single cup runs seem more like an IL to me (it's not actually an IL, but it's too short). At least it's a lot better than how it was before.
So as we will get this mess of a leaderboard cleaned up soon hopefully, we should start to talk about what actual speedrun categories we want to have. Here is a list of suggestions:
- all cups subsonic
- all cups supersonic
- all cups hypersonic
- all cups all speeds
- every single cup for its own (should rather go into the IL section imo)
- all tracks TA ( either all of them on hypersonic or on all speeds or splice into their own speeds )
- all tracks hero mode
- 300% as unlock and beat everything in the game from a fresh file
- beat all staff times ( is very similar to all tracks TA, so I'm rather against this, but I'm listing it here just in case )
we could start listing all categories and see if there is any interest or not, so if there is no interest in a certain category we can remove it.
Any suggestions are welcome.
@TheCrazyCroco: I don't really understand what you mean, but I agree that the IL leaderboard needs a good structure.
So you can list up every single of the 16 tracks as an individual level and then make 3 subcats for each level for all the 3 different speeds and add every single cup as it's own level, so that means 20 levels with 3 subcats each. But 20 levels are a bit too much imo.
A better solution IMO is to list every cup + speed (ordered by the speed) and have every single track as a subcat and the whole cup itself, so that would mean 12 levels with 5 subcats each.
You could also only have a level for each cup, but that means 4 levels and 15 subcats each, which would look bad again.
However the most important thing to do now is to get a moderator that cleans up this mess now. I don't care if it's the current mod or someone else.
there you go then ? http://www.speedrun.com/The_Site/thread/63nr7/34