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Messages - Mablak

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91
Missions Speed Run / Re: Mission 6 - Sand in Your Eye
« on: March 30, 2017, 08:56 PM »
The knock in turn 1 takes a little practice, but turn 3 is actually not too hard if you keep your eyes glued to the fuse of the nade.

92
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.

93
Missions Speed Run / Re: Mission 4 - Cool as Ice
« on: March 29, 2017, 11:15 PM »
Thanks to Lex for pointing that out, I'd forgotten chute was even used there!

94
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.

95
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.

96
Missions Speed Run / Re: Mission 2 - Operation Market Garden
« on: March 28, 2017, 11:10 PM »
Glad to hear Wally, I'ma do all of 'em in the next couple weeks hopefully, then I might finally get to the point of doing actual full runs!

97
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.

98
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.

99
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).

100
Promotion Project / Re: BnG notching
« on: March 07, 2017, 06:10 AM »
I just memorize the distances Joe. What you're describing is notching + cheating, since visual aids are banned. 4 sec full powers for example, you practice pointing to the spot you're aiming for until you have a good idea where each notch lands.

We're not the cancer Sensei, it's just using a game mechanic (one that non-notchers constantly use as well) and playing the scheme optimally, within the rules. Nobody should be faulted for doing that when the goal is to play to win.

101
Promotion Project / Re: BnG notching
« on: March 05, 2017, 08:51 AM »
Do you hire someone to tie your shoelaces in the morning too? Or hold your hand while you cross the road.

Good for you  :)
Lol, I wasn't talking about that kind of aides. Maybe I am thinking about aids. Not positive which term is correct tbh.

I thought all of us had our own worms caddie, was it just me? I guess I'll have to let Winston go then. Back to the wild, you rapscallion.

I haven't seen anyone actually say they're using such things, but it probably wouldn't be that hard to do, sadly.

102
TUS Discussion / Re: Hello strangers
« on: February 28, 2017, 04:58 AM »
Yo arcane, we had some good games back in the day, really been a while :0

103
Off Topic / Re: Mug shots / Post your face !
« on: February 27, 2017, 04:56 AM »
Now things are getting serious, ye avi is f@#!ed up aeeee

I still can hold u both like 2 babies on my arms cos king

I wanna see them take you on Shadow of the Colossus style, climbing up your back to find the weak point.

104
Tech Support / Re: Odd Dragon Ball failure.
« on: February 08, 2017, 07:52 AM »
You would intuitively expect the mine to move a bit (it probably did, imperceptibly). It's just a really major friction loss due to many bounces between the worms, as far as I know. At 1:00 in this replay, you can see how much speed the mine loses when there's a tiny amount of space between two worms.

105
This is actually quite useful in intermediate to save time waiting for a barrel's flames to clear away. But also against the rules, at least for NNN.

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