Comments
thread: Watch_Dogs 2
United StatesRandom_Machine4 months ago

I may add more if other people start doing them.

thread: Watch_Dogs 2
United StatesRandom_Machine4 months ago

Kirby Cove and The Palace have been added to the Levels leaderboard.

thread: Watch_Dogs 2
United StatesRandom_Machine4 months ago

I want the other guy to post his runs as well

thread: Watch_Dogs 2
United StatesRandom_Machine4 months ago

I don't really know any differences either aside from the fps

thread: Watch_Dogs 2
United StatesRandom_Machine4 months ago

You can also post them here for now

After9th likes this
thread: Watch_Dogs 2
United StatesRandom_Machine4 months ago

Let's see some runs then.

thread: Watch_Dogs 2
United StatesRandom_Machine4 months ago

An All Races category might be better, but we can probably still add the individual ones. Would like more than just one runner doing them though

thread: The Site
United StatesRandom_Machine9 months ago

Getting this when editing my guides now:

Table of contents also don't exist anymore?

YUMmy_Bacon5 likes this
thread: Watch_Dogs
United StatesRandom_Machine11 months ago

This shows the setup for the dialogue skip on the elevator and compares dialogue skip vs no dialogue skip during Hold the Line.

thread: Watch_Dogs
United StatesRandom_Machine11 months ago

By throwing a grenade (after hacking the code from the first guy), you don't have to stop to shoot anyone. The non-grenade/shooting strat can be a bit faster here, but the grenade strat should still be faster and more consistent.

thread: Watch_Dogs
United StatesRandom_Machine11 months ago

A Blank Spot There-ish (A2M5) - Jump to Top of Building with 1st Terminal This jump is really inconsistent and probably works less than 10% of the time.

https://clipchamp.com/watch/J8IKHVjYgdH

Planting a Bug (A2M14) - GL Escape Strat I posted the GL escape strat in the strats thread and have tried it a few times in runs before, but it's not used anymore. The problem is that the enemy spawns are inconsistent and there's a bug with pulling your gun out.

Hope is a Sad Thing (A3M1) - Weird T-bone Dialogue Skip It's apparently possible to skip some of the internal timer here by skipping some dialogue, but we can't figure out how to do it consistently.

Some ideas:

  • Maybe push T-bone earlier at its destination (at the entrance of the junkyard, near the sniper)

  • Let the "..that don't make us friends" dialog play and skip specific lines

  • The internal timer comes on after a certain line is said, if you skip it, it might screw things up

**A Pit of Paranoia (A3M2) - Alternate GL Strats** I also posted this in the strats thread before and have done it in a WR before, but it's not used anymore now.

Instead of waiting for the second security chief to walk past the explosive box, you can manipulate him to go there or kill him using the grenade launcher. Problem is that the helicopter might sometimes see you when you are on the trailer, and the timing to kill the second security chief is not always faster than the regular strat.

This has potential to be brought back again if we can figure out a consistent reference point to shoot the security chief and the helicopter issue.

Bait (BB A2M1) - First Guy that is Supposed to be Profiled is Skipped I had Tobias skip the first guy in Bait once when I was practicing the mission. I pushed Tobias with the bike, and this was off a save. There is also no recording of this.

Bait (BB A2M1) - Fixer Car Snipe This snipe is really difficult to pull off, and you need to pick up a sniper rifle from Fading Signal for it to be worth it. There is no easy reference point (currently) either.

Connections (BB A2M4) - Fewer Enemies to Kill There is no vid of this, but I only had to kill four enemies one time (during the download) to eliminate them. This was after the autosave, so that could have something to do with it.

Fiku likes this
thread: Watch_Dogs
United StatesRandom_Machine11 months ago

This compares the highway jump route, old driving route, and the new one. The drive for the new regular route could have also been a bit faster. I used the no vehicles mod for this.

thread: Watch_Dogs
United StatesRandom_Machine1 year ago

You can do a dialogue skip before leaving the bunker island and still get the early Damien dialogue at the right time, but you do need a good drive to save as much time as the left comparison.

Ga_Sprite_PowKk and sayrex like this
thread: Watch_Dogs
United StatesRandom_Machine1 year ago

The new strat here uses the GL to shoot near Tobias to stun him after the autosave, allowing you to take him down closer to where you spawn. If you fail it, you can do the backup GL strat to take Tobias down after climbing over the wall. It is not shown in this video, but both GL strats are obviously faster than the bike strat + poker game dialogue skip ().

sayrex and Ga_Sprite_PowKk like this
thread: Watch_Dogs
United StatesRandom_Machine1 year ago

This comparison includes an alternate (safer) way of doing the fast walking strat on this mission because the main method can cause the mission to fail randomly. The comparison is not perfect for the alternate strat, since Bedbug doesn't get out of the car at the same time, and you can probably shoot a second earlier. The alternate strat probably can't be done if you do the skip for the current patch.

thread: Watch_Dogs
United StatesRandom_Machine1 year ago

The new strat here uses a blackout (after the train is hacked) to prevent it from moving so that you can enter it at the first station. Then you blow up both of their cars up before killing the guys on foot; this makes only one car spawn, and you just blow that one up.

This new strat can save over 35 seconds!

thread: Watch_Dogs
United StatesRandom_Machine1 year ago

This compares the fast walking strat (manipulating enemy NPCs to walk faster by shooting a silenced pistol near their heads) done at the marina.

For earlier fast walking, you want to be able to hack the bridge and cross the other side before the boat gets there. Then open the door and stand near the railing to shoot the silenced pistol. Shoot once the briefcase animation starts because it will cancel the fast walking if you do it earlier; this also skips the animation. Doing it this way is very fast, so the guy is not there to shoot you and interrupt your briefcase animation. Use the silenced pistol to kill the briefcase or find another way to damage yourself when using the briefcase. You also need to hack the bridge again to exit the marina, but you should still have enough time to reach Mad Mile ctOS and do dialogue skips. Time saved is about 10 seconds.

thread: Watch_Dogs
United StatesRandom_Machine1 year ago

You can exit the front of the mansion by using a blackout and R/C car, but you might need to use an extra blackout to get the escape circle. This new strat can be risky because you can die if you mess up your timing/execution.

Ga_Sprite_PowKk likes this
thread: Watch_Dogs
United StatesRandom_Machine1 year ago

Figured out a way to make the ending more consistent. The enemies here can be manipulated to spawn in a particular spot if you stand far enough away from that spot. Then you can just shoot them as they spawn in. You can use grenades for the last 1-2 guys if you are not sure about when they will stop spawning (can also count how many are killed/use the timer).

Ga_Sprite_PowKk likes this
thread: Watch_Dogs
United StatesRandom_Machine1 year ago

The new strat requires you to kill all enemies outside of the ctOS center and then reload autosave to spawn outside of the nearest train station (along the normal route that we take). You can throw a grenade to kill the two guys on the balcony. Hack the explosion to kill the two guys on the train platform thing. Then you can kill the rest with the Goblin after you climb up near the ledge. You can also blow up the ctOS box to freeze the enemies and make the shooting easier.

The bike will then normally spawn in three different locations after you reload autosave. It could be a Kodachi rather than a Sayonara though.

Ga_Sprite_PowKk likes this
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