Author Topic: Ask Any GE Question You'd Like Here!  (Read 132713 times)

Deep-Darkness

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Re: Ask Any GE Question You'd Like Here!
« Reply #950 on: December 31, 2014, 07:12:31 pm »
I'm sorry if this sounds too noob or if it has already been discused, but anyway, I have thought about something to do, and I would like to know people's opinions:
In Surface 2 - Agent: start SA style (watch cinema, run looking up, turn the corner and get a nade). Now, the first question is: can this be done without loosing any time compared to the normal Agent route? Okay, asuming that can be done without loosing time, you have 2 options with that nade:
1) Simply self boost along the run, which I think saved like 0.2-0.3 seconds, right?
2) Only for pro players with patience and time: maybe you can use it so that you throw the mine while you are being boosted, i.e.: you can throw it from further (similar to Runway 00A's last drone). If this can be done, there might be a new optimal spot for the mine. This way you would save the tenths of the boost plus the time for using a shorter route.

I have no idea if that can work or not (maybe someone can TAS it?), but if it can, that + 2.4 + Henrik's last door trick = new UWR, right? =P
And btw, Happy 2015 guys!
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Infected Mind

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Re: Ask Any GE Question You'd Like Here!
« Reply #951 on: December 31, 2014, 07:14:51 pm »
The TAS is 47.99 on agent. Its completely maxed and gets a grenade
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Taylor

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Re: Ask Any GE Question You'd Like Here!
« Reply #952 on: January 27, 2015, 10:51:19 am »
Where does this magical extra second come from for Frigate Agent? I am getting consistent 24 fails but I don't know where I'm losing time for the 23. If I had to guess I'd say just super tight guard kills and an even riskier bug throw but I don't know.

Also, could it possibly be faster to not kill the hallway guard (maybe 1-tap him if he's constantly backboosting on the way up the boat)? It would save time from strafing more in the first hallway, shooting less bullets for possibly higher hostage completion chances, AND a decent shot at a boost heading back to the boat. Maybe this has already been talked about and I'm just pulling shit out of my ass but I thought it would be worth asking at least. Tried it for a bit and does seem a bit harder in practice than it sounds.

OHMSS

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Re: Ask Any GE Question You'd Like Here!
« Reply #953 on: January 27, 2015, 11:19:54 am »
Where does this magical extra second come from for Frigate Agent? I am getting consistent 24 fails but I don't know where I'm losing time for the 23. If I had to guess I'd say just super tight guard kills and an even riskier bug throw but I don't know.

I watched your stream a bit and I'd say you still need some experience to run 23s frequently. I think the crucial things are:
  • Quick kill on hallway guy, proceed with strafing immediately.
  • Open the door asap and kill the first taker already while running into the room. I think a good fell for this move is absolutely key. Once you can do it in your sleep while always running in the correct spot for the second kill, you'll have an easy time running 23s. This is where I saw you lacking most.
  • There is ABSOLUTELY NO HESITATION, it's 2-3 bullets and BACK OFF. For 23s, you cannot wait and check whether you got the taker.
  • I think a good controller makes 23s waaay easier because at three points of the run your speed is dictated by your spinning velocity. When I went for 24 with a bad controller, I only ran two or three 23s between ~250 legit 24s (watch my 24 and see me turning like a tank). Then I got a new controller and suddenly caked many 23s without playing any Frig in between. Ace and Marc will tell you 23 is cake with any 1/10 but don't listen to them.
  • Quick bug throw! You only need to run forward a tiny bit to get enough momentum. Going too far or backing off too late is a 23-killer.
  • Clean ending, but that's basic.

Also, always check the watch hand when you pause for the bug. It should be at mid 14 or flat 15 max for a 23.

Also, could it possibly be faster to not kill the hallway guard (maybe 1-tap him if he's constantly backboosting on the way up the boat)? It would save time from strafing more in the first hallway, shooting less bullets for possibly higher hostage completion chances, AND a decent shot at a boost heading back to the boat. Maybe this has already been talked about and I'm just pulling shit out of my ass but I thought it would be worth asking at least. Tried it for a bit and does seem a bit harder in practice than it sounds.

Legit idea, but for 23 that fucks you over a lot more than it helps in my opinion. For 22 maybe, but :nesquik:

Taylor

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Re: Ask Any GE Question You'd Like Here!
« Reply #954 on: January 27, 2015, 01:52:59 pm »
    • Quick kill on hallway guy, proceed with strafing immediately.
    • Open the door asap and kill the first taker already while running into the room. I think a good fell for this move is absolutely key. Once you can do it in your sleep while always running in the correct spot for the second kill, you'll have an easy time running 23s. This is where I saw you lacking most.
    • There is ABSOLUTELY NO HESITATION, it's 2-3 bullets and BACK OFF. For 23s, you cannot wait and check whether you got the taker.
    • I think a good controller makes 23s waaay easier because at three points of the run your speed is dictated by your spinning velocity. When I went for 24 with a bad controller, I only ran two or three 23s between ~250 legit 24s (watch my 24 and see me turning like a tank). Then I got a new controller and suddenly caked many 23s without playing any Frig in between. Ace and Marc will tell you 23 is cake with any 1/10 but don't listen to them.
    • Quick bug throw! You only need to run forward a tiny bit to get enough momentum. Going too far or backing off too late is a 23-killer.
    • Clean ending, but that's basic.

    Also, always check the watch hand when you pause for the bug. It should be at mid 14 or flat 15 max for a 23.

    Exactly what I needed to hear, thanks a lot. Didn't even notice you in my stream lol, talk about respecting the lurk

    flukey lukey

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #955 on: January 27, 2015, 03:52:03 pm »
    if you don't kill the hallway guard he gets in your way 99% of the time when doing the throw
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    Basler

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #956 on: March 02, 2015, 05:15:01 am »
    Am I crazy or is the Streets timer completely inaccurate?

    speedruntrainer

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #957 on: March 02, 2015, 05:20:20 am »
    Not sure, but I think it has something to do with the first cinema.
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    Spec

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #958 on: March 02, 2015, 06:16:45 am »
    Cutting cinemas screws it up. If you watch both full cinemas you have to add .85 or .75 (?) depending on the one you watched, to calculate your run by decimals. Goose's Streets 154 tutorial explains it.

    Lark

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #959 on: April 10, 2015, 06:20:39 pm »
    On Surface 1 SA, there is sometimes a guard patrolling by the entrance to the satellite building double doors. He follows me into the tower and blocks my path. Why is he only there occasionally? Will watching more cinema help prevent this?
    « Last Edit: April 10, 2015, 06:54:27 pm by Lark »
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    Re: Ask Any GE Question You'd Like Here!
    « Reply #960 on: April 10, 2015, 08:11:27 pm »
    I feel like maybe it depends on which cinema you get?

    Or maybe it just depends on your pace/his animations

    speedruntrainer

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #961 on: June 01, 2015, 07:07:38 pm »
    Silo 00 Agent, why do I always have to wait at the 3rd room door? How to let the guards open the 3rd room when you get there?
    As much cheating as Henning did in GE I don't think he had any time left over to cheat on his GF. - Illu

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    flukey lukey

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #962 on: June 01, 2015, 11:16:32 pm »
    it is pace dependent but just walk forward and shoot guards on the way there and it shouldn't take too long to open
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    cosmowright

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #963 on: June 07, 2015, 11:17:50 am »
    does anyone know how to play 2.x for hours without serious wrist pain

    Aztec Exemplar

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #964 on: June 07, 2015, 11:20:27 am »
    don't use 2.x
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    Re: Ask Any GE Question You'd Like Here!
    « Reply #965 on: June 07, 2015, 01:53:22 pm »
    I've taped two controllers together now like Goose, not sure it helps for that though, I'm getting a little pain in my right thumb actually for some reason.

    RWG

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #966 on: June 07, 2015, 04:14:47 pm »
    does anyone know how to play 2.x for hours without serious wrist pain



    EMBRACE THE BEAST

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    It's roughly the same size as a Wii U gamepad, so it's fine.  A little finicky to get taped together tightly and well, but works like the beast it is.
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    Re: Ask Any GE Question You'd Like Here!
    « Reply #967 on: June 07, 2015, 05:08:45 pm »
    does anyone know how to play 2.x for hours without serious wrist pain



    EMBRACE THE BEAST

    THE CHIMERA RULES!

    It's roughly the same size as a Wii U gamepad, so it's fine.  A little finicky to get taped together tightly and well, but works like the beast it is.


    I dunno. What I typically do is play while resting each controller on each one of my legs so my wrists don't have to be strained unnecessarily by holding them up at all. I've always found 2.x to be quite comfortable.

    wheatrich

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #968 on: June 07, 2015, 05:59:04 pm »
    Just figure out how to make one of these


    OG

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #969 on: August 18, 2015, 09:34:37 pm »
    [Primarily towards Henrik]

    Is there a memory address to enable 'Slow Motion' in-game? Would be useful to pause emulation, turn on the cheat and then go see in realtime where guards are placed etc.
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    Re: Ask Any GE Question You'd Like Here!
    « Reply #970 on: October 21, 2015, 12:32:32 pm »
    How do you do Control Mine throw(drone room)?

    For stairs minethrow, go to 17:45 https://www.youtube.com/watch?v=uhz2PJCUt74

    For far minethrow (drone room), go to 19:40 https://www.youtube.com/watch?v=uhz2PJCUt74

    It's easy, just throw and look away.

    Mine goes trough the wall because you look away.

    Lark

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #971 on: February 29, 2016, 07:25:49 pm »
    On Depot 00A, why does the double phantom guard sometimes spawn at the door after collecting the blueprints from the safe? Does the amount of look-down you use in the hut affect this?

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #972 on: February 29, 2016, 07:38:52 pm »
    I think it's cinema timing, I can't remember how much you could wait but don't wait too much cinema, watch the sub 50 runs for reference I guess.

    3-4 sec is probably good so you get at least full speed and have enough time to blow up the screen.

    Grav

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #973 on: March 01, 2016, 12:25:25 am »
    I have a bit of confusion from the Proof Policy page:

    Quote
    Subsection ii) Acceptable Controllers

    Acceptable controllers which offer no inhuman advantage include, but are not limited to: Hori Controllers, Superpad Controllers, original Nintendo 64 controllers with replacement "Gamecube Style" control sticks, original Nintendo 64 specialty use controllers (Fishing Rod, Steering Wheel, etc.)

    Subsection iii) Unacceptable Controllers

    Unacceptable controllers, due to offering inhuman advantages include, but are not limited to: controllers with a "rapid fire" function (presses a button the maximum 60 inputs per second,) mouse style controllers (produces control stick inputs beyond that of which an original Nintendo 64 controller can produce.)

    The reason listed for the mouse controller being banned is that it produces control stick inputs beyond the normal input range, but this is also achieved with gamecube sticks, fishing rod controller, etc. Original N64 sticks appear to have a near circular input range with a radius of 87 units, whereas a gamecube stick has a radius of roughly 93 or 94 units. Of course when you cruise control each control stick, they both can reach the same maximum possible value of 127 units in the forward and/or right direction (or 128 backward and/or left). Gamecube sticks are clearly allowed, so shouldn't this mouse controller explanation be altered or clarified?
    « Last Edit: March 01, 2016, 12:37:01 am by Grav »

    OG

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #974 on: March 19, 2016, 07:15:13 am »
    How did this happen?

    First time I've seen this guard here: I assume I killed the blue/red guard really early which forced the super duper early spawn - if he isnt that guard and can be manipulated somehow, it'd be amaazzing.

    PS: Me and Bap managed to get boosts (usually 1, 2 a few times) like 1 second after the switch before, I think we went offline slightly into the road and fired to lure any guards which got left behind near the start. Has this been tested for any TAS or something?


    « Last Edit: March 19, 2016, 07:44:56 am by Fuck Surface1 00 »
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    Wyst3r

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #975 on: March 19, 2016, 01:52:02 pm »
    The only way to get a spawn guard (and i think blue is the only possibility, since red is too far away to ever spawn, plus we never kill him), is if you moved a bit beyond Val's talking range towards the GL/BA. This must've been done quite early for him to get all the way there.

    If you didn't, then it has to be one of the regular guards.

    Quote
    PS: Me and Bap managed to get boosts (usually 1, 2 a few times) like 1 second after the switch before, I think we went offline slightly into the road and fired to lure any guards which got left behind near the start. Has this been tested for any TAS or something?

    No i don't think so. But it's an interesting idea.

    Rigger in Chief

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #976 on: March 19, 2016, 09:38:37 pm »
    Is the reason PAL is slow because Bond's speed is slower vs NTSC versions?
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    Re: Ask Any GE Question You'd Like Here!
    « Reply #977 on: March 20, 2016, 12:33:59 am »
    Is the reason PAL is slow because Bond's speed is slower vs NTSC versions?

    Pretty certain Bond's SPEED is the same.

    Difference is NTSC-U/J is 30 fps (more or less), and PAL is 25 fps (more or less); the timer always runs at the same framerate at 60 (I think?) fps.

    Correct me if I'm wrong but I think that's why everything except for select levels (Jungle/ Train/ AR33 on Aztec/cavs sa) is marginally tougher to achieve on PAL.

    Wyst3r

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #978 on: March 20, 2016, 05:26:32 am »
    The timer on PAL runs at 50hz. (This is why it takes longer to get the key with the magnet on Bunker 2 (1.0 vs 1.2 secs), it's been hard coded to take 60 frames and they forgot to change it for the PAL version).

    We believe the reason PAL is slower in general is because the framerate has been "improved" to be more stable. I.e. PAL will tend stay in the middle of the frequency spectrum. It will handle lag better than NTSC, but it will also never reach the same peaks as NTSC. So the answer is simply, if the level lags alot, play PAL. If it doesn't, play NTSC.

    Of course, there's a few other differences that matter as well. Some doors are faster on NTSC (for example the roller doors on Depot, or sliding doors on Aztec/Egypt), for the exact same reason mentioned above, the developers forgot to change them for the PAL version.

    Discombobulator

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #979 on: April 25, 2016, 05:51:30 pm »
    The button combination for 1.4 s2 agent mine throw:

    (Hold c-right and c-up the entire time)
    Press and hold Z, Then tap A, then tap c-left, then release Z

    This is the way I do it in 1.4:
    (hold c-right and c-up entire time)
    Press and hold Z, Press and hold A, Press and hold c-left, then release Z, A, and c-left at the same time.

    the timing is basically to hit Z, wait two or three frames, hit A, then next frame hit c-left. after you hit c-left you can release all three buttons. If you don't hold Z for a few frames before hitting A, the mine won't go far enough to be able to blow up the communications link.

    To detonate the mine after you throw it, you have to press R + B at the same time. That seems to be the only way I can think of to detonate the mine on 1.4.

    I'm not sure how easy it is to figure out how to do the throw, with the explanation I gave, so if you have any more questions, or if you want me to make a video talking about it, let me know.

    SGT RAGEQUIT

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #980 on: April 26, 2016, 11:24:07 am »

    Probably i not understand.  i can`t far away mine throw.

    The throw at 0:43 and the last couple looked like they got the distance required, you just have to work on the aim (I know a lot of people practiced the throw on S1 because it's brighter and easier to see where you're throwing)

    Discombobulator

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #981 on: April 26, 2016, 06:16:10 pm »
    like ragequit said, your last 3 throws were perfect. I think you might not understand how the mines blow up the communications thing, because your mines are hitting the wall of the building?

    What happens in a regular run is that after you throw your mine, and continue strafing towards the end of the level using look down, the building unloads, but the communications stuff doesn't, so your mine starts to go through the building, and if you detonate it at the correct time, you blow up the mine while it's inside the building.

    Also I should say that when you throw the mine, it will either go super far, or not far at all. there's no "kind of far."

    Here's a vid showing that what you're doing is correct, and I'll show you that the mine goes through the building.

    https://www.youtube.com/watch?v=9nmQXBlqgsM&feature=youtu.be

    If this wasn't what you were confused about, then I guess my advice would be, "just keep doing the same thing you are doing."

    Grav

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #982 on: April 27, 2016, 04:13:00 am »
    https://www.youtube.com/watch?v=nsxXTBxaJLA

    left: 54 (SP)
    right: 55 (me)

    is there some really good explanation for how exactly the in game timer works? obviously reducing lag by looking down and stuff helps you save in game time (and also makes you go faster in real time at the same time right?), but I don't get how slower runs in real time can end up being multiple tenths faster in game time compared to another run

    I asked about this in discord and I got wildly different answers from players who have been in the community for years. if someone can shed some light I would appreciate it

    Wyst3r

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #983 on: April 27, 2016, 07:19:09 am »
    No one knows exactly how lookdown/lag works (Until someone does some actual research, you shouldnt listen to any theories/ideas).

    Ive tried to get to the botton of this many times but its not easy. Especially when the effect of emulators is unknown. The non-sensical behaviour of Bonds speed doesnt help either.

    OHMSS

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #984 on: April 27, 2016, 07:41:57 am »
    Henrik coming forward as the GE Socrates with "I know that I know nothing". I like it :)

    Icy

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #985 on: April 27, 2016, 10:49:25 am »
    That is absolutely absurd to see. I knew Control was bad, but given runs are around 4 minutes, that's not as shocking, but on Archives too!?

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #986 on: April 27, 2016, 12:01:57 pm »
    Here are some SA theories:

    - He spliced his 0:54. It's actually a 0:55;
    - The rare "timer froze for a few frames" glitch happened on his 0:54. This has happened on my Train Agent 1:03 (Henrik's 1:04 was faster in real time) and Illu's Facility SA 0:53 (questionable run that looks like a 0:58);
    - Your run is actually a 0:54 and you spliced a 0:55 endscreen on it to cause some frame-rate drama;
    - Different capture equipment, encoding, etc. affecting the frame-rate;

    What were the answers in Discord? "Yeah lookdown affects the frame-rate occasionally so your run could have been a 54.91 rounded up and his a 54.90 rounded down"? I don't buy any of these myths even the top players say. It's best to just accept random cuckery like this and figure out things on your own.. unless you're willing to go into the game-code and figure out how stuff works.

    Infected Mind

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #987 on: April 27, 2016, 12:17:47 pm »
    One video could be running a few frames faster do to weird encoding or something. Many of my old captured videos ran a bit fast due to frame drops during capture.

    But yeah goldeneye is a mystery
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    Re: Ask Any GE Question You'd Like Here!
    « Reply #988 on: April 27, 2016, 12:23:51 pm »
    Very obvious case of "playing with the N64 inside a freezer" type of situation by Stefan. :nesquik:

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #989 on: April 27, 2016, 12:34:59 pm »
    Gameshark and on-screen timer might be able to provide some insight into the real-time vs in-game time question. All we need really is a few borderline runs (high 54's/low 55's etc...) from different players.

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #990 on: April 27, 2016, 12:53:13 pm »
    Gameshark and on-screen timer might be able to provide some insight into the real-time vs in-game time question. All we need really is a few borderline runs (high 54's/low 55's etc...) from different players.

    i can provide like 60 low 55s  :nesquik:

    Discombobulator

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    • Randy Buikema
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    Re: Ask Any GE Question You'd Like Here!
    « Reply #991 on: May 01, 2016, 04:19:43 pm »
    I have been playing b1 SA on and off for the past week, but I'm really struggling with the fourth camera. I'm trying to figure out a way to be able to shoot it consistently, but I'm falling a bit short. From what I can tell, it seems like some of you guys try to line up the shot right after you pick up the key? Maybe I just need to learn to just simply aim better, but I feel like there's probably a good way to help line up the shot somehow.

    Baps

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #992 on: May 02, 2016, 04:14:24 am »
    Reguarding frig hostages....


    Im sure i read somewhere that a hostage cannot escape if bond is in thier line of sight.. am i right in thinking that if they do see bond they would change thier escape point?

    Icy

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #993 on: May 02, 2016, 08:20:21 am »
    Bond is allowed to see a hostage escape, hostages are not allowed to see Bond while escaping.

    Rigger in Chief

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #994 on: May 05, 2016, 04:32:15 pm »
    How in gods name do you do the battery throw. I can't hit it whatsoever
    Rigging Contests One Round at a Time

    OHMSS

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #995 on: May 07, 2016, 03:20:11 pm »
    Yeah below 32 or even 35 is pretty rare already. The hostages choose the best escape points with around 1/41 odds and I guess that's necessary for 29 even.

    SGT RAGEQUIT

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #996 on: May 07, 2016, 03:56:44 pm »
    it took me like 12 or so hours to get a completion on pace. at some point i stopped grinding for it and just played frig for like a half hour or so when i woke up and made coffee

    Oskillz

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #997 on: May 24, 2016, 04:13:36 pm »
    On runway 00A grenade strat, how do you get the last grenade to land on the battery? I always get it to land right next to it on the ground. Do you have to prime it super fast after you get boosted? and how low do you aim if you get a fast boost? I know how to do the throw if you get a late boost. Would appreciate some tips on this  :)

    « Last Edit: May 25, 2016, 09:35:20 am by Oskillz »

    mystic

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #998 on: June 18, 2016, 01:23:46 pm »
    I know that for certain levels that the 2.X style is required to score well (Streets, Caverns Agent, Depot, etc). Is there a preference for which control style should be used for each level, or is it rather whichever is most comfortable?

    Thank you!
    "You don't need a reason to help people." ~Zidane

    Icy

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    Re: Ask Any GE Question You'd Like Here!
    « Reply #999 on: June 18, 2016, 01:29:20 pm »
    Because the 2nd controller is the one that can perform actions, you want to use 2.2 or 2.4. 2.1 and 2.3 have movement on the 1st controller, which doesn't allow building speed.

    2.2 has look and fire together on one controller, so it's more commonly used for comfort and for levels where you want to only operate one controller (Streets for example). 2.4 has fire on the 2nd controller, so is necessary for the firing in the opening cinema (like on Depot).