LCU speedrunning has reached a point where we have to start considering 1 sec improvements. One thing in general that can improve combat is that being defensive and wait a second or two and then counter attacking with X can often be faster then attacking with A or Y.
The enemy AI in combat in LCU seems very random and every fight is a new situation. I'll start a thread where we can go through them all and try and find consistent strategies.
I'll start with the fight in "Smash 'n' Grab" which is one of the easier ones that you can get perfectly every time. Throw one in the water and X the other one.
I did a run on Saturday and got a 5:00:32 (english) and then a run today in the Danish language and got a 4:59:26
7 sec WR :)
Since Waltek's run in February about 50 sec of improvments have been found and its unclear how much faster Danish is. My gut feeling is that it saves up to 30-50 sec in the begininng but is perhaps even slower in the late game.
I'm gonna try and do a few more attemps over the next weeks. A 4:58 maybe 4:57 should be within range.
Ok so I did a casual playthrough of the portable Switch version and my initial reaction was that its not good at all. The Switch screen is great and look better then the 720p it has but the game has so much frames drops it affects the overall play quality.
Also they seem to have fixed many of the speedrun skips like the jump up to the cottage in the mine and the jetpack skip in "Breaking and Reentering (they changed the names of the missions in the remaster)".
It was great playing through the game with cut scenes which is someting you miss when you speedrun and it really is a great game and I hope there will be more interest now that its available on many platforms.
It will be interesting to see how LEGOCity Undercover speedrunning will evolve in the near future. I plan on getting the WiiU world record back soon when I have time to dedicate to it. Maybe we will see a few more runners playing on PS4 and Xbone :)
/Trajan