As opposed to a short run, maybe a longer one where you get every staff upgrades (kind of a 100% run) ? It wouldn't be that interesting though...
I don't really know where to post this, it's not realy a rock jump, but it's still a skip including a jump, and it's in Territory. 15 sec gain, and easy to do
Some precisions :
Is it pixel perfect ?
- Not really, as the jump can be performed independently of a precise start spot, neither a precise collision spot with the rock. This will only decide the trajectory of the jump (angle).
Is it frame perfect ?
- It's more than than. It's lucky-frame-perfect. I tell you about what I did : I first assigned the cheat "freezeframe x" to a key, x being a number in seconds. Then I froze the game, began to head towards the rock with adapted angle, and pressed the key to unfreeze the game for x second and freeze it imediatly after. Upon bouncing, I can press "jump" on the right frame. The idea was to repeat the experience, diminishing x each time to see what precision was required. Results : to make the jump systematically, the frames need to be 0.01 sec long, at max.
That means that if you want to do the trick, you need 100 FPS at least and have an amazing 0.01 sec reaction time. This is prohibitive.
Most of the times the jumps are long rather than high, that restrains the possibilties
I really didn't expect a new runner (joke) Welcome and good luck.
Before you eat the massive and abstruse guide, know that it isn't up to date. I suggest you to watch the multisegmented ILs instead of the 1:49:10 run and to browse the forum. Watching the live runs will also give you a better grasp on reality.
First I'd like to show you this new skip :
It's a 15 sec gain, but can only be applied to segmented runs or TAS, unfortunately. (because I suspect it's both pixel perfect and frame perfect)
Also, I would draw attention to this physical engine glitch resulting in Delta38 boucing against uneven surfaces. Rocks, barrels, curved plans, detailed meshes, numerous things may allow this kind of trick all along the game. Although this is the only lvl with a chasm to cross.
Maybe we'll find some more exploits like this...
the "quicksave barrels" tactics can be applied on this lvl
steps :
- avoid geonosian foes
- shot the sonic geo turret away, by simply sniping or blasting it
- get on the edge of that crate, just to get the marks
- blast the top of the barrel to elevate it (idk why, but anyway) (we'll try not to hurt the barrel to much because it can disappear once its hp reach 0)
- throw precisely 2 grenades there and there
- carefully quicksave the barrel
- land on top of it with difficulty
- skip the barricade
This skip is very hard to make, and I'm not sure about the time gain [EDIT : i did the lvl in 1:35, better than 1:50 in the past segmented run] I can't imagine it in a live run, with the surrounding enemies moreover. This lvl is pretty dense, squad orders + aiming + jumps + dodging elitebeams + throwing grenades + quicksaving, everything in little time, it's complicated...
but so you know it's possible, and surely it is improvable.
this should work with any of these barrels. However, they are scarce and populate the late Kashyyyk only. I didn't try anything else yet, I was too eager for this one.
When I first had the idea, I was trying with the barrels in Heart Of The Machine (to toss one before the 2nd barricade get on top of it). But they don't share the same physics : their trajectory is kinda scripted, and they have a health bar. The barrels in Final Strike have the trajectory you give them, but explode after time.
EDIT : here's the full level
The main difficulties are :
- to avoid the barrels getting hit when using the rl
- to shock the 2 destroyers and 3 sbds which spawn upon the opening of the door, and kill them all
- to lure the guard (because we don't have the time to kill him) in the corridor so he'll get stuck against a destroyer
- not to die in the corridors
- make the jumps
- quicksave the barrel at the right time
inconvenient : one mistake means to restart the lvl
I copy paste the howto that was in the youtube description there : (1) clear the room whitout bursting these barrels it is DOABLE since you have plenty of ammo, a rocket launcher and the squad isn't needed anymore (2) from the turret balcony jump on the first pipe (3) get on the very end of the pipe, this is not really important but it helps for aiming (4) throw a sonic nade JUST there (5) jump from pipe to pipe (the jumps are tricky) (6) wait till the nade explodes, then watch for the barrel to come (7) quicksave when it's on the good spot (8) quickload and jump on it before it explodes (9) get on the beam and reach the third room, then head to the last turret to finish the game
The title says it all : wouldn't it be wonderful to run the game with jolly cooperation ?
it appears that coop mods exist for SWRC.
there's this one, which many people complain about : www.youtube.com/watch?v=HNzUgYOZsMQ
and this one, which seems to work fine : http://steamcommunity.com/sharedfiles/filedetails/?id=703155438 http://steamcommunity.com/sharedfiles/filedetails/?id=574817963
problems are :
- hosting a server
- compatibility between clients (with modding issues etc...)
- the delay "press fire to join" at the begining of each level
- AI issues
- 07, 40 and 62 are still there
so, is anyone interested in this ?
_ EDIT :
So, I was like "yeah, that's gonna be so cool, to complete missions together, to jump on the top of each other to create new skips, no ai problems anymore..." Then I began to think a little bit... Let's examinate the benefit of such cooperation along the game, and how it raises a couple of new problems :
GEONOSIS
- maximum prejudice : nothing
- into the hive : quite nothing + problem how to slice the 1st console if fixer ain't here ?
- the strength of brothers : quite nothing + problem if the delta squad is removed, then who opens the 2nd door ? if the clones are still there, what's the point of playing coop ?
- infiltrate the droid foundry : OK
- heart of the machine : OK
- destroy the foundry : nothing
- advance to the core ship : quite nothing
- canyons of death : nothing
- to own the skies : OK
- territory : OK
- infiltration of the core ship : OK
- waking the giant : OK
- belly of the beast : OK
ASSAULT SHIP
- ghost ship reckon : quite nothing
- delta down : OK
- unwelcome visitors : OK
- rescue the squad : nothing
- alone : nothing
- troika : nothing
- jailbreak : OK
- tactical suppremacy : OK
- attack of the clones : nothing
- lockdown : OK
- wrath of the republic : OK
- saving the ship : OK
- holding the line : OK
- overwhelming the odds : OK
- deus ex machina : OK
KASHYYYK
- the liberation of Tarfful : quite nothing
- hard contact : nothing
- from the shadows : OK
- the bodyguards : OK
- obliterate the outpost : nothing
- aim for the heart : quite nothing
- critical strike : nothing
- the bridge of kachirho : nothing
- frontline : quite nothing
- the gauntlet : nothing
- detour : nothing
- a bridge too far : OK
- the wookie resistance : nothing
- behind enemy lines : nothing
- viw : nothing ? (maybe jumping over the barricade)
- saving ammo : OK
- live ordnance : nothing
- fate of the resistance : OK
- search and destroy : OK
- heart of the citadel : OK
- moving upstream : OK
- the final strike : OK + problem if the squad is removed, the game freezes when removing 07 again at the end
score : OK = 26/51 so half of the time the run would consist in one player doing all the stuff and the others just waiting.
a solution to most of the problems would be to have a 5 men delta squad, with 3 ai and 2 players.
the coop would aslo mean to share ammo packs. Even if placing and combat tactics would be enhanced, the ammo management would be more difficult.
... and gameover requires to restart the whole party
so... I'm kinda nipping it in the bud, but maybe the coop idea isn't worth spending time over it.
EDIT2 :
three more things
ai of the squad is more or less broken
the rendered cutscenes are considered levels and are skipable no more.
the multiplayer weapons and the campaign weapons are not the same. For example, aa in coop mod doesn't even one-shot sdbs.
so... rip coop run
2nd skip in Advance To The Core Ship a little improvement here, maybe you had it already...
yeah I've seen this, but it's still great !
we are not regarding on tenths of second for the moment
hmm... I dunno how twitter works at all
thank you
and one more thing, my runs are without loads so you should move them back to the corresponding column
the thing is that I run easy-segmented-without loads whereas Thinks runs hardcore-live-with loads, that demands to create so much much categories for only two runs...
By the way I sent you a twitter message some days ago (ignore the "every ... are" mistake) because the runs appear on the leaderboard as 'without loads', but some of them are actualy wounting it
and as you are learning the run, I'll be glad to catch you on twitch if you have some question about this or that. Have fun breaking the game ! :)
thank you
the few tenths of second when one can move at the end of the loading screen are problematic. Especially in the level VIW in which if you go fast enough during what is counted as loading time you can glitch two doors and save 10 seconds. Maybe knowing when the chrono starts will help to do this
I'm submiting a run right now, and yes it is a good time save : I managed the spider droid on myself in 15 seconds and completed Geonosis in.... I won't spoil you :)
I forgot to read "especialy on hard" Yeah, you are totaly right on this point, mostly because you can't be revived well... in easy mode it works fine
oob would be the only solution, because this spider droid is the key to pass the second forcefield ; the only effective way to speed up the fight is to take an elitebeam in Advance To The Core Ship
Is this run dead or what ?
I bring you (if you're still there)... the Territory skip !
to do so :
- be at more than 30 FPS
- get on the top of the first rock. You have to be on the very top of it, so use 'walk' not to fall. If you are on the top you are likely to fall upon releasing the 'walk' key (because you'd bump on the curved texture), so be sure that you are not touching any direction key when releasing it.
- then move right and jump. Since you were on the very top of the first rock, you will land at the aimed spot (that was the difficult step before...). There is a high chance to bounce there, so you better press 'walk' again to stabilize.
- then jump the other rocks and cross the whole scree
- you can trigger the spider droid figth without problem, and finish the level
is it safe to do ?
- yes, once you get used to the proper execution you can succeed more than once outta two tries (mind to shock the sbd) and faillure isn't too punitive
what do we gain ?
- the casual way, we were forced to head to the end of the force field room to trigger the "oh, there's a force field', so to go back and place a 10sec charge. Plus, a lot a droids spawn on the map ; they won't load in this case. so I guess it's a 25sec gain
and once again we prove how the delta squad is nothing but 38 and a bunch of tools
.
I'll add that you can finish Geonosis without anti-armor, by skipping it this way
Some little news about The Strength Of Brothers... If you don't kill the invisible droids, Sun Fac will be blocked by them, allowing to glitch the door and keeping it open, so for the squad to pass, without the annoying setup we talked about lately.
Still, after some experiments, I can tell that the quickest way is indeed the casual way, as the glass is broken first. Case closed.