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| WR Elvis (51-ish) are uncommon (even with WR strat and fast starts), but a little worse than that (52-53) should be way more common with some practice, so this level is '''not''' so pure luck based (as [[Carrington_Institute:_Defense]] on [[PA]] or [[Area_51:_Escape]], for instance).
 
| WR Elvis (51-ish) are uncommon (even with WR strat and fast starts), but a little worse than that (52-53) should be way more common with some practice, so this level is '''not''' so pure luck based (as [[Carrington_Institute:_Defense]] on [[PA]] or [[Area_51:_Escape]], for instance).
 
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=== Shotgun guards - first room ===
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Other than what is written above in '''Shotgun guards strats''' and also obvious things that can be spotted watching videos:
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* The WR strat for first room - killing the guard behind the rock first - '''is the fastest strat known that will yield 51-ish Elvis'''. Also it will give 52-53 Elvis more often if executed consistently fast. It is slightly inconsistent, though, especially due to the rock guard kill and the tight movement for the ramp guard kill, so some decent practice is necessary. That was used in the best runs, such as [https://rankings.the-elite.net/~jezz/time/110211 Jezz's 2:25], [https://rankings.the-elite.net/~Karl+Jobst/time/110221 Karl's 2:25], [https://rankings.the-elite.net/~Greg+K./time/183050 Vitor's 2:25], [https://rankings.the-elite.net/~Lake+Demon/time/183819 Lake Demon's 2:28] and many others.
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* The key thing about this strat is to balance out how close you want to be on the rock guard kill versus how much time you have left to turn to the ramp guard coming at you. Try out different timings and see what's more comfortable for you.
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* The alternate strat (swaping guard-ramp guard kills), which is a little easier, will likely give 53-54 Elvis more often and rarely 52s. Examples are [https://rankings.the-elite.net/~Greg+K./time/180279 Vitor's 2:27] and [https://rankings.the-elite.net/~Funky+Buddha/time/61518 Funky Buddha's 2:27 - the WR set back in 2012].
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* ''Note from Vitor: I duped lots of 2:27s with the ramp guard first strat, and had a few 52 Elvises. When switching to WR strat I started getting 52s way more often and had 4 51s, including a 51.0. I did the switch after Karl told me he would get 51s semi-often with WR strat, and that the older one was "limited" to 52-53s. We're not sure why that happens but was empirically confirmed.
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=== Shotgun guards - second room ===
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* Not much to say here, just double blast and kill guards '''really fast''' for a better chance at insane Elvis TTs.
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* The double shot can be super inconsistent if you try to do it very fast (which is important for Agent) but again it might have an impact on Elvis pace so balance out your runs. Aiming for the middle and waiting a little bit helps with consistency.
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* The target for the Falcon 2 switch should be around '''21.8~22.2''' in general for fast runs. Depends on how much you walked backwards, though, and also if you used a single blast for last guard or not, but it's okay as a target time.
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=== CMP guards ===
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* On Agent this part should be super chill unless you get really unlucky with guards.
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* Again for good Elvis consistency try to do this part very fast and '''avoid looking back when in the tunnel'''.
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* Another unconfirmed myth: when turning to hold speed, if you had too much spare time (more than 3 or 4s), wait a little before turning to the wall (thus towards Elvis).
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* Target time for Elvis is when he says "Time to reactivate those teleportals".
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=== Farsight shots ===
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* The shots on Agent aren't easy by any means, specially the second one (if using WR positioning). So the key thing is '''practice as many runs as possible, including slowish Elvis runs'''
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* On the strat used on [https://www.youtube.com/watch?v=h9aE1yyB2Wo?t=100 Jezz's 2:25] and mimicked on [https://www.youtube.com/watch?v=TOvlPC0fHB4?t=104 Vitor's 2:25 later on] you make the turns in the tunnel following the wall and underneath the 6th beam get closer looking slightly to the left for the first cannister - this is a somewhat easy shot. Then when approaching the pillar that's up ahead, do a hard turn left for the second shot.
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* You can hold R and mash Z for the shots if you're really confident.
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* The further you are from the wall, the better! When the cannister are kinda red and blurred it means you're on almost optimal distance. A little more than that and you can't see and shoot them.
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* You can also [https://www.youtube.com/watch?v=pGg8q893-P8?t=106 pause buffer for the second shot] but that is like 0.3 slower. Use the pillar for a visual reference as shown in [https://drive.google.com/drive/folders/1gNqBhBeNJXChVYpwULcpn6vFXWvHnh-I these pics].
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* There are many setups possible for the shots, but ideally you want to '''strafe between the shots to optimize the Farsight cooldown time'''. Watch many videos and find the setup/positioning the suits you the best.
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* The stationary strat used by [https://rankings.the-elite.net/~Lake+Demon/time/183819 Lake Demon on his 2:28], for example is a good easier alternative but it's almost a second slower.
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== Ending ===
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* After the second shot, pay attention to your strafe line and go to the middle of the hallway as that's the optimal line. The double green doors can be opened from kinda far away and you can "squeeze in" really fast - also practice this part as you can lose/save tenths easily.
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* Not much more to say other than hopefully don't choke, such as missing B after teleport or getting the cutscene freeze/stuck.
    
== Strategies: Special Agent ==
 
== Strategies: Special Agent ==

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