Tricks of Sniper: Path of Vengeance (2.33+)
6 years ago

I feel the need to create this thread just to inform anyone interested in picking this game up on the tricks at your disposal. They are as follows:

Crouch Flying: Spamming the crouch key for some reason displaces the players hitbox upwards, and you can get major air the faster you do this. This does not count as falling either when you're done, so unless you jumped prior to crouch spamming or you touched a ledge briefly (or walked off a ledge), you can survive major falls, though, the next trick kinda makes this health management redundant anyways so...

Jump buffering: So long as you have enough stamina, if you take a big plunge to the ground, you can simply hold the jump key to cancel out any fall damage. This is a silly trick and is very useful in the Any% category. There's also quicksave/quickload damage cancel, but it was finicky and this jump buffer trick is way simpler. However...

Quick Save/Load OOB: Similar to the crouch flying, quick saving and loading displaces the player upwards, but unlike crouch flying, it can also displace you through world geometry and objects, leading to the broken Any% category. This trick is very temperamental, and needs to be practiced to get the hang of. For upward ascents, spamming the two keys in certain succession one after the other is ideal to clipping through ceilings. A slower tapping of the two keys in combination with holding down a directional key in the direction you wish to clip will help you to clip sideways, but take care to realize that objects will always push you upwards clipping into them, which includes doors. This can make certain sections really annoying, like the map prior to getting the cat statue where it's not worth going OOB because of the invisible barriers and whatnot, which leads into...

Save spamming: Enemy attacks are such that they will always occur after an enemy has "spotted" you and their hitscan attacks always reset with saves, meaning you can quite literally survive some sections of the game by spamming quick save and quick load until you reach a safe spot. Spamming save more than load of course for when you eventually get hit, so you can quickly continue on.

NOTES:

the quicksave/quickload system of this game is quite broken, as I've discussed above, but it can also break the game immediately if character dialog is occurring. You know when character dialog occurs because your Y-axis mouse movement is slowed down to interact w/ context menus... Even if those don't actually occur for every conversation instance. Besides incidental character audio, and a few preset monologue clips from the player character, you need to be safe to not crash your game from quicksaving and quickloading during conversations, which includes having a weapon holstered near interactive enemies.

It also can't be said enough, but the quicksave/quickload clips while very amazing can be a bit annoying to pull off in certain spots. Even with my current strats I sometimes struggle with it on account of having a bad keytapping rhythm to get quick clips. This also depends on how fast your system is, and I am guessing the slower your reload times are the easier it may be to get a feel for the timing... But at a loss of speed, of course.

Edited by the author 4 years ago
xoGamma likes this

Well there's been a new trick discovery by me, myself and I. Awhile back I had this weird instance happen on level 1 where the level autocompleted the moment I killed the target, and I wasn't sure why. Turns out, you simply have to fly over the voice line triggers near the start of the level to execute the autocomplete glitch.

Not sure how high up the voice line triggers are along the Y axis, so I try to just get high as I can near the start of the level and hover over to an invisible box overlooking the bridge (meant to keep the player from going OOB normally, though obviously we can get past that). Possibly there's a set height you can eyeball to fall away from the triggers while still being over the bridge.

The small timewaste to fly past the triggers is more than made up for by the immediate autocomplete of course, meaning we're no longer at the mercy of enemy positions, or the position of the target for that matter as we can go right up to him, and shoot him as soon as our weapon is active. RNG is no longer a thing in this run.

Well, aside from maybe the position of your contact under the bridge. If that guy is close to either ends of the tunnel under the bridge, you can save a little time by flying up over the bridge without cancelling out the conversation to gain the sniper rifle. I think I show this off in my current PB.

Edited by the author 4 years ago
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