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Topics - Mablak

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16
Missions Speed Run / Mission 12 - No Substitute
« on: April 07, 2017, 09:54 AM »
Method Credit: c0o1, Lex, Deadcode

It's been known for some time that this mission is doable in 2 turns, if you start off with a HHG that gives you a triple kill. The challenge was making this repeatable, and I've found a really good way to do this.

Turn 1: The objective with HHG here is to A) place it in a very exact location, and B) get an angle to avoid the randomness of the crate's flames. Forward jump twice, then walk to the end of the gun and fall off. Forward jump twice again, then just 4 nudges left, and you're in position. Lay the HHG, then do the hokey-pokey, as shown, and it's a triple.

Part of the point of this routine is to preserve the same sub-pixel alignment each time, and doing a different series of jumps will change this. Come to think of it, not totally sure if skip walking changes things. Also, this trajectory gives a very quick slide on the upper right worm.

Turn 2: Assuming the Field Soldier worm hasn't moved, just shotgun it, and it's a sure kill. It's helpful to memorize this crosshair position:

[attachment=1]

Then if you do 2 nudges right, you can just forward jump the whole way to the other worm, ending with a landing on them, which saves time. The fastest shotgun shot would then be close to the horizontal; give yourself some space though, since shots can go through if you're pressed up against the worm.

Backup Strategy: If the Field Soldier worm has moved and can't be killed, you could just opt for a zook kill followed by a homing kill. I'll give an example of this later. Also, very rarely Field Soldier will simply kill your lower worm. In this case I think it's best to just restart; you could get a kill per turn, but it will be unnecessarily hard.

17
Missions Speed Run / Mission 11 - Chemical Warfare
« on: April 04, 2017, 05:28 AM »
Method Credit: Lex

Strategy-wise, this run requires setting things up to pick off one worm each turn, and get one double kill. Which seems to be as efficient as we can get, since the worms are very isolated. And as with most missions, fewer turns generally means lower overall round time. Start by using alt f4 + space to get to the 2nd attempt. I'm going to call the AI Worm 1 to Worm 7, as they appear from right to left.

Turn 1: Use rope to quickly grab the dyna crate, then dragon ball Worm 1 into the drink. Try to end your turn as far right as possible. Your worm acts as bait: it will draw air strike fire from Worm 6, who would normally attack your far left worm, which could kill it and ruin the run. Also, your first worm dying will be good for turn order on your last turn.

Turn 2: Use rope to set off the mine, do one swing backward, then come forward and land where the mine was. Since the mine damaged Worm 3, you have around .2 secs of walking after you land before you're interrupted by damage animation. To avoid this, try to land in a spot where you can fire punch Worm 2 without moving. If you miss that spot, try to jump immediately then fire punch. You want to end your turn as far left as you can, since you'll be in prime double kill position later.

Turn 3: Worm 7 will have lobbed a nade at your far left worm; sometimes this kills, and if this happens, you really just have to restart. If not, then with your third worm, just kill Worm 6. Fire punch is the fastest way, but it takes some practice to hit and then land without taking fall damage. You want to be just a bit right of being horizontally lined up with Worm 6. If you want to stay safe, just use shotgun to kill.

As for the retreat, I think this is the best position I've found (from the airstrike luck run), standing with the end of your tail in line with the bottom of the red thing:

[attachment=1]

This position manipulates Worm 5 into walking right, closer to the mines, which I assume it does to distance itself from your worm, and possibly to give it a better position for firing on your far left worm. The point is to get Worm 4 to air strike you, barely hitting Worm 5 into the mines. Now this position doesn't have a lot of margin for error. If you go much further right, Worm 5 will nade at your worm, possibly pushing you into a location where Worm 4 won't hit Worm 5 with the air strike. E.g. pushing you left onto the grey tube.

Turn 4: Now with your far left worm, rope up and bat Worm 7. Bat has a long hitbox, so you can get pretty far away, which helps for the retreat. And the retreat is the crucial component here for the aforementioned air strike. Next turn, normally Worm 4 targets your left worm. But if you end your retreat roughly where I do, Worm 4 instead walks right and targets your middle worm every time. I don't know exactly what causes the AI to change targets like this, it may have something to do with how 'unhittable' your worm is in this spot. In any case, small changes to your worm position can sometimes result in the AI switching targets. A good way to land in this spot is just jumping when you're in the middle of the whiter part of the glass:

[attachment=2]

Turn 5: Now if you were lucky, Worm 4's airstrike will have hit and killed Worm 5; as far as I know, there's some luck here in exactly where it aims. I've included the case where this does and doesn't happen. In either case, with your 2nd worm, just lay the dyna immediately to kill Worm 3 and Worm 4. This is where manipulating Worm 4 to walk right pays off.

Turn 6: If Worm 5's still alive, try to make sure you spent the AI's turn planning how to kill it. Rope to it quickly. If the worm hasn't moved, fire punch will kill in either of the two main positions it might take, which is a quick way to attack. Minigun is also a good option, if it's pressed up against land.

18
Missions Speed Run / Mission 10 - Jurassic Worm
« on: April 03, 2017, 10:26 PM »
Method credit: M3ntal, Lex, Deadcode

Turn 1: Rope up and left, releasing a mole and setting off the closest mine, which knocks the 2nd mine into the worm below. Sometimes your mine will get stuck as it bounces down the mole hole. But I've had great success in avoiding this with the following positioning: launch the mole as it's roughly centered on the very top row of pixels of the brontosaurus shoulder, as you can see here:

[attachment=2] [attachment=3]

Just detonate the mine a moment after launch. The moment you detonate can potentially have an impact on the bounce of the mine, as it can hit the bottom of the land as the mole is digging. But this mole position seems to be very safe.

Backup Strategy: If the mine gets stuck, you may be able to uzi it down the hole. I'd say use your judgment on this.

19
Missions Speed Run / Mission 9 - Water Surprise
« on: April 02, 2017, 07:14 AM »
Method Credit: Deadcode, Bloopy, Nekton

Turn 1: Walk left and bow the two mines on the tower. It's not too difficult to freehand these shots. However, if you're going for a consistent run, it's good to have fairly precise locations to shoot from, because small changes in distance/angle will result in big changes to the power the bow imparts to the mine.

1st shot: a spot I like is on the head of your left worm. Crawling up the back slowly, it would be the first spot where you can't get any higher on the worm. From there, just aim at the mine. Two angles will hit it, but go with the one where you see a sprite change, as you're adjusting from low to high. For the second shot, barely touch your left worm and do a backflip, as shown, then just shoot at max angle to do away with the 2nd mine. As for the retreat, I'm favoring jumping forward to act as a walkway for your next worm.

Turn 2: Start by jumping forward, which gives you air time to place a long vertical girder, then end your turn about halfway up that first stretch of the tower. This placement should be pretty exact, here's one that works well:

[attachment=1]

One way to memorize this placement is looking at the red cursor; its rightmost column of pixels is horizontally just 1 pixel away from touching this feature of the tower. And the top pixel in that column is vertically lined up with it.

Turn 3: After climbing up the first stretch of the tower by jumping on your worm's head, climb up the second stretch the same way every time, as shown. Backflip as high as you can onto the tower, then backflip bounce off the tower (make sure you're pressed up against it), then backflip bounce off the girder. From there, just snag the Aqua Sheep and do a quick double tap at the right spot to kill the AI; the sheep penetrates deeper when released than when flying.

20
Missions Speed Run / Mission 8 - Big Shot
« on: April 01, 2017, 10:28 AM »
Method Credit: SpideR, zippeurfou

Turn 1: Jump/skipwalk right, and do a backflip to grab the rope crate. Now to jump from shroom to shroom, and try to memorize this position; you're a little ways into the lighter blue area of the shroom. Luckily there's some margin for error on this jump.

[attachment=1]

Now you're on the purple shroom and need to backflip. Some pros aren't aware of this, but you can make these backflips every single time, by taking just a tiny bit of time to prepare. If you haven't learned about this before, read the Jumping and Pixel Alignment section of Dario's worms guide: http://www.normalnonoobs.com/forum/viewtopic.php?f=5&t=3. If you want to see all the images, just click on the download of Dario's normal school in the first post.

Bow the first worm with a straight shot, and make your way to the second. On this worm, it's ideal to aim up a bit, to bounce off the red flower and ensure the kill. You should stand pressed up to the enemy worm here. This will lure the rightside AI into standing near the mine on the frog's head.

Turn 2: Do some deft roping to the right frog, and activate both mines, one at a time. This will kill the right worm every time. Now rope fling left to the final worm. There are 3 viable ways to kill this worm in 1 turn; grab the old lady crate and release it just a little to the left of the apex of the leaf, uzi into the mine, or a 3rd comedy option I've included.

Right now, I'm strongly in favor of the granny route, because you don't have to land from rope, which risks extra time from the right worm's grave animation. Plus you can get this kill every time. Uzi bullets however have some randomness, making the Uzi route a bit of a hassle, it's hard to make work consistently. Uzi can be the fastest route if you land and quickly shoot however, so it's worth considering depending on the amount of risk you crave. One technique is shown in the replay; bump the worm forward a bit at a lower angle, then aim up to get it over the pixels.

21
Missions Speed Run / Mission 7 - Not Mushroom Out There
« on: March 31, 2017, 09:44 AM »
Method Credit: Deadcode, Quasi Qubit

Turn 1: As you attach the first rope, I think it's a bit better to just aim without jumping. This ensures your rope stays about as long as it can get. Now grab the crate, extend 100%, and try to let yourself slide just a bit right of the vertical. At this point, quickly use the girder pack. I find it easiest to start at the right, placing the last girder right as you gain the most speed.

The placement of the girders is up to you, but I find it to be less cluttered if you place 2 right next to each other in the upper right. After that, it's just 1 girder per mushroom, all at the top and fairly equally spaced; the locations I use seem pretty easy. Once you get going on rope, you need to pick up a lot of speed. Keeping your rope long also helps, as this means less travel time to the crate. This one is worth practicing until you can do it more often than not in 1 turn.

Backup Strategy: The crate just to the right of all the mines is a teleport, which you could use if you fell near.

22
Missions Speed Run / Mission 6 - Sand in Your Eye
« on: March 30, 2017, 08:11 AM »
Credit to c0ol and Wyvern for parts of this one:

Turn 1: Select Worm twice, then rope fling to activate the mine, killing the left worm. A good method here is getting your rope to a reasonable length early on, coming down a bit slowly, then just using right arrow on the fling. It's also not a major loss to use two ropes and not risk the fling.

From there, skipwalk right and look at the shading on the pyramid slab the enemy worm is standing on; you can zook just under it to get both worms piled. Your worm should be standing a little above the enemy worm. If your worm lands left, and not in the zook hole, it seems a bit more likely the upper right worm will nade/zook you.

Turn 2: If the enemy worm naded or zooked you: kill the pile by extending rope, and dropping a 3 sec nade a little to the left of your attachment point. Now to rope knock the remaining worm, start to bring the rope in right after 2 secs of retreat (and nade fuse time) are left. It's important to remember you can knock once retreat time is over, so you have to release right before your nade explodes.

If the enemy worm walked right instead, which seldom happens, you may have to rope and kill this worm, possibly with flamethrower. Then the following turn you'll need to kill the pile.

Turn 3: The most reliable method by far is laying a 3 second nade, with your eyes on the fuse. Keep your rope still, then knock the last worm into the water, releasing right before it gets to 0.

Possible Improvements: There may be a way to fine tune the position your worm lands in at the end of turn 1, so the next worm never uses shotgun.

23
Missions Speed Run / Mission 5 - Do the Locomotion
« on: March 29, 2017, 10:48 AM »
c0o1's method stands here, for sure.

Turn 1: blowtorch right (just enough to make it through), backflip and try to stand on the enemy worm's head. Use skip walking when you can (I'm still figuring out how to do this without using my right hand). Keep in mind this is a speed run, so extra angles, skip walking, telecows, etc, are allowed.

Turn 2: Bungee toss yourself to get up. A soft landing generally does save time, as shown in Alex13's run here, but I attached two examples of a hard landing, not much slower. I think it's fine to prioritize just getting up there in general.

Turn 3: Not much to say, try to bungee to efficiently grab the jetpack and snag the crate.

The skill needed here is really memorizing your bungee motion to get that first bounce, otherwise you won't have enough power. And you need to use just 2 bounces off the wall, or it won't save time. My swing thought right now is hold down/left the whole way down, then switch to up/right just a moment before the worm reaches the bottom of the bungeeing, the last moment they still have a tiny bit of downward velocity. It's working pretty well at the moment, I think I can get it almost every time.

24
Missions Speed Run / Mission 4 - Cool as Ice
« on: March 29, 2017, 09:38 AM »
Last Updated: 3/29

With uzi method credit to Run and Deadcode, I think the most optimal method is:

Turn 1: collect uzi, hope it kills. As you land from jetpack, try to use chute, this will skip the landing frames. At least, this is the way that gives you a chance at the optimal run. It's probably not going to kill though, only does maybe 10% of the time. So, in the retreat time on the first turn, try to get closer to the flamethrower crate. You can do a forward jump from right on the corner spot, and a backjump if you have time (can land on the crate if you're good).

Turn 2: Then kill with flamethrower, hitting yourself to shorten the turn.

Possible alternate method: You can actually use flamethrower to kill 1st turn, as in the 3rd replay below. It works often at this angle, but not 100% of the time. This is slower than if uzi succeeds, faster than if uzi fails by maybe 5-10 seconds. And of course, if it this method fails, you're kind of screwed. So I'm not sure I'd feel safe using it if I had a good run going. Maybe everyone can try it a bit and judge whether it's run-worthy.

25
Missions Speed Run / Mission 3 - All Quiet in the Library
« on: March 28, 2017, 10:25 PM »
So, I think this 3 turn route is about as safe and repeatable as it gets. First off, I'm using alt f4 and space to skip to the 5th try of this mission, where a crate spawns allowing you to get a triple in the first turn. And there doesn't seem to be any other way to get a triple like this.

Turn 1: Grab the 2 crates, then bat the worm to get a triple. To memorize this angle, it's the first sprite change above the 45 degree position, then 1 more notch. My worm ends its turn in a spot making the AI guaranteed to hit my 2 worm pile/walk right.

Turn 2: Just a bat to pile, doesn't have to be totally exact. I tend to walk left on retreat, which I believe makes the AI more likely to pick the right two worms as targets next turn.

Turn 3: Just double damage and airstrike, I've found aiming left best. Now here, it's assumed the AI worm will have walked right. Depending on wind though, it won't do this 100% of the time; at least I'm not sure there's a way to ensure this. I think later I'll include what we might do in this case, though we may have to just say the run is no longer viable if that happens.

Possible Improvements: There may be some way to force the AI right every time, but I'm simply not sure.

26
Missions Speed Run / Mission 2 - Operation Market Garden
« on: March 28, 2017, 09:35 PM »
I think the best/most achievable goal here is a 4 turn run. 3 turns is possible as on the mission records page, but only if you have some incredible luck with the right Grenadier worm hitting itself. So my main route is the triple kill method attached, I'll just go over some of the rationale for each turn:

Turn 1: The goal is a quick, repeatable full power shot, setting up a pile. I memorize it by looking at the crosshair; first spot where there's some black showing through the upper left quadrant. Also note that the enemy worm lands in a spot that prevents the other worms from walking right. The spot you stand in is pretty ideal for not getting knocked down, and also makes sure the AI don't aim for your right worm.

[attachment=3]

Turn 2: Also a quick, repeatable full power shot, the goal is a triple kill. But since mines only check for worms every 10th frame, the worms won't fly the same way every time, and half the time they'll live. Luckily, those worms like to kill themselves; the run should still be viable if they do this. I also remember this angle by looking at the land, it's where that light purple spike is centered in the upper left part of the crosshair.

[attachment=4]

Turn 3: If the lower right Grenadier hasn't moved, you can stand still and toss a 4 sec full power. But if it has, don't do this, or the worm will be sent to a really annoying spot. Instead, just aim down 3 notches, and move forward 3 nudges to do a full power shot; this traps the worm and makes it skip, saving some time. I haven't found a more reliable/quick shot here. If your bank off the flower has been totally destroyed, or you've been knocked down, the only way to salvage the run is probably a fast shot by feel.

Turn 4: A full power shot off the ground; I remember it as one notch up from where the dark purple on the flower shows through the bottom right part of the crosshair. Or just 2 sprite changes, 1 notch (10th position if straight down is position 1), useful if your worm has been moved.

[attachment=5]

Also, I attached an example of a missed triple scenario. You might lose 4 to 10 seconds, but the run may still be viable.

Possible Improvements: This method could definitely be made more reliable if the triple kill was guaranteed every time. But still, any changes to the 1st two shots would be pretty hard, they're already quite reliable and fast. One possibility is finding a way to time your 2nd shot so it lines up with a certain frame in the mine's cycle of 9 frames off, 1 frame on; you might not even have to get the exact frame. I think I'll mess around with that.

27
Missions Speed Run / Mission 1 - Pumpkin Problems
« on: March 27, 2017, 10:35 AM »
So there are really a number of ways to approach this one depending on your rope skill, I have 4 routes here.

The easiest method is extending all the way; you can get this basically every time. And actually, it's pretty reasonable, tends to clock in around 28 seconds (of turn time). I think it's about as efficient as the fling then extend method.

The medium difficulty one is the fling and then mexi, which is just slightly faster. I think with practice it's highly possible to get this around half the time.

The hardest is the Big Mexi; it basically saves a good 5-6 seconds, but can only be done, say 5-10% of the time, being optimistic. If someone is live streaming and doing a bunch of runs, this may not be worth attempting, but it's probably gotta be part of a solid World Record. Also, since it's the first mission, the speed run can easily be restarted until someone nabs it (unless we're including training first).

28
General discussion / WA speed run: any interest?
« on: January 15, 2017, 11:04 AM »
So I've worked on a speed run of the WA missions off and on for a while, with the idea of doing all 33 consecutively, though a full run isn't done yet. I have most pretty well optimized, a lot of the methods being similar to the ones here, but more repeatable: http://worms2d.info/Mission_records. Is anyone else interested in getting a routine down and trying for the best time? It could be fun, leading to streaming, and a neat way of attracting attention to the game. If anyone's interested, I could get you up to speed on what I know.

Also, it would be interesting if we could create a speed run category involving RR that had some sort of legitimacy to it, because that would be the most attention grabbing. But alas, I can't think of a way. Aside from asking Team17 to include a series of RRs with WA on Steam that they dub the Worms Derby.

29
Leagues Games Comments / Game #214860, reported by Instantly
« on: November 19, 2016, 12:04 AM »
That damn skunk. I should've just gotten inside your worm to be 100% sure.

But an important note for releasing on the head: always consider whether the skunk will do a long walk across the head and be more likely to hit, or just immediately hop because it sees land in front of it (around either 20 or 50 pix away http://worms2d.info/Animal_Jumping).

30
Off Topic / Any Cali wormers alive? Doing a little tour
« on: August 05, 2016, 10:44 AM »
I can't think of any CA wormers off the top of my head, I know there've been a few in the past. But if any peeps I even remotely know want to meet up, my band CASTLES is hitting up the bay area, also Reno, Aug 9th to 15th: https://castlesmusic.com/. Or hell, if anyone can even remember someone from the area, lemme know. US wormers in general are quite the rarity these days, but maybe some ancient NBR member is out there, waiting, lurking.

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