Tactical and Non-Tactical Resets
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Tactical and Non-Tactical Resets
Updated 1 year ago by Asterxyx

With the IGT timing method, there's a rule that states only tactical resets can be performed. With this rule, there has been a lot of confusion about what is and what isn't classed as "tactical", which is something that needs to be cleared up.

To further understand this rule, we need to discuss four main things that happen when a reset is performed:

  1. Players get a chance to edit their inventories.
  2. Chris and Sheva get moved to a pre-determined location.
  3. All enemies are either despawned or set back to their initial location.
  4. The IGT is reset to the exact moment the checkpoint was triggered.

So what makes us have to have this rule set in place? Well, with how the IGT behaves in regards to checkpoint resets, people could essentially redo segments to get "perfect" chapter times. In order to prevent this, we've put in place that only tactical resets can be performed in a single segment run.

There are three main situations in which a tactical reset can be performed:

  • To modify inventories.
  • To warp one (or both) player(s) to a better location.
  • To despawn enemies.

On the contrary, there are three main situations in which a non-tactical reset would be performed:

  • To prevent time loss from dying.
  • To get a second chance at a quick kill/good boss fight.
  • To reinvite your partner back to the game after a disconnect.

In addition, ALL tactical resets must be performed immediately after a checkpoint is reached; if a considerable amount of progress OR time has passed after a checkpoint has been triggered, the run will most likely be rejected. The runners' intentions is an important factor in determining if a reset is tactical or not.