Reacties
AustraliaMinnotar1 year ago

Yeah you hit the hotkey for start manually.

AustraliaMinnotar1 year ago

Sounds interesting, not sure if the mods replied.

I don't know if I'd do a run myself, but it could be a fun category to go with the others.

AustraliaMinnotar1 year ago

This tutorial will help guide you through the optimal fight for the standard difficulty speedrun of Resident Evil 3 Remake.

I'll go through all phases of the fight step by step. This will help you understand this tricky fight better and slay.

DJatc vinden dit leuk
AustraliaMinnotar1 year ago

Mods don't tend to add runs like this, because they're usually done for virality not so much comp by these Ravioli, Trance type people.

Unless the speedrun board is huge like a Mario 64, there's not enough action for meme stuff to go on boards - best for YouTube, reddit etc.

But then again, you can always try putting up a case with rules etc.

cassolzao en TheNevs vindt dit leuk
AustraliaMinnotar2 years ago

Warning: Please read the notes before trying this and watch the attached video. Test it for yourself to see whether it works for you.

I labbed Nicolai shots today and wanted to test the bajejness of the cursor.

What I did was mash M1 to shoot as soon as the scene started. I did this whilst pulling the mouse to the right. The reason for this is that the cursor starts around Nicolai's left thigh area.

I kept doing this and despite the cursor appearing far to the right of Nicolai, I was not missing the shot.

See the video .

As long as I didn't pull left (since the cursor is already left) or too far right the shot did not miss.

Please test this out with a lot of repetitions before trying in a run. I don't know if this will work for anyone else.

I hope this helps everyone to not miss their Nicolai shots.

ReminaZahard, MaterialBurst, en TheNevs vindt dit leuk
AustraliaMinnotar2 years ago

Sounds like fun, I would play it.

AustraliaMinnotar2 years ago

Magnum is really strong against several bosses in the game. I think that takes away from the challenge aspect of HG only. I think HG only shouldn't use the Magnum.

AustraliaMinnotar2 years ago

Oh well that sucks, you can still pause buffer which might help.

AustraliaMinnotar2 years ago

Trigger the baby and run back to the door. Line up just behind the door (you can look at the door hinge for a visual cue) and face forward. Go to 30 FPS. Listen to the baby steps and time the run carefully between the fourth and fifth step - the left foot is going to leave the steps and just as it halfway through the movement you want to run (pause buffering helps with the timing). There are a few videos on discord, try to pay careful attention to the audio and visual cues.

djragon_warrior vinden dit leuk
AustraliaMinnotar2 years ago

Makes perfect sense, thank you for clarifying.

I am not familiar with RE7 speed runs, so I didn't know this was a bug that could happen.

AustraliaMinnotar2 years ago

So what I am saying is there are two restart checkpoints - one before the Lycan encounter (usually starts when you cross the bridge to take the zip line to the other side) and one before Urias in the small room after the crack in the wall.

If you restart before the Lycan encounter but the enemies don't appear you can basically run through that part into the room without anything to deal with.

Then, before Urias, you can restart again at that checkpoint to make sure he spawns in. I'm checking to see if this is valid since ultimately you get that second checkpoint to restart and make sure Urias spawns in.

AustraliaMinnotar2 years ago

As per rules, we can do a restart/pause buffering to gain time and manipulate spawns.

As you go into the second chamber of the stronghold, you can do a restart to manipulate the spawns. However, sometimes this restart causes the enemies and Urias to not spawn. You can run straight to the room before Urias and do another restart skip to make Urias appear again. I don't see anything in the rules that mentions that situation and whether it's valid (and it appears to be a well-known issue with the game).

Would this still make the run valid or do we have to keep restarting until the enemy spawns appear?

It's happened a couple of times in a run so I was unsure if that meant I still had a valid run.

AustraliaMinnotar3 years ago

It could be a good idea for Casual. I'm not sure about Hardcore (or even VoS for the masochist) since you really need mine recipe, magnum + capacity, space (you run out of space at Lady D), upgrade sniper otherwise it would be painful.

AustraliaMinnotar3 years ago

One of the main reasons that no-intro in RE3R was worth even considering was the reset heavy section following the auto-scroller opener. And it didn't need to go to NG+ or Assisted but whatever.

I didn't really care for it but I could see why other people would benefit and I supported that idea because of it. Most of the other people that said they would run no-intro never ended up putting up a run, so that's important to note.

This game afaik does not have barely any RNG after the opener. It's a straightforward run until castle. So there's not much of a case there. Also splitting the boards into two groups before they are open seems excessive.

VoS runners probably have the best claim for this if any. If NG+ runner seriously wants a no-intro, I mean come on you just need to get realistic.

Psarthex vinden dit leuk
AustraliaMinnotar3 years ago

I voted yes because the positives outweigh the downsides.

There is some skill in the opener and good players can get far better opens if they understand how to do the apartment. After that though, there are over 2 minutes of tedious talking scenes - Brad, Dario, Carlos - and a tiresome QTE with Nemesis.

After that, it's an extremely reset-heavy game for the next 5-12 minutes on Standard, with similar trouble on the higher difficulties. The combined probability of getting a run-through, let alone at the pace needed for an optimal time, is slim. It's not like a 0.000000001% meme but I've crunched the numbers on a few times and it's low - on Standard at least.

Using better strategies will improve your consistency. That said, even using the proper strategy is not enough to lose a considerable amount of runs to things out of your control.

That's speedrunning to a certain extent - and for the most part, if you didn't like what the game has to offer then don't play it. Most games have RNG, and if you pick up a game, you're going to expect RNG. It's not out of the ordinary.

However, the combination of the sheer unforgiving amount of RNG stacked into an extended 7 minute period of time (basically a 7-minute basement), combined with the tedious opener - makes it a valid concern IMO.

I can see that is more than one person wanting a new category because they want to get a run, but a lot of people having trouble.

Removing the intro simply makes things more fun. It deserves a category, at least for Standard-Inferno.

I'm not sure about Assisted or NG+ because you don't have to deal with anywhere near as much of these problems at all. I find the argument less compelling for that. It's really the combo of intro and unforgiving RNG that makes this worth considering.

ReminaZahard, ValleyFire en 6 anderen vindt dit leuk
AustraliaMinnotar3 years ago

I mean all you do is shoot a barrel on him so it's not adding much value to the run.

AustraliaMinnotar3 years ago

Yeah I also have seen 0.4-0.5 time save pausing before Carlos picks up the phone after that cut scene, just immediately hit the pause after detonation.

ArlanKels vinden dit leuk
AustraliaMinnotar3 years ago

It appears the shotgun (upgraded or not) also nudges slightly to left and upwards, whereas the grenade launcher is 'neutral'. Might be a very minor time save and worth keeping in your hands in the late part of the game where possible.

ArlanKels vinden dit leuk
AustraliaMinnotar3 years ago

Doors still have super glue on them so there's that.

YossyHop vinden dit leuk
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