Josh's idea added an extra 18 seconds to the between missions section. An optimal cab would have been 13 seconds faster (that would be you getting out of Tony's car immediately and getting into a cab sitting next to the Chinese Takeout finish location). There's a chance an optimal cab + warp location would have you jumping out just as the call is about to come in, which would likely delay the call. It could be faster in theory, but I still think countering once, then twice, then taking the damage you need on the third guy, will be faster almost always.
Noz proposed a route change which would have you doing Sexy Time after Chinese Takeout. You'd alert the patrols and take your damage from the patrol + the guys near the chopper. After, you'd do Momma's Boy. This would surely be the optimal/extremely ballsy route at the moment. Sexy Time is quicker with alert strats as well.
The final guy requires three dodges/counters to beat, and takes forever to beat with only punch combos. If you can get three quick counters, it might be faster than taking enough punches to reach dive health. My gut is telling me it's faster to take the punches until you can take a dive because that seems to take about 5-10 seconds while three counters surely takes more than 10. Full armor and half health should be plenty to go all out on the next few missions, if you're experienced.
Saves about a minute. For reference, in Nozlar's old 1:49:20 WR, he took 5:45 between these same two points, and in his latest WR he took 5:28 (I took 4:33 in the video).
The wall clip requires you to hold W while spamming Space (jump/climb) and F (to cancel the climb animation and try again). It's a little bit inconsistent.
You can end up in a ¤mostly¤ textureless world either inside the same room or outside the building while attempting the clip. If this happens while still inside, just keep spamming your jump/climb key and F, as you'll still be in front of the box and can continue to attempt to clip out. If you end up in the outside ¤mostly¤ textureless world, you're probably going to fall off the roof while not being able to see anything (hopefully you survive). Run towards the nearest intersection to load the remaining textures.
On street level, a trigger exists to the right of the door. Hit it and then destroy the car to fail. Quickly pause/unpause to load the mission failed cutscene. Retry the mission, get in the car with Tony, finish the mission.
After hitting the trigger, retrying the mission after failing without dying will start you with full health and armor. Failing with a death will start you with full health and no armor. A seemingly impossible to pull off/faster/more risky strat would be to die after destroying Tony's car (likely with the car's explosion), retry the mission, spawn with full health and no armor, finish the mission, quickly find a cab and warp to Momma's Boy, kill the cab driver/catch the car on fire, blow up the car/burn yourself until you have half health or less, receive the call, start Momma's Boy. This would allow you to take the dive ASAP, but you'd be left with less than half health and zero armor.
A few things should be added to the IL board:
- Add the V-sync variable to 100% completion and set it to 'Required' and 'Values obsolete eachother' for both Any% and 100%.
- Add another variable, maybe named "Activation", which will be used to identify how the mission was activated. Values should be named "Marker" and "Menu", or more detailed names if that'd be better. The reason to have this variable is because the IGT is affected by how the mission was activated (probably because of initial loads). Set this variable to 'Required' and 'Values obsolete eachother' as well. (Any% and 100%)
¤ IMO, we should have 'Values obsolete eachother' checked so only a person's fastest time shows up
Maybe this will help with figuring out why the clip capture strat works for me (the mission begins at 0:53):
The date is available 3 hours before the scheduled time. It showed up, as you can see on the minimap, at 21:00. I assume it would stay until 03:05 on Sunday, after exploiting the pay n spray bug which put you back ~21 hours. It's possible that it may have stayed available until the clock reached 03:05 on Monday, an additional ~27 hours, but I'm not sure. I doubt this would ever be useful, regardless if it'd stay an extra ~27 hours or not.
Criminals can be found on the following streets (from East to West): Sing Sing Ave, Alcatraz Ave, Bronco St, Caterpillar St, Worm St, Leavenworth Ave, Lompoc Ave, Jackhammer St, Beaumont Ave, Guantanamo Ave, Windmill St, Rocket St, Joliet St, Applejack St, Valdez St, Folsom Way, Grand Boulevard, Butterfly St.
Later, I'll post a route which will have you starting vigilante from a specific location, searching for specific roads, one after the other, allowing you to get the pigeons, stunt jumps and two most wanted targets that are best gotten during vigilante in Bohan. The route will quickly reach a point where you're going back and forth between two or three roads, in close proximity, so vigilante can be quickly finished.
Confirmed that you don't need to knock him over, but this will leave you with a little less time to spare on average. The upside is that the chance of Roman falling over is massively decreased if you're body-checking him. What's happening with this strat is, you're delaying the "Take Roman to the hardware store." text.
About 5 seconds faster than what's possible with SMGs/ARs. Reference for 2nd car: Run out from between the two cars, aim between the two polls and fire just after the front of the car becomes visible. Reference for 3rd car: Aim just to the right of the car and fire as quickly as you can. Pretty easy to see in the video
This is about 1 second faster, if you don't take long to get the shot off, and will almost always allow you to cab before the end of mission call comes in, which can end up being about 5 seconds faster than what's possible with the old strat. Make sure to climb to the right of the thin support beam, which can be seen to my left just as I climb. Climbing further down will not spawn him in.
The waiting time will be ~40 seconds if it's an early text or ~50 seconds if it's late. There's no way to know what it's going to be.
You had to wait forever in the first video because the activity call came in the moment you entered the cab. This pushed it back another ~35 seconds. You then pulled up the phone which delayed the next message even more. LJ's call delayed it again. The second video shows a late text.
You should always cab to your next destination and aim to guarantee texts.
A simple way to handle "preservation" would be to implement a "Past Records" feature like what they have over on the Goldeneye/Perfect Dark leaderboards, http://rankings.the-elite.net/goldeneye/past .
In other news, the IFAB has modified 'Law 12 - Fouls and Misconduct' to allow any and all actions of 'handling the ball'. This includes: ¤blocking with the hand(s) or arm(s) ¤carrying with the hand(s) or arm(s) ¤throwing with the hand(s) or arm(s)