Threads
Englandsellz907 years ago

I have watched your runs @ASmallPotato and have seen that you do not use the void route.

Is there a reason you don't go that route? In my experience that is the faster strat even over the shortened game play.

Look forward to seeing more runs from you good to see some new interest in SR runs.

Englandsellz909 years ago

General

  1. In SR2, 3 & 4 what time is excluded in the In Game Time that is displayed upon saving? There is about a 4min per an hour deferential between the Real Time and In Game Time and it would be helpful to know so we can determine the best way to time the games for the leader boards.

  2. When does the IGT start recording time as soon as you hit new game, after opening cut scenes or somewhere else?

  3. With games being censored for one reason or another is there anywhere we can find out which versions of the games have had what content removed in comparison to the complete game? We need to know what to note when runs from versions with advantageously less content are submitted. E.g the Australian version of SR4 has 1 less loyalty mission meaning a 7-8min advantage.

  4. Is there a Frame Rate difference between the regional console releases?

SR1

  1. In SR1 at first the pushbacks seemed random but after I finished routing the game I got them so they are called in at certain points every time. This makes me suspect they are on a timer of some sort once certain conditions are met. If this is the case what are the conditions that need to be met and are they avoidable, delay-able or set in stone to happen?

SR2

  1. In SR2 what is the spawn rate of the tornado on the police station heli pad and what affects that spawn?

  2. Is there any reason the spawn rate should drop in a mission with a countdown attached to it?

  3. Is there any reason the spawn rate should increase after listening to the wiretaps?

  4. We have noticed that using the tornado in “Enemy of my Enemy” can lead to the boats not spawning. Though we have found a way to circumnavigate this issue what is the reasoning for this?

  5. Why are the 2 “crowd control” activities not included into in the game time displayed upon saving?

  6. We have had a couple of instances where we have managed to punch people through the cage in fight club. Do you know why this would happen?

SR3

  1. In SR3 I have found a trick that allows us to skip the autoscroller during Ho Boat. On the Xbox 360 it is also possible to use the same trick to skip the second half of Kenzi’s Guardian Angel but it doesn’t work on the PC version of the game is there any reason for this? Was there a patch to address this? ( 1:56:00 is an example of the trick)

  2. Killbane has a tendency to fall through the ring in Murderbrawl do you know of any reasons why this would happen and how to prevent it?

  3. There seems to be some sort of memory retention where even after reloading another save file some artefacts from the previous game remain. E.g If you play Remote start until the part when you are meant to run down the mascots then you load a new save it will continue to mass spawn mascots in the new game file until a checkpoint or a new auto save is made. The biggest possible exploit of this I have found, which would be viable for a segmented run, is playing Belgium project up to entering the garage results in the new game despawning all traffic on the road.

SR4

  1. In SR4 there is conflicting information on what are the requirements for 100% a definitive answer would be helpful before we spend the time routing out the fastest way to do go about it.

  2. Using a method of getting stuck in the falling animation we found you can fall through the world holes in the floor of the open waters. Once under them you can call in the void and fly under the map. We have found the hidden room under let’s pretend, the fact that all gateways are above a large box encasing a trigger (that I assume sends you to the ship? or possible the external simulations?) and the ship itself. Is there more to find and if so is it intractable opening wrong warp possibilities.

Englandsellz909 years ago

Recently taken to route this game out, I’m one of those weird people who is pedantic enough to take more enjoyment out of routing a game than running it, and thought I would share what I find here. I have been working mostly on the first 3 chapters and the first thing I see is that the early game is going to be more about optimizing driving and driving routes than anything else so that is most likely where the bulk of my efforts will fall.

Something that may be worth looking into is tuning the Jefferson Provincial you get, the way I see it is that ot is in the top 3 cars of the 40s era so it is worth keeping regardless and if you can do it both efficiently and early enough it may be worth it even if you will abandon it for a better car later on. The amount of driving you do in the car to me seems logical it being worth upgrading, the time saved getting to the 6 gas stations alone could be a positive time save. The upgrade takes top speed to 97mph from 91mph (6-7% better) but the main benifit is the increase in the power from 129hp to 158hp (18-19% better).

Normally cash would be an issue but I found that robbing the gun shop near Mike's junkyard seems to get $400-600 (ran it 4 times and each time I got between these figures) more than enough to get the upgrade. It is on route in the end of chapter 2 and takes 20-40secs max to rob the shop, you run in head shot the owner then take the cash from the till and go back to your car, you could even arm up with guns if you want to (may be helpful later haven’t tested that far in yet).

2 options on where and when to get the car upgraded they will need to be timed out to see which is the better option.

  1. On the drive to Derek’s in Chapter 3 you go past the garage on route so it is a nice place to upgrade. You can go in; fix the car here instead of at your garage at Joe’s, get the upgrade and change the plates if needed and go on to Derek’s from there.

  2. Slightly earlier you will need to get atleast 450 from the gun shop for this one. Straight after you rob the gun shop you go to the garage around the corner; fix your car, upgrade your car and change the plates, if needed and money allows, and finish the mission as normal. It is a bit off route but you get the faster car for the drive to steal the other car and the drive back to Joe’s.

Englandsellz909 years ago

I'm looking into routing this run I've looked at the tags and CDs and without even playing can see 60 or so out of 100 are in places where they can be obtained easily in a mission or activity or on route to one without deviation. Most of the activities are not difficult it would be a matter of chaining them in a nice way.

If you have any input in to how to optimize any activity or possible tricks to speed it up it would be a great help.

Englandsellz909 years ago

Just to prevent the Any% discussion thread from being clogged up with this discussion post in here.

The choices for the single arc runs that need to be sorted:

1 will it be NG+ or NG 2 If it is NG+ where should the save file make you start? 3 Should the file that is use be homogonous or should we have the option of personalizing it for your own route? 4 Should we have the levels of respect already or should they have to be gained? 5 What rewards should we have in terms of completed activities? If any 6 Should we have the Tornado saved as in the Any% route or should it be that we need to collect it if wanted 7 Same as 6 with other cars or boats that may be wanted? 8 Same as 6 with weapons?

For me the logical way would be:

1 NG+ 2 After 3 kings 3 homogonous 4 with required levels 5 I would keep it close to Any% with Increase sprint and unlimited Kobra only 6 yes 7 None 8 Kobras only

Englandsellz909 years ago

Just a thread of who runs what for the major Saints Row categories just to give people an idea of who is in the community and where/who to share info with. Splitting it into active/inactive/considering if you want to be added post below.

SR1 Any% Active: Inactive: Sellz90 Considering:

SR1 100% Active: Inactive: Considering: Sellz90

SR2 Any% Active: FoxAndRavens(WR), **Inactive:**Martinz, SlayerOfBabies, Sellz90, reddaNscibby, Hurbaz Considering:

SR2 100% Active: Inactive: **Considering: ** Sellz90, FoxAndRavens

SR3 Any% **Active:**Dittomon(WR), Ryedawg(co-op), Junglecatz81(co-op) Inactive: Sellz90, Tyriounet, **Considering: **Baqonator, FoxAndRavens

SR3 100% Active: **Inactive: **Sellz90, **Considering: **

SR4 Any% Active: **Inactive: **Sellz90, Dittomon, Baqonator(WR), BystanderTim, HoboWithAShotgun(Segmented) Fatzke (co-op), Tyriounet (co-op) **Considering: **FoxAndRavens

SR4 100% Active: Sellz90 Inactive: Considering: Baqonator

SR4 BE% Active: Inactive: Inkey(WR) Considering:

SRGooH Any% Active: agjents Inactive: psomaster437(solo+co-op), redemption99(WR)(solo+co-op), BystanderTim Considering:

Englandsellz9010 years ago

In order to have a fair system a few things need to be cleared up before issues arise. If you have anything you would like to input please do so in a befitting manner all opinions are welcome. If you have an issue that is not mentioned that you would to bring up please do so. Remember any that does take place can and will be subject to change, by comity like this, in the future.

Up to now we have been measuring runs according to RTA. Now it has become clear that loading times are playing a huge part in the final times people have been getting. If the games took an hour or so to run this wouldn’t be much of an issue but the saints row series of speedruns are 4-7 hours long and with quite a lot of loading screens. As a result the difference in people’s PC specs is going to play a huge part in who is competitive. In order to level the laying field it has been proposed we switch to using IGT to determine what the record is so as to reflect skill as muc as possible. 2, 3 and 4 all display the IGT upon saving. 1 however does not and with the final mission locking you out of the game and replacing you back at your last save I propose that the internal timer of the console is use to track time.

A second issue is what kind of verification we should allow. With only a few active runners of which only a couple are able to stream should we lessen the need for a video submission. This could be changed at a later time if the community does grow.

Also more clearly definded categories and sub categories, gimmick and the like. Up to now I have been reluctant to just throw up a set of rule for each category or even categories themselves as they are going to be wide in range with co-op that counts individually for each player, DLC, console and PC runs, single segment and segmented runs, multigame runs (PC trilogy, console Tetralogy, 1 and 2 or 3 and 4) and any combination of the above we could be looking at 10 plus possible categories of just any% variations add to that 100% and gimmick runs like SR4 all clusters these need to be set in stone.

Englandsellz9010 years ago

I am planning to start to route this game after I am finished with one any info you have on the route of this game would be helpful.

Englandsellz9010 years ago

Started routing this game recently did my first full run and got 5:49:xx which I hope to bring down to sub 5:30and maybe beyond as I had issues with gang take backs that wasted time.

I have what I think is the best/ most efficient way to get the respect needed which is:

1)The 4 snatch mission, the 2 that get respect bossing items being done before all others, using the indestructible taxi glitch for the car used during this activity so that time isn't wasted either repairing the car or switching with the added benefit of making it far safer. 2)The 3 insurance frauds using a police car and crashing into other car to get the windscreen catapult. 3)The demo derby 4)And the last 3-4 levels are made up of tags that are nicely placed, Hostages that are done on route in short drives that are need and delivery of common/ conveniently cars on the chop shop lists saving them in the garage throughout the run and dropped of when in one glut when in the area.

I have a basic route and mission order but it is ever-changing as while there is a taxi delivery service it obviously takes time to use it and as most of the missions are started from one area and often finish in that same area it is getting a string of which mission finish where to chain them and opening up strongholds and getting them done in a logical order.

There is a few strats I found to speed up, skip parts or make safe some mission which I’ll edit into this post later on.

Englandsellz9010 years ago

I did a run or two a couple of months back to update my PB (now 3:54 IGT) and found a few thing to clean up the run so I'll put them here in the hope they will help someone else.

During Purple Ops after you kill Cyrus if you dive instead of run across the walkway it will skip the tripping animation.

New, earlier, place to get the void is as soon as you first enter the main simulation instead of driving straight to friendly fire go to the army base island and get the eagle that spawns in the middle of the area . From there fly that up to the platform that the void spawns don’t worry if when you get there it is not visible fly above the platform then jump out your heli onto the platform and it will have spawn.

At the first gun shop buy the smg with all level 1 upgrades and the shotgun with all level 1 upgrades this will be the only shopping you do. Shogun is for wardens smg is for all other enemies. Get back in the void clear the police at the shop, fly to the next location and clear the aliens finally fly to Kenzi’s warehouse land the void run in and hit the trigger as soon as you do get back in the void and fly to the next mission’s start point while Kenzi is talking. As soon as the mission ends save the void and use it forever more in the run.

Taking the clusters in a vehicle during Learn the rules, where they are first introduced to the cluster system, will skips the power-up animation.

When fighting Wardens if you are touching it when prompted to dive in it, it will skip a lot of the animation.

At the end of escape when the aliens are coming across the bridge you can just hide behind the boxes. If you put yourself so you can see through the gap between the 2 boxes they will rarely path around it so they can’t attack you as they try to hit you through the boxes.

After the fire tutorial reload the autosave this will make you warp over to the other side of the map you can also get the void from the simulation menu instead of calling it in saving a little more time.

During Ghost in the Machine there is a way to skip the animation for the second CID you try by taking the first one side ways with your back to the second ones trigger then spamming the trigger button during the backing away part of the first animation. The CID will just drop to the ground and put you straight to the 3rd and final one.

On the same mission when you have to download to increase the speed call in the void and it will skip the typing animation. In the very next day side scroller it is quicker to jump kick across it than to walk.

During the rescuing of Ben King dive into the markers that make you reminisce and you can get it so you skip the reminiscing. The timing of the dive is finicky the first one is quite hard I will get in 40-50% of the time while the second one is seemingly easier but I only get it 75% of the time. When you get it you get the same dropping animation you get when you skip the scripted fall in SR3

In the girl who hates the 50s at the party you need to destroy all of the CIDs that are circling the shield don’t waste ammo use the turret and before you disable the satellite kill all the aliens and portals in the immediate area otherwise you will keep getting interuped.

In the girl who hates the 50s when the propaganda trucks come after you it is far easier if you stand behind one of the indestructible telegraph pole so that they are not constantly hitting you.

In key master you can skip the battery collection animation by calling for the void after prompting to collect.

In punch the shark when you are waiting for cid to hack the shield rather than fighting you can hide under the stairs, go behind them crouch then walk into them you will partially clip through them, it is a nice place to stay hidden from all the enemies until you can progress. You will sometime get knock out of your place but you can just return there preserving ammo and not risk getting killed.

In the final mission where you destroy the simulation reloading the checkpoint will let you call for the void which makes defending the portals far easier.

When you get the health increase upgrade it will fill your health bar back up so if you ever are near death this is a useful trick to survive without having to slow down and hide in cover. I personally use it on the mission where you go on to the Zin ship.

Another neat trick is what I call the weapon cache boost basically if you going the weapon cache it will give you a ammo boost on your weapons and as it can be accessed in the gateway menu it is well worth doing it from time to time when you re-enter the simulation.

In my route there is only 3 power up upgrades I get so minimal clusters are needed and they can all be taken in places you are waiting for thing to happen they are the following Blast recharge ASAP helps to take down Wardens quicker, Telekinesis recharge before Emergency situation to speed up throwing the clones in the gateway and jump height increase before key master where you are inside the building when CID is putting the key in the lock.

Englandsellz9010 years ago

An alternate route for the kenzi activities mission set is after “pimps up hoes down” take the vulture from the crib then fly to the mayhem and land. Activate the mission then do it in the heli using the on board rockets trying to end as close as possible to trail blazing. After trail blazing drive around the corner to heli assault and as heli assault comes to the end fly towards “Ho boat” saying within the red circle not to fail.

This route is slightly faster than the OOB warp (15-30secs due to faster completion of mayhem) but there are more variables. There is a way to make the OOB route equally as fast by using a car to knock down the fences between the start point and the café where “killbane live” starts but it takes a bit of grinding to get down and even then 1 mistake will cost quite a bit of time.

About sellz90
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