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Is there some sort of time saver that could lower the time to 50 for both difficulties? Could there be a time saver like some sort of guard boost, or a door wrap.(I'll do a comparison analysis on Rayan's , and Daniel's runs) I timed the sa/00 agent, the times for SA: 51.91, and 00A: 51.32, I could of timed these wrong, (correct me if I'm wrong about the times), since these times on 60 ms apart could 00a be faster or slower?
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50 on SA/00 would be almost compareable to 42 on agent pace wise. The level is just really bad to play considering getting good doak and good trev only happens once every 5-6 hours ish. There's always boosts that we theoretically could get, but none of them are very relieable. Maybe some day it will be grinded out, but 51 was already a really long grind for Ace mostly due to bad rng.
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Ah okay, so I guess it could be possible we just need to figure it out.
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Is there some sort of time saver that could lower the time to 50 for both difficulties? Could there be a time saver like some sort of guard boost, or a door wrap.(I'll do a comparison analysis on Rayan's , and Daniel's runs) I timed the sa/00 agent, the times for SA: 51.91, and 00A: 51.32, I could of timed these wrong, (correct me if I got the times wrong).
I also timed the door wraps on 00A from the beginning door to the science door, and it was about 9 seconds:47 ms and about 4 door wraps, which is pretty fast. But the SA run was about 2 wraps, and if we count all of the doors, Rayan's Run was faster(SA). But on Daniel's run(00A) had a mine boost from the hall way in the science department, he also did a mine boost from the door on the left side, and Rayan put the mine on right and didn't boost to explode the tank. The 00A run had 4 boosts three from mines, and one from a guard. And Rayan's run had two guard boosts, and two mine boosts. And the two guard boosts on Rayan's run was faster, but somehow slower but 60 ms and Daniel's was faster, could we incorporate a fifth boost, is it even possible, I feel this time could go lower. If so what would some of the boosts include? (I was just wondering if we can go lower,any ideas would be greatly appreciated).
I'll act as the Goldeneye professor here and just kindly ask you to make up your mind about what you really want to communicate, rethink and reformulate your text, and then re-submit.
The Facility records are maxed in terms of what is currently known and tolerable grinding for the best players.
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ok, kind of new to posting on forums thanks for the suggestion.
Edit: Oh okay so atm we can't go lower, okay.
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I timed the sa/00 agent, the times for SA: 51.91, and 00A: 51.32, I could of timed these wrong, (correct me if I got the times wrong)
It's important to note that there is no relationship between real time and in-game time in GE. Add on top of that differences due to video capture/encoding. See this video for the most famous example of this:
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Fac is also one of the most prestigious and skill intensive levels in the game. The motivation for coming up with better strats is very high and ideas have been thrown around for 20 years which mostly haven't been feasible in practice or don't actually work. In that time a few innovations have been found such as the open door lure which is probably the biggest time save, routing mine boosts in different spots, 2.x, and optimizing weapon switches and strafe changes to get the best warps consistently. However the biggest contributor has been better gameplay and the majority of the time save over that span has been as a result of sheer competition. The strats I listed aside from open door are mostly just a couple tenths or help consistency.
Granted that far fewer people put up with SA/00A so the barrier for points is low enough even a scrub like me has gotten some. But on the high end it's a different story, especially in determining the WR. The players that can actually get it have gone hard. Add the fact that this level is exceptionally tough on the stick, and it becomes even more problematic since original controllers are a finite resource with no immediate replacement. The level could see a lot of improvement in its pointless time to bring it in line with agent if people played it more, but personally I think there's a very real possibility SA/00A never reach their theoretical max.
Fun fact, nobody since 2006 has gotten an untied on the level unless they had been champion at some point. It takes ridiculously good gameplay, and it's one of the most heavily run levels out there. Even before 06, some of the others to untie it have been pretty good players including some champions.
So it would likely take a top 10 caliber player and an insane amount of motivation even if a .2 time save were found. Ace and Wodahs are no joke and the 42 on agent might be one of the best untieds of all time, and it was on agent with a TNS. Grinding to clutch a run like that but with the added stress of needing specific guard boosts and a good Doak would be the biggest self-inflicted bout of madness and degeneracy in the history of The Elite. Clearly Ace, for one, prefers to pile up a couple dozen PD WRs instead of getting the WR sweep. Maybe a million dollar bounty would do it :kappa:
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I timed the sa/00 agent, the times for SA: 51.91, and 00A: 51.32, I could of timed these wrong, (correct me if I got the times wrong)
It's important to note that there is no relationship between real time and in-game time in GE. Add on top of that differences due to video capture/encoding. See this video for the most famous example of this:
Goose put it best in one of his videos forget which one it was "the game time feels more legit"
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I think if :50 is possible it will only be obtained on SA. I think 00 is maxed.
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I always thought that this could be a good alternative, but i don't think you can get 50 with it, this is a pretty clean run and it's only 53
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(https://i.kym-cdn.com/photos/images/facebook/000/840/283/350.png)
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the only 50 around here is me
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I think the level that is most begging for new optimization is Air Base Perfect Agent.
I mean, is it the only level that has remained *completely* the same since 2003? The mine room / safe area hasn't changed in 17 years, and I'm not sure the rest of the level has either. I feel like there's a solid 5+ seconds to be cut there, maybe even 10.
I know the level is tough to live, harder than probably anything in GE, and one of PD's hardest, but it's 2020. What's the "Surface 1 SA 1:46" or "Pelagic II PA 1:49" equivalent for Air Base PA? Something like 1:57?
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I think the level that is most begging for new optimization is Air Base Perfect Agent.
I mean, is it the only level that has remained *completely* the same since 2003? The mine room / safe area hasn't changed in 17 years, and I'm not sure the rest of the level has either. I feel like there's a solid 5+ seconds to be cut there, maybe even 10.
I know the level is tough to live, harder than probably anything in GE, and one of PD's hardest, but it's 2020. What's the "Surface 1 SA 1:46" or "Pelagic II PA 1:49" equivalent for Air Base PA? Something like 1:57?
You can live the mine to safe area if you are along the right wall, so that part could be done a lot faster for sure if the guards cooperate.. then there's the Icy laser warp or YE warp which are both highly unlikely to be used on runs.
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Sorry for a non-helpful post but I think it's fucking SICK that ace nearly got an untied Facility sweep this day and age. The ancient days are one thing, but in 2020 when records are nearly perfect? Insane.
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He does hold an untied sweep on Control from the same year, I'm guessing he could have gotten both 51s if he really wanted it but he started playing other shit immediately after.
In a certain sense it would only prove so much to complete the sweep for a player who has so many insane records in his career, and for the couple months of effort it might have taken him to grind it he ended up posting a bunch of WRs and untieds in September and October. Probably could have gone back for it later if it were not for Wodahs getting the unthinkable skip to 51.
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I believe the shooting in the room with the scientist prior to Trev to have a guard open the last door for the decoder (which bosshart? demonstrated in a video) Could lead to a potential .2-.5 save on SA and OOA if executed correctly with the best optimizations currently known for this end part (or fine tuning what exactly allows a guard to open the decoder door could be just tinkering around more or shooting more in the corner of the hallway against the wall opposed to actually going in that room) (like around the stairs part in the U shape section) it seems noise closer to that area of the decoder is what allows the guard to come and open that particular door so going in that scientist room at the end and shooting currently is the only "lure")
Ive also had a scientist open the first 3 doors in facility in the very beginning of the level however could never reenact the glitch to allow the scientist to open the both locked doors again as well as the next door we manually have to open - Remember the strategy had something to do with shooting as you are dropping down from the vents (essentially in the gray/black space which breaks the top lining of the bathroom and the unregistered part/s of the actual level)
In repeating this glitch over the years im also not sure if it would save any time from the current strategy in the beginning area of the level I created (aside from the recent idea of the mine boost in the very beginning of the vents prior to dropping into the laboratory which I believe doesn't work on SA and OOA? because of the health bar although there is a vest in the beginning with NSTC-J GE cart)
It would be interesting to figure out just how I managed to have one of the scientist open the locked doors in the beginning also incorporating 1 to 3 quick pauses (allowing in game scientist to speed up his roll/actions to opening the doors) thus allowing the last door pause later in the level for the decoder to enter .2 quicker as well (which the multiple quick pauses has been proven to achieve this time saver) (this is also not taking into account shooting in the corner of the room at the end like boosshart did in a video to lure a guard to open the decoder door)
Now as soon as the scientist opens the last locked door in the beginning simply warp through (he would be still just behind the door as its opening) and BOTH the next 2 doors are OPENED in which you could utilize 2 mine boosts in this area which could deem prudent on this straight stretch for strategy
Again this is all speculation on finding out how to get the scientist to open the first 3 doors however in theory would think it would save a good 1 second off the current time - 2 mine boosts on the floor immediately after the 2 locked doors the scientist opened as the NEXT door leading to the hallway with the 3 guards is OPENED from the scientist - So you're not having to manually open this door and utilizing a mine boost prior to the door as well as the second mine boost emulating most of the main line strategies now in the next section with the 3 guards
So could definitely be 1 second or even more of a time saver dependent on whether the scientist being faster opening 3 doors w the quick pauses and 2 mine boosts not manually opening the 3rd door than the current strategy imho - Maybe someone will accomplish or figure out this strat in the future to deem if its even viable/quicker than what is main line WR strategy today - Never doubt the future or someone willing to put in the time to figure out the fastest strategy possible....
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That does it folks. I'm going to speedrun the rest of rehabbing my tricep injury, then I will be playing fac SA/00. The current untieds on fac are clearly the weakest in the game with these new strategies created by Sterling
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I believe the shooting in the room with the scientist prior to Trev to have a guard open the last door for the decoder (which bosshart? demonstrated in a video) Could lead to a potential .2-.5 save on SA and OOA if executed correctly with the best optimizations currently known for this end part (or fine tuning what exactly allows a guard to open the decoder door could be just tinkering around more or shooting more in the corner of the hallway against the wall opposed to actually going in that room) (like around the stairs part in the U shape section) it seems noise closer to that area of the decoder is what allows the guard to come and open that particular door so going in that scientist room at the end and shooting currently is the only "lure")
Ive also had a scientist open the first 3 doors in facility in the very beginning of the level however could never reenact the glitch to allow the scientist to open the both locked doors again as well as the next door we manually have to open - Remember the strategy had something to do with shooting as you are dropping down from the vents (essentially in the gray/black space which breaks the top lining of the bathroom and the unregistered part/s of the actual level)
In repeating this glitch over the years im also not sure if it would save any time from the current strategy in the beginning area of the level I created (aside from the recent idea of the mine boost in the very beginning of the vents prior to dropping into the laboratory which I believe doesn't work on SA and OOA? because of the health bar although there is a vest in the beginning with NSTC-J GE cart)
It would be interesting to figure out just how I managed to have one of the scientist open the locked doors in the beginning also incorporating 1 to 3 quick pauses (allowing in game scientist to speed up his roll/actions to opening the doors) thus allowing the last door pause later in the level for the decoder to enter .2 quicker as well (which the multiple quick pauses has been proven to achieve this time saver) (this is also not taking into account shooting in the corner of the room at the end like boosshart did in a video to lure a guard to open the decoder door)
Now as soon as the scientist opens the last locked door in the beginning simply warp through (he would be still just behind the door as its opening) and BOTH the next 2 doors are OPENED in which you could utilize 2 mine boosts in this area which could deem prudent on this straight stretch for strategy
Again this is all speculation on finding out how to get the scientist to open the first 3 doors however in theory would think it would save a good 1 second off the current time - 2 mine boosts on the floor immediately after the 2 locked doors the scientist opened as the NEXT door leading to the hallway with the 3 guards is OPENED from the scientist - So you're not having to manually open this door and utilizing a mine boost prior to the door as well as the second mine boost emulating most of the main line strategies now in the next section with the 3 guards
So could definitely be 1 second or even more of a time saver dependent on whether the scientist being faster opening 3 doors w the quick pauses and 2 mine boosts not manually opening the 3rd door than the current strategy imho - Maybe someone will accomplish or figure out this strat in the future to deem if its even viable/quicker than what is main line WR strategy today - Never doubt the future or someone willing to put in the time to figure out the fastest strategy possible....
I'd love to see you pick up the controller and tie 51, or even beat it with 50 man! It'd be so cool to see that "SN" on the rankings with a new untied :D
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I believe the shooting in the room with the scientist prior to Trev to have a guard open the last door for the decoder (which bosshart? demonstrated in a video) Could lead to a potential .2-.5 save on SA and OOA if executed correctly with the best optimizations currently known for this end part (or fine tuning what exactly allows a guard to open the decoder door could be just tinkering around more or shooting more in the corner of the hallway against the wall opposed to actually going in that room) (like around the stairs part in the U shape section) it seems noise closer to that area of the decoder is what allows the guard to come and open that particular door so going in that scientist room at the end and shooting currently is the only "lure")
Ive also had a scientist open the first 3 doors in facility in the very beginning of the level however could never reenact the glitch to allow the scientist to open the both locked doors again as well as the next door we manually have to open - Remember the strategy had something to do with shooting as you are dropping down from the vents (essentially in the gray/black space which breaks the top lining of the bathroom and the unregistered part/s of the actual level)
In repeating this glitch over the years im also not sure if it would save any time from the current strategy in the beginning area of the level I created (aside from the recent idea of the mine boost in the very beginning of the vents prior to dropping into the laboratory which I believe doesn't work on SA and OOA? because of the health bar although there is a vest in the beginning with NSTC-J GE cart)
It would be interesting to figure out just how I managed to have one of the scientist open the locked doors in the beginning also incorporating 1 to 3 quick pauses (allowing in game scientist to speed up his roll/actions to opening the doors) thus allowing the last door pause later in the level for the decoder to enter .2 quicker as well (which the multiple quick pauses has been proven to achieve this time saver) (this is also not taking into account shooting in the corner of the room at the end like boosshart did in a video to lure a guard to open the decoder door)
Now as soon as the scientist opens the last locked door in the beginning simply warp through (he would be still just behind the door as its opening) and BOTH the next 2 doors are OPENED in which you could utilize 2 mine boosts in this area which could deem prudent on this straight stretch for strategy
Again this is all speculation on finding out how to get the scientist to open the first 3 doors however in theory would think it would save a good 1 second off the current time - 2 mine boosts on the floor immediately after the 2 locked doors the scientist opened as the NEXT door leading to the hallway with the 3 guards is OPENED from the scientist - So you're not having to manually open this door and utilizing a mine boost prior to the door as well as the second mine boost emulating most of the main line strategies now in the next section with the 3 guards
So could definitely be 1 second or even more of a time saver dependent on whether the scientist being faster opening 3 doors w the quick pauses and 2 mine boosts not manually opening the 3rd door than the current strategy imho - Maybe someone will accomplish or figure out this strat in the future to deem if its even viable/quicker than what is main line WR strategy today - Never doubt the future or someone willing to put in the time to figure out the fastest strategy possible....
I'd love to see you pick up the controller and tie 51, or even beat it with 50 man! It'd be so cool to see that "SN" on the rankings with a new untied :D
I think your 1:01 silo agent if not faked or hacked is impressive with 1.1 control style - That was a smooth run that was posted on a recent topic
Wouldn't really pick up a controller again the game is too diluted and maxed out with the given control styles that I'm just not accustomed too or wanting to relearn to cut a second or 2 here or there - As you know I'm just to old to go and play again - Now if there was a sick set up someone had where the controller and tv and the system were all running optimally I may play a few levels for fun - I know I could crush aztec and my times there as I really enjoyed that level as I always like secrets and short cuts in games which this level in GE hits all the requirements needed (speed but not something so direct as there is some wait time/over all knowledge/shortcut present/agility/fun factor/luck factor) that is required for a top tier time
Aztec meets that for me - Cheers hopefully you'll have me on a speed lore in the future for more accurate details of the early days of GE and speed running WR's