The Elite Forum
The Big Three Plus One => GoldenEye 007 => Topic started by: RWG on March 29, 2014, 11:38:48 am
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(https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fmedia0.giphy.com%2Fmedia%2Frl0FOxdz7CcxO%2Fgiphy.gif&hash=7baa9d9db51861cd5b29dae78f09468647d0e184)
http://www.twitch.tv/theelitegaming/c/3973107
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Good skills
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probably need that nade somehow though
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I've called the strat the "Szklarz Factor"
amazing to see it actually work with a nade, i had a feeling it would :)
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So farm a scientist or something?
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catwalk ar33 guard pulls them sometimes
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wow really?
I can tell you mine throw is really difficult anyways, I can get super close with the best mine throws but never quite far enough, it's like there's a few pixels missing and it's difficult to get that kind of throw even without the lag that would be present with all guards around. Hopefully the nade throw is considerably easier.
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Farming a scientist is retarded. All 3 in Obj A area need to live... Henrik you are really letting me down with your knowledge and research into this strat.
You need the catwalk guard. It's that simple. He pulls a grenade every 80-120 runs maybe? It's really fucking rare. Then you need to nail the throws and the scientists to live. And oh yeah... that AR33 guard has body armour and there are two trolls around him who will shoot you.
I'll look into completing the throw with a mine but so far haven't had any luck. The closest I got was on the RIGHTMOST silver crates deep into the radio room.
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:kappa:
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With mines aiming for right side silver crates is pointless, leftside however if you can hit the crate or superclose to it then it can blow up a canister which blows up the console definitely. I've got really close, but you need the mine reach the crate pretty much which seems kinda hopeless atm, try a mine there though and you can see if you landed a mine there on the leftside silvercrate it completes C.
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It might need a boosted throw unfortunately
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The guy to the right of the drone in B area pulls nades. I only started checking (with RNG set to 0 to guarantee nade pulls) so there might be others too.
Edit2: The right one of the 2 guards in tunnel near the C area door pulls them as well.
Edit: The others seem to be out-of-reach:
Ar33 guard on lower catwalk.
Blue hat guard outside C area.
First of the 3 guards on the catwalk leading from B to C.
2nd guard on the left behind the crates in C area.
That's all i believe. So yeah, catwalk guard and drone guard are definately viable (drone guard might even give you several chances). The one in the tunnel might work but you'd have to lure him closer i guess.
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So Goose, are the grenades going further then mines? Is that why its completing.
How does unloading the ceiling work?
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You just have to look away really quick and the door dissapears, also can't make the throw from too close ofcourse, I found that looking up might be faster than looking to left or right since you are already aiming upwards a bit. This is really inconsistent on caverns though, sometimes I seem to do the exact same move and the mines won't go trough the door.
Nades go further because they bounce more I think, I think they also get thrown further I've heard but I've never tested.
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It might need a boosted throw unfortunately
Could you just toss a mine in the hallway before you do B room, figure out right spot/timing to get a forward boost off of it for a longer throw? Just how accurate does the throw have to be as long as it's going far enough?
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^there are not enough mines for that Come. You have 6. 2 for A, 3 for B, 1 for C... 0 for boost help.
Henrik, the drone guard is actually not bad at all for grenades. He's like a standard 1/20 as opposed to 1/100 from the BA catwalk guard. The problem is then you have to double back and I'm not sure how to hit the farthermost RIGHT Obj B console... (the way we normally do it is the throw over the hill.)
With a catwalk grenade on strafe (like 1/5000 thing) it seems that 1:14 or lower is possible.
Objective B is refusing to complete when you just throw 3 mines and leave... perhaps the excessive lag fucks up the mines' detonation.
Any bad run is 1:16 though... probably the new 1:23. I'd pin 1:12 as an early theoretical "max" with this strat.
OKAY YES
So you need to get the grenade from the drone guard. You need to throw the mine over the hill, normal strat. You need to hope that this drone guards FIRST ANIMATION IS NOT A GRENADE PULL. Continue to the stairs where you take out the other 2 consoles (I haven't completed yet with mines, so AR33 might be better.) Then to back towards the drone and hope that guard sees you again and pulls a nade this time. It's really crazy killing him because there is so much chaos and about 9 guards shooting at you, but yeah.
1:17 should be any reasonable completion, 1:15 clean, lower if insane.
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My proposed strat for the best chance to complete:
-old obj A strat to increase odds, get the BA on Jap
-obj B room throw mine over hill, AR33 the other consoles (may want auto aim off here) going part way down the stairs
-hope for nade pull from drone guard, pull out nade and throw with full speed
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Henrik, the drone guard is actually not bad at all for grenades. He's like a standard 1/20 as opposed to 1/100 from the BA catwalk guard. The problem is then you have to double back and I'm not sure how to hit the farthermost RIGHT Obj B console... (the way we normally do it is the throw over the hill.)
I was thinking like Boss above that you do the normal over-the-hill throw and kill him after Obj B. That way he'd be right in your path?
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http://www.youtube.com/watch?v=vVw_scr_bzk
God awful 1:16 fail where I got the grenade (but failed everything else.) This shows that something as low as 1:12 is likely possible with perfect insanity.
I think there is a very serious problem with the explosions unloading however, which on a laggy level like this will be a total bitch to solve.
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No reason to throw 3 mines in B area. Clearly the optimal strat here is throw 1st mine, ar33 next 2, then kill nade guard.
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This might be a stupid question but have you guys tried aiming a bit higher when you throw the mine? The mine will go further if you throw it higher.
I noticed that I failed the tracker bug on frigate a lot if I aim too low. Maybe that's the problem?
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:nesquik:
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someone get the untied already
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I'm gonna stream 1:16 attempts tonight
I think I'm getting more consistent at the grenade throw. It could happen soon.
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fuck me
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Now the strat has been made clear, we need a name for it. We have a bad habit of giving strats dumb names like "the nade throw", etc etc. Any name suggestions can be put here but the ultimate decision is made by Luke.
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nade strat
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I vote for the 'Luke Szklarz Strat'O'Mazing'
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Now the strat has been made clear, we need a name for it. We have a bad habit of giving strats dumb names like "the nade throw", etc etc. Any name suggestions can be put here but the ultimate decision is made by Luke.
are you blind?
I've called the strat the "Szklarz Factor"
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We talked about it in Mumble and he said he wasn't 100% serious with it. It's the temporary name.
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Luke Szklarz Strat'O'Mazing
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We talked about it in Mumble and he said he wasn't 100% serious with it. It's the temporary name.
K
but i liked it :(
edit:
my vote is
the door chore
or luke's door chore
or something of that nature
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keycardless
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keycardless strat'O'mazing
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Let It Go nade throw :kappa:
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keycardless gets my vote.
It sounds like an SR strat name, and it gives you enough info to know the gist of the strat.
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Luke Szklarz's keycardless "(ノ◕ヮ◕)ノ*:・゚✧ Let It Go" nade throw strat'O'mazing developed and refined by RWhiteGoose
Speaking of which; http://www.twitch.tv/rwhitegoose/c/3978184
1:20 D failed. Hit the throw. Lost 3 seconds at the end. If the scientists lived, this could have been a 1:17 untied. I've been failing a ton of 1:15s.
THE STRAT IS REAL.
Video is preceded by a good discussion on how many hours I've played GE in my life.
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practised throw with cheats and the ridic guard decided to pull a nade 3 runs in a row :kappa:
PAL might be decent for this strat btw because possibly less chaotic, haven't tried yet though.
edit: watched Gooses C completion, wow surprised it went trough since he didn't even look down fully, it does seem like turning into the tunnel helps a bit too though and with the nade you can throw it from so far, amazing.
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I've been messing around with the throw more seriously, found my own method which seems to warp the door more often, still seems insanely ridic to pull off successfully , especially without JAP :(
I will be trying for the untied though, won't be upset if Goose/Boss/Jimmy/Cliff gets it before me though
I was thinking of some names for it, because i don't really like keycardless, even Cardless sounds better, or keyless
PS: Will make a poll for strat name voting
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Who will be the next to untie Caverns SA?
Ace +150
Jimmy Bauer +760
Karl +800
Goose +890
Illu +1100
Luke +1400
Boss +1550
Mouser +1700
Luke Pettit +1700
Wodahs Reklaw +5000
Jimbo +10000
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dude the fuckin guard throws a nade EVERY run or just about, this is INSANE
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What if it were possible with the mines?
EDIT
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I just want everyone to know it's possible with mines.
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vid pls
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What I know about this toss.
-It must be done from one spot
-Don't do it
-The mine bounces all the way to the back wall, completing the objective instantly, or very quickly
-To meet the conditions in a run you must get to THIS spot, turn around, and go into the next hall without getting shot, boosted, or stuck
-Don't do it, it's insane
-Wide, Normal, line the bottom edge of the screen up the with the caution strip on the bottom of the locked door
-Don't touch any walls
-Even if you manage to warp the mine past the door, it must skip once it touches the ground on the OTHER SIDE of the door
-Don't do it, grenades are way easier to get
In 1.5hrs of grind, I have been able to get into this position once, however I was immediately backboosted down the hall. Naturally the mine simply landed on the door and stuck.
I believe there is a specific reason that the toss must be done from this spot, anyone who knows anything about portals and how they work will too.
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I just got that mine throw to work on emulator after like 3 mins of testing (no slowdown/TAS stuff, just playing normal speed with keboard). Granted, it was with invisibility on, so might be alot harder in a real run. Did it slightly differently, in the middle of the tunnel (i.e. not near the walls, the distance to the door was the same), slightly lower angle than the caution strip.
Edit: Got it again, doesn't seem that bad at all tbh, if you've got the right height for it.
Edit2: Twice in a row...
The vertical angle i'm using: (Wide + Normal, go into the tunnel leading to the end, touch the left wall, and walk out slightly to get into this position)
(https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fi795.photobucket.com%2Falbums%2Fyy235%2FWyster%2FThrowHeight_zpsf7b21286.png%7Eoriginal&hash=5a570dcc6a4fb29cb1a00a8ceead899b83a49c6e) (http://s795.photobucket.com/user/Wyster/media/ThrowHeight_zpsf7b21286.png.html)
With this height, you can (and maybe should) run a few meters closer to the door than previous throws. It seems to work better from a slightly closer distance.
(https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fi795.photobucket.com%2Falbums%2Fyy235%2FWyster%2FDistance_zps283df9f9.png%7Eoriginal&hash=17f30fd322366bf1be0840e8fbeace3250a3590e) (http://s795.photobucket.com/user/Wyster/media/Distance_zps283df9f9.png.html)
Throw roughly when you reach this point. Seems to work extremely well. (Doesn't really matter how near/close the wall you are)
Lol i'm getting it almost every try now.
Edit: Running along the left wall like in Goose's vids works as well. Might be the easiest method?
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nope, can't get it to work, emulator only, or PAL sucks
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Can you throw the same distance on all versions? In TS, you can throw further on NTSC.
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If you need to go into the final tunnel, back out to throw the mine, and back in the tunnel; how much time will you actually save? It seems better to go for the grenade so you can get it all in one motion.
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It works on console too, i got it several times (on pal).
If you need to go into the final tunnel, back out to throw the mine, and back in the tunnel;
You don't need to do that.
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Made a short video showing off the mine throw:
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I'm not sure if it works on GE, but what about an uncrouching mine throw for some extra distance (like the comms throw on Infiltration in PD).
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Yeah, that does work but I don't think it will be viable. It takes a while to do, and you get shot to hell in that corridor. I doubt it would be possible to pull that off.
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getting the height right is really simple btw if you just line up the mine icon with the lamps, this can be seen in Henriks vid
just a good tip^