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Messages - Mablak

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76
Missions Speed Run / Mission 15 - Hot Stuff
« on: April 11, 2017, 04:26 AM »
Method Credit: Lex, Deadcode

This map can be done in one turn, and I believe this is the only reliable way to do it. And the mission record shows another awesome route that's hard to pull off. It hinges on one extremely precise HHG placement, which took me many hours to figure out, and then even more to make sure it was reliable. Since a tiny difference in HHG location makes a big difference in where you're blasted, this placement ended up getting into sub-pixel territory.

Turn 1: Rope and snag the double damage crate, while setting off the right mine to move the right worm to a better spot. Avoid that closer mine. Now get yourself into position at the bottom of this light brown object, facing left:

[attachment=1]

Now go 4 nudges right (the 1st nudge is your worm getting higher), aim to the 11th angle, toss HHG with the bare minimum power, then move 2 nudges left. Might want to memorize this crosshair position on the blue wire:

[attachment=2]

The hardest part is tossing a lowest power shot, it can help to take a second to visualize it. With practice you can definitely get it most of the time. Your worm flies up and grave damages the top worm into the water, scoring a triple kill.

Backup Strategy: Rope and kill with dyna if you miss the upper worm.

77
Missions Speed Run / Mission 14 - Super Sheep to the Rescue!
« on: April 11, 2017, 03:37 AM »
Turn 1: Fly your sheep to the crate. The shorter route saves a good 8 seconds, so opt for that if you're skilled and feel like you've gotten it down. But it's hard to beat the safety of the long route; I'm probably doing that to begin with. I'm not even really considering the other shortcut since I don't think the success rate is high enough. The mission record method is way more efficient here, but it's crazy difficult.

Turn 2: Fire punch.

78
Jetpack probably would've been useful to save me aiming time there. But you always have to think on your feet in the last 2 turns here, they can't be fully planned out.

79
And here's the rest of the replays, also included is my fastest run. I'll try to get examples of when the AI teleports later.

80
Missions Speed Run / Mission 13 - Who Left the Flood-Gates Open?
« on: April 09, 2017, 10:41 AM »
Method Credit: c0o1, Deadcode

This mission is hard to untangle, with tons of possibilities, and I think it's the one I've had to spend the most time on. So first off, which worm should you choose, assuming you only need one? Both routes are similar in that you're handcuffed for a few turns by the delay on ropes, and you can manage to pick off worms with short turns while you wait. But having spent tons of time on each worm, I can safely say the left worm route gives a faster round time. It's instantly open, offers a triple-ish kill, and is really close to the left two worms that you need to hunt down. I've attached a replay of the luckiest right worm route I've seen, and it's about the same as an average left worm route. The other replays are variations you'll see on the main route.

Turn 1: Select your left worm. Now interestingly, this is the only jump in the missions that requires sub-pixel alignment to do properly, and Team17 probably wanted to make it impossible. If you try to put yourself in the exact same spot just by eyeballing it, you still won't make the jump every time. But I found a really simple combination of moves that gets you into the same position and over the jump every time: 1 nudge right, 1 nudge left, forward jump, backflip, one nudge left, then backflip.

Now for a max bounce, full power, 3s ground nade that gets a triple-ish kill every time: the worm position is pretty exact. My method is jumping onto the hook as shown, falling down, aligning my aim by looking at the crosshair on the ground, and backjumping 3 times. Sadly I can't find any good natural landmarks on the map to get to this position faster, no matter where I look. I also can't find other positions that are close and still work: going left a bit does give one position, but it doesn't always manipulate the 3rd worm into walking down to its watery death. In any case, I'd memorize how this crosshair looks on the land: the upper right region has a single line of dark green sandwiched between medium green.

[attachment=1]

End your turn above the gray hook, facing right to prepare for a backflip onto a long girder.

AI Turn 1: The right AI always nades or zooks the right worm, then walks right, giving you the honor of a triple-ish kill, over the course of a couple turns.

Turn 2: Now this turn requires some explanation: why use a girder when you could find some other crazy move to kill the worm above you? It's because A) this girder serves to get you a super quick kill with bat next turn, B) staying high makes the far left worm much more likely to zook open a hole in its hiding spot, and C) it's really hard to find a move to kill that also has low preparation time. Homing is imprecise, a 1 or 2 notch nade needs to be lined up just right, etc. On top of all this, you essentially have 1 turn to burn while waiting for ropes, so you might as well make that turn fast. If you did kill this worm instead of girdering, there would likely be nothing for you to do next turn, unless the highest worm teleports within reach. Plus you'd be in a spot where the far left worm doesn't open.

So, just make a long girder to the upper AI worm and walk up about as far as you can. So far, I've had more luck ending my turn on the girder instead of getting to the left of the AI worm. This seems to result in more crate hits in the AI's coming turn, if it zooks.

AI Turn 2: There are 4 main possibilities the highest AI worm might take here, in rough order of greatest likelihood:

A) Walks right, skips go.
B) Zooks, hitting crate, opening and hurting itself. Zooking seems to occur most often with full red wind.
C) Zooks, missing crate, then walks right as well, albeit not as far as in case A.
D) Teleports to a semi-random location.

Turn 3: Unless the AI has just teleported to an amazing, close spot where you can get a double kill with say, bow or shotgun, just do a very quick, horizontal bat of the worm on the orange object. Don't bat instantly with f7 though, or you'll get a downward angle. Stay high on the girder to manipulate the AI into zooking higher and opening.

AI Turn 3: The far left AI should now zook and open; it's very rare that it doesn't. It may collect the health crate, or just stand near it; there also may be a way to manipulate this with your worm's position. The upper AI worm may get damaged and fall, or stay roughly where it is, assuming it hasn't teleported.

Turn 4: Now you have two worms to take out, and it's best to formulate a plan to kill 1 per turn, while staying very safe. Most of the time, it's safest/more useful to take out the far left worm first. Rope and nade is my preferred method, aiming to get the worm down the hole. The placement is usually a bit right of the worm, but if you miss, you may still have a chance with bow next turn. Be extremely cautious about your hide; if it's theoretically possible to kill you, the AI may actually discover it, because they do some brute force searching for shots. A great unkillable hide is on the pinkish object up left, it's usually my go-to spot.

AI Turn 4: Now the final AI worm will presumably take a shot at you, unless it's teleported to a distant spot. Also worth noting, if the AI are in danger of sinking, they tend to teleport.

Turn 5: Think hard about the absolute safest way to kill the final worm; if it can be pinned down, and has under 100 health, minigun might be ideal. If it remains in its same upper hide spot, bow is a good option, aiming for the same hole as the previous worm. Looking at some of the variations here might help.

81
Missions Speed Run / Re: Mission 12 - No Substitute
« on: April 07, 2017, 10:08 PM »
Great job with the shotgun and repeatable shots.  However, there's one part between the first and second shotgun shot in which you jump up the slope where poor skip-walking or regular walking would be faster.  Jumping up slopes of that steepness is very slow.

This might be worth timing; I think forward jumping only will yield a greater 'expected value' here solely because you land on the worm in the end. Which you might miss if you're not lined up. I'm assuming that saves enough time to justify it, but haven't measured.

82
Missions Speed Run / Re: Mission 12 - No Substitute
« on: April 07, 2017, 10:26 AM »
how many missions left mablak?

21 left. I've got solid ideas on pretty much all of them, a few still make me feel like something's missing. The next one for example is just a nightmare.

83
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.

84
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.

85
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.

86
Missions Speed Run / Re: Mission 9 - Water Surprise
« on: April 02, 2017, 08:01 PM »
I also remember this one being hard, frankly it is, especially the first time you try it. But yeah, I had almost no work to do here. Deadcode/Bloopy/Nekton came up with this run ;O. I'm making it repeatable, but that's all.

87
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.

88
Missions Speed Run / Re: Mission 7 - Not Mushroom Out There
« on: April 02, 2017, 03:56 AM »
Added: yes I think I should include more backup strategies.

89
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.

90
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.

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