Any % route improvements and discussion
9 years ago
England

Finished a run last night that ended as a 4:24 IGT http://s1261.photobucket.com/user/sellz4/media/100_4899.jpg.html?sort=3&o=3 which came out to a 4:39:06 according to the timer on my phone.

The run was very solid, no major time loses that I can think of with respect going perfectly having the correct amount at all times without having to take any tags.

A couple of strats that I came up with on the fly that seemed to help save a few secs but need looking into:

During Waste Not Want Not: when you buy the Geiger counter you have the money to buy 3 rockets which can be used later on in the run such as on the car for a quick kill during Burning Down the House which takes 3 rockets to do.

Also on Waste Not Want Not: On the heli pad while you are waiting you can either kill the first bunch of guards that come to kill you then wait at the far corner of the pad from the stairs where they rarely are able to path to you and take a quick break or if you need respect you can grab guards and throw them off the side. You get 3 silver stars each time you throw one which is 150ish respect each time so you can comfortable get an extra 1k respect in what is dead time anyways that is the equivalent of 2 tags.

In Assault on Precinct 31: when the doors to the heli pad open kill all the guards and move the heli closer to the door while Shaundi is hacking so she doesn’t have to run as far.

And finally small route tweaks I’ll change the main route post later to avoid confusion.

I have come to the conclusion that the best start is U0 Revelation buy 2 bikes, SR4 Three Kings then S1 Got Dust, Will Travel. This is for respect reasons ensuring you hit that final level every time.

And the end is tweaked to

S8 Riot Control, S9 Eternal Sunshine, R10 Good D, S10 Assault on Precinct 31, S11 The Shopping Maul then R11 One Man's Junk... This is due to making sure the tornado returns to the heli menu without the need to reload a save.

Victoria, Australia

For the new start is that based on getting the right amount of respect in terms of safety or is there no time loss compared to the old route or taking 2 tags? (20 seconds)

And how does the end part keep the heli in the menu?

I'm gunna stream tonight (soonish) with more practice but it'll probably just be early game stuff again, I'm not sure whether or not I should grind up to veteran child and get consistent at the early game or do a full run playthrough in order to jog my memory of all the missions, what do you think?

I feel like my ability to get consistent will not really be a problem and a lack of memory is my biggest hurdle at the moment, even though it may not be the best way to get better at the run in general

England

The starting 2 missions are interchangeable there is no time lost by doing one mission first over another. The only thing that changes by doing Revelation first is that you get the 30% boost on Three Kings and as you are only ever going to miss out on the final level of respect by a hundred or so respect the 30% boost make it 99% consistent you will get the respect without having to do tags so the overall time save is from the lack of tags needed to get the extra level.

The Vehicle spawning and despawning is weird basically there are times where if you just used the heli in a mission that warps you back to the safe house at the end, Eternal Sunshine for example, the Tornado will not return to the heli menu as it hasn’t yet despawned from the previous location. The way to get over this normally would be to reload an auto save to bring it back to the menu. The mission rearrangement I have done means that we cut out 1 extra reload after Eternal Sunshine by putting a mission, Good D, in after. As it is a mission that doesn’t need the tornado it acts as a way to despawn the heli and put it back in your heli menu for Assault on Precinct 31.

As for practice if I was to break it into sections I would break it up into sections like this:

1 start to end of fuzz (45mins) 2 end of fuzz to RS Amberbrook Museum Pier (40mins) 3 Veteran Child to Waste Not Want Not (35mins) 4 Imperial Square Pagodas to Stilwater University Student Union/ demo derby (40mins) 5 Sunnyvale Gardens Fishing Dock to Room Service (40mins) 6 Showdown to One Man's Junk... (45mins) 7 U Cutscene to ...and a Better Life (20mins)

Virginia, USA

So I haven't been able to stream recently (obviously). School's been taking up a big chunk of time. I'll try to get to it when I can but I'll probably just practice more than anything in the near future since I can pause the timer and don't have to worry about taking breaks and whatnot. This should work better anyway because when I come back to making full runs, I SHOULD be more consistent. In theory anyway Kappa

Oh and I think I remember you saying at some point that your run was killed by a pushback. I don't think I actually addressed that. Pushbacks aren't necessary to complete the missions. You can literally just skip them, afaik. I'm fairly certain that that's why I did during one of my runs and it worked out fine. Not sure what would happen if there's a mission in the pushback neighborhood though.

Virginia, USA

I just picked up the PC version. What's the verdict on Gentlemen of the Row? Or is it just powertools we should use? Obviously, we shouldn't use game changing mods but what about the vanilla patch or the onscreen 360 buttons and such?

England

About the pushback’s, though I have never tested it, I was under the impression that the ultor cutscene will not appear if there are pushback’s on the map. This was the case in SR1 so I assumed that it would also be the case for SR2 that will go on the list of what is needed to be tested.

Virginia, USA

I got one at some point and from what I remember, I just ignored it and it all worked out. I didn't have to do it. But from the wiki, it says "Finishing a gang arc causes Pushback events to cease for that gang. Unlike Strongholds, an active Pushback does not prevent the final mission being available." I assume that also means an active Pushback will be stopped.

http://saintsrow.wikia.com/Pushback

England

Not sure who is left active in this game but I am coming back round to routing/running this game as I have finished with SR1 for now. I'm happy with the mission order we have got so I am going to concentrate on finding the little individual mission strats breaking the game down mission by mission to see if I can find way to make them both quicker and more consistent and the driving routes we take which we’ve neglected due to the amount we use the heli.

If there is anything you want me to test or if there is anything you have found that will save me some time it would be much appreciated.

Virginia, USA

I'm not quite active but will likely return in the summer, in a month or two. I've been doing some zombies runs cause they're shorter for right now and I often can't take out ~8 hours (for heli attempts) for a run. I can likely help route, though, to test some stuff.

England

The bulk of my testing time has gone into the following 2 things:

There is a theoretical route that could be a decent time save if it is possible which could be done either in a risky way or a slightly slower risk free way. Take appointed defender - get the tattoo – drive to the police station and listen to the wiretaps (even with the mission running this is possible I have tested it) get the tornado – call Dex to get the marker on the map (again possible with the mission running) then finish the mission in the tornado – instead of doing the races, as you will not be able as you would lose the heli, do the first level of fuzz nearby which is quicker in the tornado then do Down Payment flying back in the tornado saving it after and going to Insurance fraud from there.

(The riskier way would be to go to Tee “N” ay before the police station but this would put a time limit on getting to the next part)

I was messing around with the riskier route and after listening to the wiretaps and seeing the heli was not there I was messing about while I thought of what to do next. While I was thinking what to do next I faced the unopened door and was spinning the camera around, as there was a strat I found doing something similar with the oppressor that work moderately well but was time consuming, and to my surprise after 20 or so revolutions the tornado spawned second before the time to get to the next objective run out.

I have repeated the spinning of the camera to test if this is the solution to our tornado issues but it is horrible inconsistent. What I found is that if it doesn’t spawn in the first 25 revolutions it doesn’t at all and of the 5 time I tried it only spawned twice, it did spawn a third time but I ran into the station to the point it shows the switching of the districts and when I came back it was there.

If you could also test the spinning method or have any thoughts on it, it would be helpful if we could get the spawn down even to an increased chance it makes the game more runnable and even raceable.

Virginia, USA

So basically these steps:

  1. Do the wiretaps (before going to Tee N Ay or during the countdown)
  2. Go to police building
  3. Listen to wiretaps
  4. Go to check for tornado. If there, call Dex. If not there, continue.
  5. Go back to the one unopened door, stand inside the police station, and, while looking out, don't move but revolve camera around until it spawns or we've done 25 revolutions, whichever's first.

Is that right?

England

Yer that is what is needs to be done. What I want to test is:

How consistent the spinning strat is and at what point is the reset rather than continuing (that is an upside that resets will be 5mins in rather that 15mins in)

If without the driving from the court to the forgive and forget and then to Gats house will the respect be enough from just one level of fuzz

If no will 2 levels of fuzz get us 2 levels of respect so after Down Payment we do Revelation then save warp and do insurance fraud possibly saving a level 6 activity later in the run

Is there a place to fit in Flash Bangs or will the lack them be too much of an issue an alternative could be the Satchel Charge in Jailbreak if they can be take out of the mission.

England

Just ran the safe strat 4 times listening to the wire taps then going to tornado: first 2 I got the tornado using the spin strat, so there is something in that strat, 1 I parked where the police car spawns in fuzz so lost the heli one I crashed it at forgive and for forget. The third time I couldn't get the heli to spawn but the fourth time I got the Tornado after 2 spins and finished up to the end of Down payment without taking too many risks flying or landing and with no flash bangs for the shanties in 17 IGT mins. 1 level of fuzz was enough respect, there is an option to get 4 flash bangs so I think 16 IGT mins is possible maybe high 15 with a perfectly done start and the riskier strats.

It is quicker than the old strat with the shorter drive to the police station, no return flight to the safe house, fuzz instead of races and the heli for travel minus the extra time for flying to Tee N Ay it is possibly as much as 2mins difference. Another little benefit is that when taking the tornado as it is so early you only get 2 starts wanted level so no other tornados shooting you down.

I have some time on Sunday so I'll work on this then move on to other mission to see what I can find.

Virginia, USA

Nice. I'll do some testing some time in the next few days as well. If this eliminates the races, that's good. I really just want something to eliminate the need to do IF now. It's such a pain since RNG can really screw you.

Virginia, USA

I tried for about a half hour just now, 4 or 5 tries, and couldn't get it to spawn once. I'll have to try some more. I ran it the safe way, before I went to Tee 'n' Ay. I tried to get 0 stars and I opened the right door to try the spin strat. Idk how specific this needs to get haha

England

This is the video that gave me the idea for the spinning strat. Where he is at 2:39 is where I stand facing the door on the outside of the building and instead of running around like him just spinning the camera is sufficient to reroll the spawn.

Just when I think I have it down getting the tornado 3 or 4 times in a row I then go 3 or 4 not getting it to spawn. Even so I think this is the way to go resetting every 5mins is far more viable that every 15.

The benefit of extended sprint basically means that 3 level of Insurance fraud will always be in the route unless a better way of conserving sprint than bunny hopping is found it is a shame this is the only SR game that tapping sprint doesn’t extend stamina.

Virginia, USA

Ah okay, I've seen that. I agree it should at least be moved up. I'd probably say to try and get it after going to Tee 'n' Ay.

England

That Infinite sprint glitch seems to be indefinite from the small amount of testing I did with it, if it is confirmed to be permanent, the start will be:

Take appointed defender - get the tattoo – drive to the police station and listen to the wiretaps (even with the mission running this is possible I have tested it) get the tornado – call Dex to get the marker on the map (again possible with the mission running) then finish the mission in the tornado – instead of doing the races, as you will not be able as you would lose the heli, do the first level of fuzz nearby which is quicker in the tornado then do Down Payment flying back in the tornado saving it after and going to Insurance fraud from there during the first level jump out the tornado control the fall so it is a single damage hit of 30k so you don’t pass but you get adrenaline then save and load warp back to the safe house, collect money from cache get the tornado again and do the mayhem that is close to the safe house even when I do badly it only takes 3 IGT mins which is equal to my best ever Insurance fraud. From there fly to Revelations and continue as normal.

I did some timing on the riskier earlier tornado strat and basically came to the conclusion you have to be in the tornado with 40secs to go at the latest to realistically have time to fly there land safely and make it to the marker. If you get a good car and drive flawlessly you have a 20 sec cushion in which you can do the spin strat if you get a bad car crashing once will make it impossible to get there in time and even if you do you will need a first spawn to make it in time.

I would still say go for it the reset wouldn’t be that big a difference to making it and the tornado not being there.

One other thing switching the races for 1 level of fuzz leaves us down 1500 or so respect for the 1st Samedi mission there is 3 viable options to replace this

  1. Do a second level of fuzz
  2. Do a forth level of mayhem
  3. Get 3 tags - there are 5 obvious one 2 on the inside during Down Payment the 2 outside of the HQ and 1 at the end of Revelations.

I’m leaning towards the tags as the quickest way taking the one outside the HQ after the save warp from Insurance Fraud either of the 2 inside during Down Payment and the one at the end of Revelations

Virginia, USA

At a glance, that looks like a good route. I still haven't gotten the Tornado spawn but that could easily be because it sucks haha. I'll keep trying to test this as much as time permits too. Thank god we don't really need to do IF anymore. That makes life so much easier.

England

Put in a few hours over the last couple of weeks on the first 2 hours of the game (up to waste not want not) just looking for the small improvements. What I have found is:

The early Tornado is a 1m 40s time saves.

The difference in respect can be bridged with 3 tags though it can be very close so the 4th tag may be needed if you get unlucky.

Taunting kills is a good way to get extra respect in the early game only if it doesn’t waste time to do so.

Mayhem can be as quick as mid 2 mins if you get lucky with which areas you get but as much as high 3min if you get the worse possible pattern.

When picking up the kobras I pick up one flashbang from the weapons cache for Veteran Child.

During strip club stronghold you can evade the stun gun if you stand to the far right or left of the door when opening it.

Infinite sprint saves time in Prison break.

During Science Museum stronghold when you go in the glass room taking the stairs to the right is quicker.

During Museum Pier stronghold there are 3 rocket launcher gang member spawns, 2 on top of the pillars in the first part and the last on is the guy next to the car on the left as you go down to the docks as you destroy the 5 boats. They are worth picking up for later missions.

Infinite sprint saves time in both the saint’s stronghold and brotherhood 1. Use 1 rocket in Sommerset Apartments stronghold to destroy the moving drug lab.

Infinite sprint saves time in waste not want not.

I did a practice run up to that point and all in all this saves about 5 min over my PB up to waste not want not (from 2:01-1:56 IGT) though I suspect another min IGT is there as I had a dodgy Waste not want not. Another 4 mins over the next 2 and a half hours would mean sub 4:30 RT and with some mission that Infinite sprint will definitely help and with missions being less autoscroller based later on it may be viable.

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