starting rules
2 years ago
Phoenix, AZ, USA

could i get a clarification on the initial start.

for the haste boost. are you allowed to throw it before time starts or no?

the rules say a diagnol would start the time but the wr for into the hills any% has the throw before the time starts.

Kent, England

I'm happy for an object throw to be allowed before timer starts (I.e. so only character movement triggers start) but tbh im not actively running it rn so open to whatever concensus is amongst the active runners.

Phoenix, AZ, USA

good either way. just would like to know which is the rule :)

but id make it a haste drop only. no personal teleporter or weapons

as u can clear rooms or use security drones before the time starts.

编辑者 作者 2 years ago
Bavaria, Germany

I looked at the rules, they state “Timer starts on first player movement in mission (selecting weapon / throwing object does not count but any player directional input or aiming input does count)” So I figured it would be ok for the haste boost. Also it doesn’t change much if you throw it and start to run or if you start to run and throw it afterwards. I also agree on the clearing of rooms part, I would say that any killing / inflicting of damage to an enemy counts as a time start and any movement be it player or drone counts as a time start if that sounds good.

Fioresa 喜欢这个
Phoenix, AZ, USA

its .2 seconds.

being we use single second barriers. its a 20% chance that it falls on a lower second.

that directional input to me meant. no throw. as it is aiming.

if i can throw first. cool. thats the rule. i havent done a lot of runs so not a biggy. but def can push outlaw city down another second now :)

honestly think you shouldnt get an army or turrents free of charge.

cool with haste boost, but dont think teleporter should be allowed.

my logic is that the run would become finding the best place to teleport to start. feel like thats too precise as a freebie.

编辑者 作者 2 years ago
Ximus 喜欢这个
Bavaria, Germany

True for the teleport

编辑者 作者 2 years ago
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