Raiden is also slower than horse, car, and D-Walker, there's literally no point.
Hi I made a Discord server in case anyone wants to talk about or get help with speedrunning this game. https://discord.gg/jqESnRr
I made a shitty nohboard video but didn't figure it'd actually be necessary
Numerous new ways have since been found to activate the fling, including VATS and pulling out your pip-boy. It's also been found that using Jet significantly increases the distance flung up to 2-3 times the original amount.
Through some testing with the help of my dear friend Rain Life it's been "discovered" that the fling is attempting to place you at the XY coordinates you had when you set up the glitch. (Obtainable with player.getpos x and y respectively.)
Since interiors have a significantly lower range of numbers and you start very far to the northwest, it hardly matters but it essentially means that if the setup is done in an interior cell and the fling activated in the overworld, you will end up somewhere in the middle of the map and then stop. The fling does under no circumstances (seemingly) go past your setup coordinates.
As an example of the "new" ways to activate, as well as Jet, I leave you this recording of flying from Concord to roughly Ticonderoga. Edit: Apparently src can't embed timestamps, go to 3:17
If you're curious, I simply pull my weapon out, Jet, jump, press tab, and if my pip-boy UI shows up, I equip another weapon. Otherwise I keep pressing tab as soon as the load ends.
It always gives you the quest but there's no known way to get into the institute without using the relay at least once, the timing of it is just a routing thing afaik.
Also I should mention that there's been some testing and stuff done since Chops's video. If you care all that much you can watch the WORLD RECORD SPEEDRUN by Arctice. Anything pre-institute is mostly shuffling around timings while the institute path makes use of a new power armor clip.
I'd say 1:06 yes. I think it's more accurate to when control is entirely lost and in-line with the rest of the ways to exit time-wise. It's not like my Expert Opinion™ is more valuable than anyone else's though.
You can tell it's not before the cigar becomes active since the UI doesn't disappear. The camera does start panning as soon as he actually starts vaping though so I guess that would be the timing?
You fucked it up by aiming your weapon right after equipping it btw. Works with scope and radio too, it uses it after you stop.
So after trying to time a few runs by video, I have these suggestions.
Time starts when the scene preceding player control (loading screen, EPISODE X, etc) fades Time ends on foot when the camera begins to turn. Time ends on heli when the door is slammed. Time ends on container when the circle is filled. Time ends on cutscene when skip is pressed. Time ends on box exit when the load icon before game messages disappears.
The reasoning for start is that otherwise for time start, whether you get the episode number to show or not matters, which essentially voids the first run you do or after aborting and restarting to change some elements.
The reasoning for ending is that they all coincide with the UI disappearing (which would be a more accurate measure but Subsistence missions don't necessarily have any real UI), something which is likely when the game stops counting time itself.
Cutscenes and box exits are an exception but I can't see any other really reasonable point to stop.
There is no advantage to be gained when using cigar, it just means your run is 'othered' like the rest.
There is not a single place in the entire game where reflex is faster than excellent execution.
The only levels where the time difference between runs would be less than 40 milliseconds are joke levels. This is also only worst-case scenario and is entirely nullified by recording at 60FPS.
It is effectively banning them because the only reason to use slowmo is because it's fast. If you make it take 16 minutes, nobody will use it.
You can stop IGT by pressing the select button and taking a breather. You can also "pause buffer" to, for example, line up shots.
Method 1 pros: Allows a greater degree in gameplay freedom. If someone wants to use Reflex and lose a second who cares. Far less work for every person involved.
Method 1 cons: If recorded at 30FPS, has a margin of error less than 40 milliseconds. Removing any potential loads from a 30FPS recording adds another 40 milliseconds to the margin of error.
Method 2 pros: (Presumably) has no margin of error.
Method 2 cons: Literally no one will do slowmo runs and submit only RTA there is literally not a person on the planet who will do this. This is effectively the same as banning slowmo. IGT isn't just shit because of slowdown but because of speedup and being able to pause it.
If we switch to sorting by RTA by default I will personally go through each and every single IL and re-time RTA by hand if I have to.
I'm probably just bad but I really can't find any decent addresses or combinations thereof, I'm starting to think there aren't any. I guess shitty and inaccurate ones might be better than nothing but still.
Hi hello. I come to you today with a few examples as to why IGT is a flaming sack of shit. Exhibit A involves only occasional use of reflex mode, while Exhibit B showcases both drug abuse and self-harm. I understand if you don't want to watch them in their entirety, but at least look at their final times, and the length of each video.
Exhibit A:
Exhibit B:
Now, you could say that I messed up a few times in Exhibit A, it's true, I could probably gain those 9 seconds back but I also shouldn't have to.
Notably as well, I spent most of Exhibit B looking at my other screen and doing other nonsense, which is apparent if you pay attention to my movement.
Can we stop using IGT please I don't want to have to shoot rockets at the ground until I get injured for every IL I do
D-Walker can actually go pretty far and there are lots of small cliffs in a lot of areas. I think the success rate depends on how flat the truck is, where you're standing, and your altitude. I tried doing it in OKB Zero and you exfil really quickly.
I should mention that you also have air control so you can fly really far up then go ~80-100 meters horizontally, though most mountains in this game have invisible walls anyway.
This is a thing that exists apparently.
My main reason for not banning it is entirely practical, you can't ban things from an any% category, it makes it by definition not any%. I certainly think it provides more depth in gameplay than the alternatives in any of these missions, which would just be mashing out rockets regardless. Especially considering it has the trade-off of killing your radius, making you rely on more carefully aimed shots rather than the fire-and-forget style of most other launchers.
I haven't exactly heard a very convincing argument for banning it either besides one level that's already a joke being faster. If it breaks other levels sure but 99% of them aren't very affected by it because their objectives don't necessitate multiple hits from a rocket launcher. The only ones I can think of are Sahelanthropus, Quiet Exit, and Metallic Archaea (with this one being pretty arguable since it kills the radius) in all the others even stopping to fire any gun at all is mostly a waste of time.
If your only pleasure in speedrunning is seeing #1 next to your name, then you should play on the fastest console available. If you speedrun for fun, who cares?
Daily reminder that version differences never exclude other consoles from running, just from being the fastest (oh the humanity)