2. Strats and Exploits: Chapter Two
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2. Strats and Exploits: Chapter Two
Zaktualizowany 7 years ago przez hinducow

Same SETTINGS as before: I change the GAME SETTINGS under the main title options to the following: Bullet Cam = no Then, when you start a new game, I change CONTROLLER SETTINGS to Turn Speed = Max, Motion Center = no

So here's a pretty straightforward chapter, made up of mostly movement optimization and the occasional exploit. Don't worry, the next chapter will be much cooler.

CHAPTER 2-1

A pretty cut and dry section honestly; I back into the section instead of pushing forward (in DH:V, movement inputs are recognized just prior to the level appearing), and I skip everything that isn't required for completion of the chapter, but otherwise it's hard to play this section wrong. In the video here I could have been a little smoother in my positioning outside the bank doors, and I wish I had landed the jump through the office window toward the exit a little smoother, but beyond that a runner might be hard pressed to cut this time down by much. (Though I would love it if someone found a way into the bank without resolving the hostage situation.)

CHAPTER 2-2

This section is more technical than the first, and more can go wrong.

ALLEY SKIP In the opening of this section, casual play sees McClane making his way to the far side of the alleyway to jump up onto the roof and back across; the body jump here skips that. Pulling off the ALLEY SKIP can be a little finicky, but the rule of thumb is that you want to leave YELLOW (I'm referring to the enemy colors) alive and stunned so that you can boost off of him. A pattern that I find successful to achieve that is to kill WHITE, kill RED, then walk to RED's position and shoot WHITE one time. This prevents WHITE from killing the hostage and stuns him in position to body jump to the shorter roof. That said, in the video above you will see a slightly different (accidental) pattern where auto-aim jumped to WHITE early, leaving RED alive until I moved into his position. Try whichever pattern works best for you.

A NOTE ABOUT BODY JUMPS Body jumps have a nice little technical aspect to them I'll mention here. Depending on how close you are to an enemy, you can choose to use a short jump or a long jump, which is done by either jumping with your weapon holstered (short) or un-holstered (long). Now, the resultant boost from a body jump also changes based on which holster state you are in, but that can be modified mid-jump, i.e. you can short-jump to an enemy and unholster in the air to turn the boost into a long jump. This will be useful for marathon runs where the enemy AI tends to side step out of your cross hairs and can limit the space between you and them you have to work with.

CLOTHING STORE STRAT Okay, so this scene requires slowing down unfortunately, due to forced stealth and conversations. Later in the game we'll see ways that we can skip and compress dialogue, but I haven't found a way to do that here. Anyway, when you approach the store, make sure you're carrying only one weapon and that as you enter the store you holster that weapon. I use the 9mm because that way you can switch to double 9mms for the rest of the chapter. Once you've grabbed the enemy, you then have to wait for the other enemies to drop their weapons AND pick them up (you'll hear the sound of a weapon being picked up). Once you've arrested the enemy, I grab the clothing before I initiate conversation, otherwise the last line of dialogue will start over. I also use this moment to switch to un-holstered, but you could probably do that during the ensuing conversation, because there's plenty of it.

ITEM USE EXPLOIT The tiniest of exploits here, but for some reason when McClane uses an item in his inventory he also "uses" doors, switches, etc. As I enter into the private club, I use this to both change clothing and open the door at the same time, though now that I think about it I could simply change clothes during the previous forced conversation. I'll make a note of that for future runs.

TRACTOR SKIP Though I played it a tad too safe in the above video, you can use the tractor's bucket to slide across the pit instead of jumping into the pit as the developers intended. You don't even have to do anything -- just jumping into the bucket slides McClane across the gap. Nice!

ITEMS I HAVE NOT FOUND A USE FOR YET In section one, on the right side of the bottom floor of the bank, there is a useable door that will take you into an inaccessible part of the alleyway from section two. If you use the door as a boost point to mash-jump from, you can clear the gate and get into the area. There you'll hear the dialogue of the hostage from the beginning of section two, though the model won't be present, nor the enemies. The objects that allow you to climb up are not present in this version; however, if you boost onto the door and then cross the fence to the other side instead of jumping down, you can jump up to a platform and try to enter the door (pro tip: it's now all concrete inside). Of note is that you can end the chapter from this side of the building, by either jumping high enough near the window you're supposed to jump out of, or attempting to get close to it.

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