Discussies
United Stateslefthandedcat2 years ago

I have recently been running a relatively new game and one of the largest strats we have discovered involves hitting ctrl and space at the same time, which seemed inconsistent at first, but it was later discovered by recording with input display that it's consistent ONLY if you hit both keys on the same frame. does anyone have any good strategies to consistently do this? I have done over 400 runs of practice since the discovery of the strat, as well as tried 4 different keyboards and I just can't seem to get it more than around 60% of the time.

I was able to get it semi consistent by rebinding ctrl to left mouse and space to right mouse but the muscle memory is so wrong doing it that way, and combat is a mess. I also tried binding ctrl to v and hitting v and ctrl with the same thumb, which was a little more consistent, but since double jumping while holding crouch is also a vital mechanic that's out of the question.

does anyone have advice? I am allowed to rebind keys, but only if there is one key bound per action.

Merl_ en diggity vindt dit leuk
United Stateslefthandedcat2 years ago

I will start writing a guide on known tricks for speedrunning(with keyboard input display recorded videos) tonight as well as a second guide with known bugs that are not currently useful and ways to avoid them/cause them(with video documentation of course).

I will list the topics I plan on covering below, if any of the other runners see one I missed please reply to this thread to make sure they get covered!

Tricks I plan on covering:

  • crouch sliding and crouch slide momentum oddities
  • new consistent strat for crouch jump launching(Zenith jumping imma call it)
  • wall crouch jump boosting(hoping to get documented footage of this since it's so inconsistent but I have been able to get multiple in row)
  • grapple momentum and jumping after a grapple
  • grapple jump strats in cave room, grapple square room, and double grapple room
  • locked doors(requirements to open and oddities with unlock speed)
  • invisible floor in room before first locked door(the one virjoinga found by looking at navmesh in debug mode)
  • backwards walljumping for consistently gaining height fast
  • missing wall under the first grapple room for OOB

bugs I plan on covering

  • random downwarping(hoping to get video documentation of this)
  • random loss of momentum during slided and crouch jumps
  • getting stuck in a door by enemies
  • certain doors can't be shot through
  • certain doors enemies can't walk through
  • enemy gun arm is a solid that doesn't take damage
  • grapple glitch that launches you in random directions
  • dying with grapple attatched glitch
  • loss of walljump ability when touching an object then immediately touching another
United Stateslefthandedcat2 years ago

I had a great time running this game today, and i think it could be an amazing speed game, but the random freezing during slides and complete dead stops mid air ruined at least 100 runs in a single day for me. Does anyone know any tricks to at least slightly PREVENT this from happening? I can't make heads or tails of why it stops you(possibly physics or code related to framerate being affected by UE4 dropping frames maybe?)

United Stateslefthandedcat2 years ago

The rules for any% and coop any% are a little vague on where timer starts and when timer stops, could i get some clarification on things like whether the tutorial is necessary and when timer starts? Also due to the long nature of the run are there any start/stop allowances(e.g. you are allowed to stop a run but 10 or 20 seconds must be shown of the mechlab or contracts panel before a stop and after a start to give a handicap as well as to prevent cheating)?

On the topic of mods the game rules explicitly say "no mods allowed" but Xenopax Optimize doesn't give a serious advantage but drastically increases the playability of the game(especially on lower end hardware) and I was wondering if an exception could be made for that in the rules. I also use the advanced zoom mod and am curious to see if that's considered "not an advantage" if the rules do get changed to allow mods.

On the topic of categories I think the kestrel lancers campaign(starting it from career mode not from campaign mode) would make for a good speedrun category, and would be much more interested in running the game if there were a category that allows for Yet Another Mechlab and Yet Another Weapon mods as I find the base game mechlab extremely restricting.

United Stateslefthandedcat2 years ago

For some reason all the combat challenges have players ending timers when the "success" menu prompt to restart or return to training pops up, whereas the other challenges have players stopping their run right when "objective completed" appears on screen. Could one of the mods please clarify which is the correct split time?

Clockdistrict vinden dit leuk
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