Helvian
System Of A Down - B.Y.O.B.
updated
The Stia races represent a routing challenge more than a mechanical challenge compared to previous races. There are symbols thrown everywhere. Of course, once the routes get so strict as to not waste a single second, mechanical skill rises to the forefront.
*Stia Outskirts*
This race features a mind boggling buzzer-beater finish that might look like I'm cheating, but the game says it counts and that's what matters. (As a side note, it seems to be impossible to finish with a time over 2:30 now, which was happening in the first set of races, letting people get 4 billion points) This race is essentially three smaller races connected together, which I found easier to optimise. I don't believe it is possible to get any more than 157 symbols on this race. An insane person may try to get the last one on the beach, but that costs more time than you think.
The main setback of this race is that there are not that many opportunities to abuse Wulfen Raid like in other races. Naturally you will only do it in three places, but I managed to coerce a Tinos to join me on the starting island just so I could use his body for my own gains. This proved necessary to complete the 157 symbol route.
Because there's not that much Raiding to do, I went Bo subclass so I can use Spinning Gust in the places where it shines. My 288 PP and level 18 bouncer addon kept my PP at serviceable levels as there was a lot of time to regen.
I am not sure how much higher the Outskirts score can go. I tried dragging mobs to the spiral shaped island in the third area, but none would follow me that far. A well placed mob, maybe held by a player, would unlock the remaining symbols. I currently pass on 3 symbols in this route, so 160 symbols is the theoretical maximum (the only other symbols left are in the first area which are inaccessible with this route). Maybe there's a better way to clean up area 3.
*Dreisen Plant*
This place is the worst when it comes to avoiding enemies. It's filled with them, and an ever-present squad of gigantix. It's like playing Crazy Taxi with the amount of traffic you have to dodge at this speed.
I spent FAR more time in Dreisen Plant because of the sheer complexity of the race and the dozens of routes I tried. The typical route laid out for you, the one where you just follow the checkpoints downward, is only capable of around 31000 points.
I came up with a route that hit all the hotspots of dense symbols, but... you thought Central Aelio was bad with that one jump near the end? This route has three skill checks in it, all backloaded.
The first check is getting up the stairs - yes, I use stairs on a hoverboard - which took me a while to figure out the most efficient and consistent way to do so. You can jump through the bottom of these stairs, so I can ascend 4 flights of stairs in only 3 jumps (the second jump is more like a few tiny hops). This shortcut is massive for saving time and profiting score compared to the long way around which takes too long.
The second check is the bomb jump, which originally didn't exist. Here is how this check evolved:
1. I just evaded the bombs and jumped over the side.
2. I found out you profited points if you hit a single bomb but got the symbol (the bomb slow is about 2 seconds, a symbol is worth 3 seconds of points)
3. I found out you actually could jump between the bombs without touching them.
4. I found out it was possible to get the symbol AND evade all the bombs, if you slowed down.
5. I figured out it was actually possible to grab the symbol and not touch the bombs at FULL SPEED, which is such a tight trick that it may be close to frame perfect. Your angle of approach must be nearly perfect also.
To ease this check, I used the distance counter on the checkpoint ahead, and jumped when it said about 54. It helped, but still wasn't foolproof.
The final check is the last thing I figured out, which is the 360 spin on the jump pad at the end to grab the 2 symbols it guards. The hardest part is knowing exactly when to use your manual booster, as you can't see the symbols you want to grab. It's not the hardest trick here but it just added a final pinch of stress at the last possible moment.
All of these factors just adds to how proud I am of this run. I spent maybe 70% of my time here as opposed to 30% in Outskirts (I did not run Aelio this time). Each new high score brought a renewed sense of achievement.
I think a 110 symbol route is possible, but I didn't have the time to try it out enough times. The few times I got close, I was barely finishing such that it would have given me less score than this 109 symbol run.
Timestamps:
0:00 Stia Outskirts prep
1:03 Stia Outskirts
3:50 Dreisen Plant
The main gimmick in this run is to respawn the enemies at the start of each wave as many times as possible, as it profits you about 450-500 points each time you do it. This is because it takes about 26 seconds to go from respawn to respawn, which would convert to 260 points at the end of a wave, whereas the mobs themselves are worth 684 points.
This week of ARKS Records started out very uneventful, with everyone burnt out from the last round of cannonballing, but as the competition picked up, so did my will to optimise.
Unfortunately it wasn't a totally even playing field this time around either, as this week's surprise mechanic was to create a new character and leave them at level 60 to run this at reduced difficulty (since a level 60 has access to better gear than before, yet faces mobs of the same strength as before). I do not have the patience to do that.
I know there are scores as high as 21300+ out there, but are not done by level 65 characters. This is the highest score I know of done by a level 65.
Gunner is among the top 3 classes in this competition because of their knack for multi-target fights, and the fact that they can build chain with no time loss. Force and Techter put up a good fight with their access to Talis and Compound Techniques, with similar ability to instakill respawns.
This run has one "great filter" moment, and that is the last 45 seconds of wave 1. To clear in time while killing every single enemy is a monumental feat that requires great luck from critical hits and AI behavior. Most runs will time out because of bad AI or bad damage rolls.
I had about FIVE runs out of maybe 100 that cleared wave 1, and I only had TWO runs that cleared wave 1 with all enemies killed. Of all those five, this is the only run that the timer did not read 0:00 when clearing. This is THE tightest DPS check I've faced in this game so far, more than the Gu/Te Kvaris Devastators I did which had under a second left to clear.
After passing the great filter, the rest of the run is trivial in comparison. I mess up a little in wave 2 where I awkwardly have no PP to use Aimless Rain (by like 2 or 3 points too, I am definitely farming level 20 Waker add-on after this) and flounder a bit, and I lose a second or two from Spread Shotting nothing at the very end (I got exceptional crit RNG, that combo usually does not kill the Tendal), but other than that, I'm really pleased with my performance.
It is refreshing to be not killing bosses constantly, as it lets me do more with my class and show off some more. This is probably the first time I've pressed Homing Darts on this channel.
Timestamps:
0:00 Wave 1 prelude
0:46 Wave 1
1:33 Wave 2 prelude
2:08 Wave 2
3:38 Wave 3 prelude
4:46 Wave 3
In my group runs, during our bug hunting session, we thought it was maybe possible to slip through the tiny gap under the Vardias door, and kill Vardias first and hope the quest just ended there (we probably weren't going to actually do that since it's not in the spirit of competition, unless someone else did it first, but I am a serial bug hunter as Paladins viewers may know). We couldn't find anything that actually got a player through the gap even though we could target the first target from the door.
While that was fruitless, we noticed that certain Photon Blasts could hit the first target even when the door is closed. Those are Talis, Bow, and Assault Rifle. The cubes blocking the path do not block targeting, and the target is just barely within range.
Sending someone here to break it early earns you an extra Photon Blast on Vardias in a group run, whereas in a solo run, it eliminates so much extra walking time that the Vardias route becomes the better option, at least for a Gunner.
I have not tried the normal route nearly as much, so I can't say for certain if this route is the better one, but my normal route runs were routinely worse by a lot. Plus, it was just more fun to have a unique run and leave people wondering why I'm getting high scores on the different path.
As for my performance in this run, there's only two things that went poorly.
The first is where I just stand there for a little bit during Kelkundo (0:44), as my input didn't happen. I intended to chain finish at that moment but instead I'm just chilling. PSO2 is a game that puts your mouse's durability to the test, and especially the middle mouse button, of which mine is starting to waver. It sucks that it happened, but I guess it balanced out what good fortune there was elsewhere.
The second is where my finisher point blank is out of range during Vardias. This might have saved 2 seconds if it actually hit. It was quite greedy to try and hit it from there.
Combine those together, this probably would have been the world record for the Gunner class. However, I'm not sure the scores higher than this are by "real" gunners ("real" meaning gunners that are using TMGs and not a katana) so I am still pleased overall.
The amount of effort involved from grinding this down from 6:04 to 5:58 was excessive. At this point, my runs boil down to fishing for crits and hoping Ams doesn't enrage before I down him, and hoping that he might even bless me with a laser attack, which is like a 2% event.
I do wish subclass cheese wasn't so prevalent. It's an issue that will pervade every single combat-focused ARKS Record, but I'm not sure there's an easy solution. For now, I am proud to defend my class from the unstoppable wave of katanas.
Timestamps
0:00 Intro (check description)
0:31 Kelkundo
1:56 Ams Kvaris
3:39 Vardias
I use three weapons in this run. Weapon 1 is my main weapon which I use most of the time; weapon 2 is my weapon for using Photon Blasts with, and weapon 3 is a weapon I use to get elemental downs on Varas and Nex. There's an overlay that shows what weapon I'm using closer to the center of the screen to make it more obvious when I switch.
The launcher photon blast got a huge damage buff in October, so I believe it is now better than the TMG photon blast, even accounting for the lack of main class bonus. It's also easier to use in tight spaces (crocodylis mouth, nex cores, varas core) since it is just a point-and-click projectile. You also regain control before the animation ends, so have to bullet rave during it, which means that you technically gain chain count with launcher PB. I chose an Obsidia launcher since it's incredibly cheap and the crit rate matters a lot on such a hard hitting ability.
I had already used this same Frostel in rank 2, but this time the power gap between Frostel and the best available weapon is much smaller. I chose to freeze Varas and Nex to get an extra down on command and thus more weakpoint uptime. Since the elemental hit on Frostel is affected by chain finish, it hits for nearly 3000. I wouldn't be surprised if using Frostel the entire time is better than not using it, but it is hard to keep that up for 20 minutes.
I'm overall very happy with this run and don't want to risk getting a slightly faster time where I fuck up even more. Varas went kind of poorly, but every other boss went very well. This Nex kill was 16 seconds faster than my previous best kill. Since there are three other things to do before Stia, I'm calling Aelio done.
As of now, I have youtube-worthy runs of both Retem and Kvaris rank 3/2 respectively, but I've only run Kvaris like 5 times (it is largely the same as rank 1, the times are even very close to each other), and Retem either has a death in it or a bug in it (or both). I haven't even touched Dark Falz R2 yet.
Timestamps:
0:00 Bujin
3:11 Varas
5:41 Nogleth
8:12 Nex Aelio
12:35 Destragras
Q: Why are you jumping so much?
A: Jumping constantly, in almost all cases, appears to be faster than not jumping. My testing suggested jumping uphill was slower, but in practice it either didn't matter or was faster. I used the slopes in Slope Style for testing, but those slopes are a linear gradient and don't line up to anything found in these races.
It's also crucial at the start of Retem because the terrain there is full of bumps that will slow you to a crawl if you ride into them, so I'm basically jumping across flat islands. The same can be said for any time I jump over a pebble, since even a tiny pebble can stop you.
Q: Why are you looking down at the ground at the start of Central Aelio?
A: I'm checking where I spawned and if it's far enough in front. There's a small circle of spawns the game can put you in, and if it's too far back I reset. This was a top 10% spawn. My Retem spawn was kind of average.
Q: Why is the palette so big?
A: I enlarged it so it's easier to tell when I brake and boost.
Q: How do you turn instantly?
A: You can turn yourself in the air, but the change in direction is only realised when you touch the ground. You can also hold the brake while in the air to gain the increased turning speed, and you will not lose any speed by braking in the air.
Q: Aren't there normally more enemies?
A: I've killed most of them before these runs. They are not useful and often cause a reset. Hitting them while the board is wrapped in a red aura (so nearly always) causes you to freeze and lose about 10-20 points worth of time. They do reduce your boost cooldown, but that is not useful to me.
Q: How did you grab the second checkpoint in Aelio?
A: The checkpoints are rendered as a 2D circular billboard, but are in reality a 3D sphere. The hitbox is wider at the same level as its center, so I jump into it to exploit the slightly wider hitbox.
Q: What the fuck was 1:02?
A: The great filter of this race. It's an insanely tight set of two pivot jumps that is the reason why Aelio has more varied scores than Retem, since Retem doesn't really have a big and risky track cut like this.
Q: Why do you miss some boost rings?
A: Being boosted isn't necessary in some places. The 'boost' state only guarantees that you accelerate to top speed for its duration, thereby forgiving any small losses in speed due to slopes or braking, but I believe it doesn't make your top speed itself higher. Some rings are too far out of the optimal racing line, so I leave them out.
Other times I don't want to be boosted so I can pass through enemies without being frozen, using my manual boost instead as you don't freeze if you use the manual boost and hit them.
Q: Is this first place?
A: There are currently two sets of scores higher than these, but they are impossible to achieve with the current knowledge we have (18.8k on Aelio and 20.6k on Retem). To put that into clearer terms, Aelio would have to be cleared 5 seconds faster than this, and Retem would have to be cleared 6 seconds faster while also collecting the two symbols I miss here.
UPDATE (28/12/2022): For the ARKS Records that this was a part of, these scores were first place. It is now known that the bug causing the higher scores is a bug that causes the board to just move faster, making the higher scores either illegitimate or part of another category. I know the Aelio score has since legitimately been beaten.
Q: What would you like to see done to future field race ARKS records?
A: Spawn us in the same place every time, start the timer at exactly 0 every time, and let us do these races in photo rooms.
Timestamps:
0:00 Central Aelio
1:34 Central Retem
Helvian - Gu/Ra
Boxes - Fo/Br
Shira - Br/Fo
Cerish - Te/Wa
I was proud of this run, then I watched it back, and realised this is basically a diamond that I dropped into a turd. I'm too sick of yellow balls to wonder what we could have gotten otherwise.
GENERAL STRATEGY
Our general strategy was to do as many respawns as possible on wave 1 and 2, and only once on wave 3. This allowed us to gain more points, and then clear the following wave faster since we had Photon Blasts and Compound Techniques. However we didn't start out like this, there was a gradual paradigm shift:
- Originally we didn't do any respawns, as I came in with the assumption that the respawn timer was 25 seconds (from my few solo runs) and that left you 2.2 seconds to kill and grab (because a respawn wave is worth 272 points, and 1 point is worth 0.1 seconds).
- I worked out via watching our runs that waiting for respawns was actually worth doing if we optimised our grabbing of the balls and killing of the mobs; you actually had 5.2 seconds instead of 2.2
- We found that wave 3 was nearly impossible to make a profit of score on, so scrapped all but 1 respawn on that, the 1 respawn's purpose was to allow everyone to be in position and start at the same time
- I realised I had Photon Blast by wave 2 and that it was due to me hitting the targets constantly, so I urged everyone else to try charging up via Talis; we then decided to do as many respawn waves as possible to facilitate charging Compound Techniques and Photon Blasts
- Shira changed from Br/Fi to Br/Fo to use an Evolcoat Talis (didn't have a Kaizaar), Boxes switched to Fo/Br to take advantage of Compounds
- There was a day we went double Te, but none of us re-read the skill tree...Te has no bonus on these targets.
- We had some issues balancing Talis positioning and ball grabbing, so we switched to Zonde to charge up instead, allowing everyone to stand in ball grabbing positions.
- I tried charging my own PB with Homing Darts but I didn't have enough free time to use enough of them, so scrapped it. I didn't want to go Gu/Fo since I got a lot of mileage out of Rifle WA and Spread Shot (Rifle).
- We started using Wulfen Demolition and Brave Combat to instakill some respawns where I was unable to (the first group of mobs of each wave); Rifle Mine was too slow.
- I started calling out the next probable respawn times on voice comms to help the others know when to stop casting so they dont get animation locked out of picking a ball up. You can't hear it on this video though.
WAVE 1
This was the best wave 1 we ever did, with an exit of 4169 points, and roughly 32 seconds spent fighting. We found gathering all 4 pettas on the last half of the map together for a grand beatdown via Chain Finish, Rod PB and Fomelgion was the quickest way to handle it. Quite reproducible too, the only variable was the lone Pettas Axe deciding not to run fast enough.
WAVE 2
The strategy for my half of wave 2 was to grab aggro of the two Deser Gunblades, then jump onto a lower platform. As long as it hadn't been too long since they aggroed, they would follow me and jump down next to the Deser Launcher there. They would then get blown up by the same combination of moves as before, and I'd finish off the scraps while Boxes ran off to kill the last Signogun.
In this run, Cerish got bonked by the Gigantix, the two Deser Gunblades jumped extremely late and then one of them smacked me off the platform during a Chain Finish. The simultaneous blunders made us both finish at nearly the same time, but overall slower, with 47 seconds spent fighting. Our "good" time was about 43 seconds.
WAVE 3
I think I did okay up until the moment that I tried to finish off the Zams Gunblade at the top level. I hoped my lock-on would target him as I seemed closer to him and was pointing my camera at him, but as soon as I lock on I spin around 180 degrees and almost get shot in the back as a result. This caused a massive butterfly effect: it could have died far sooner, all the targets would have been broken sooner, so Fomelgion would have went off sooner, plus I would have been in a better position to grab aggro of the top-level enemies so I could condense them into the middle of the room, so that one Fuwan would not have lived. This single lock-on blunder cost us a lot, in fact if this didn't happen I'd wager we would have completely leapt over 15.3k and planted ourselves comfortably into 15.4k.
Anyway, I'm extremely proud of my team for coming this far. I know this score can be beaten by probably 200 points, but it'll take some luck, some good servers, and absolutely no blunders.
I'd prefer in future if we didn't have to smack targets for 4 minutes, or the quest just failed if there were no balls and no enemies left.
Timestamps:
0:00 Wave 1 pre-fight
2:10 Wave 1
2:45 Wave 2 pre-fight
5:03 Wave 2
5:51 Wave 3
I had a 16:07 run, but the game crashed before I could shadowplay it, so this is the best surviving footage. I have kept a record of my best individual kill times, which suggests that I could get a 15:38 run. I have tried for a while to break into the 15 minute range, and I have finally accepted that it is not in my control whether or not that happens. There are far too many variables. I've promised myself I will NOT run rank 2 of this shithole, unless the Obsidia series has high floor and is competitive.
At my power level, my abilities may hit 50% of what a crit hits for. My photon blast final hit crits for 3257, but I have seen hits as low as 1630. I could execute every perfect finisher in the world, but if they don't roll high or crit, then I'm behind another run that got lucky and spammed a basic finisher.
Another factor that caused me to stop early is the intense lag that's been happening for the past week. You may notice in this that the damage numbers are often appearing late or time seems to freeze for a moment, that's my connection to the server breaking up. I'm positive it is not on my side. This causes my videos to look pretty shitty, and it adds yet MORE variance to my finishers.
If the server decides to lag as soon as I finish, then I'll get an extended chain finish and more damage. However, if the server lags during the finisher, then any hits that get processed after my chain finish ends will lose the finisher bonus, effectively shortening it.
Not even mentioning the inherent randomness of the five enemies here, the above factors just added that much more sourness to each failed attempt. Literally losing the run to RNG dude
Some new tech I have employed to increase run consistency:
- Running backwards when Pangolan teleports guarantees a belly flop.
- Found out I can actually do a proper sandbag combo on Pangolan during a belly flop by taking a specific and suspicious position. It's still better to use Bullet Rave and Point Blank if Spread Shot is ready as you cannot miss it in that case.
- Turning Crocodylis around at the start greatly reduces the odds of bombs hitting the ceiling and dropping underneath him, and forces them to drop closer together. Sometimes an icicle will fall late and I have more time to grab that one as well.
- Not throwing every icicle on Crocodylis is likely better damage for the first set of bombs. I later learned you should keep throwing them all on the second set since you have no photon blast then, but I hadn't started doing that here.
- Jumping above Crocodylis as he enrages induces weird behaviour which sometimes makes him not do the long and bad attack (this did not work this attempt). You lose nothing by trying this and gain a lot if it works. Interestingly I only learned this because I tried to aim a photon blast where his mouth would be at the moment of enraging (used it pretty late on Pangolan), but then he didn't do it. I know there's a way that involves running into his left arm, but that never worked for me.
- Discovered a new combo of Charged Point Blank, Stylish Roll, Charged Point Blank, Stylish Onslaught which is the most powerful aerial counter combo I've found. Can be modified to work on Ams by diving at the end instead. Stylish Roll Arts would do more damage but I'm not used to inputting it.
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TL;DR: 15 minutes was doable but too many random factors are getting in the way, as well as server issues. 50% floor was a mistake. Had a 16:07 run but game crashed so footage was lost. I'm not looking forward to Aelio and Retem rank 3 if this low floor gaming is staying.
Timestamps:
0:00 Snoruq
2:30 Relyn
5:07 Pangolan
8:20 Crocodylis
11:39 Ams Kvaris
In case anyone thought I was cheating my scores, here is video proof that they are all done cleanly (unless Wulfen Raid-ing is too techy, then I guess this is all fraudulent).
Field races have a HUGE array of implementation issues, including but not limited to:
The timer will not start at 0:00.00, it varies depending on server lag, from anywhere from 0:00.15 to 0:01.70, the worst I've seen.
PAs are enabled.
Mob spawns are enabled.
The best form of movement requires mobs to be in striking distance.
All of these contribute to making what should be a "hold W really good" contest into an incredibly random endeavour. Monster spawns need to be perfect, but can't be cultivated, since killing bad mobs to generate good ones will cause other mobs to despawn. Mobs will also unload if there are too many near you, which is a massive problem in Central Kvaris when a mob I need doesn't load in soon enough. The best method to get a good room is stand somewhere you don't need any mobs, then reload your passworded room over and over again.
Doing runs of these races was kind of taxing, because before I could try a run I'd need to keep hitting the slot machine until I got a passable set of enemies. You will see me moving mobs as much as I can to help me further.
South Aelio
I was perplexed when I saw someone got 21779 on this track, and wasted a lot of time trying to create a route that could get that many points, and concluded that it was physically impossible to do so. I then learned the score was 'bugged', so that let me focus on my previous best route as shown here. There are a few errors, such as when I overshot a symbol and spun around really quick to get it, and one failed Raid. 21.5k is probably the roof of this route.
I have tried my hardest to incorporate the northern end with about 19 symbols, but that area is designed so badly that it is a dead end if approached from the west, and starting the race from the west is the only valid option. 64 symbols is the absolute max sane number of acquirable symbols.
West Retem
This race only has 6 spawns I care about, yet they are all 100% important and subject to mobs wandering too far out of position to brick a run. The mob at the beginning is pulled from the plateau above, and the mob at the end is pulled down from their spawn near the region mag.
(Note: Unloaded mobs retain their aggro on you forever until being loaded again, and even after loading will still be aggroed for a while before giving up and trying to leash back to their spawn. This is why the Deser Gun is chilling on the ledge giving me a free Raid target.)
This run is very demanding mechanically requiring to aim precisely at mobs from 200 metres above while constantly jutting forwards, and I was forced to aim onto a Sand Fuwan four times in a row since the Deser mob had wandered off too far. I'm quite proud of being able to pull that off, though I normally get five raids off on that jump. This is a very tightly tuned race and I'm not sure how much is possible here, and with manually aimed Wulfen Raid-ing being patched out soon, this score may be unbeatable.
I elected to use Bouncer instead of Force here to be able to use Jet Boots which have a move to let you move slightly faster than dashing with no target needed.
Central Kvaris
The total opposite of West Retem; there are a billion spawns and you will never fill them all. Fortunately, Yedis are incredible for this map. For some reason they literally never drop aggro if you are too far from them, they will just taunt constantly instead. The two Yedis at the end were pulled from near the starting area.
This race is nearly impossible to do flawlessly with the sheer density of mobs, likelihood of things unloading (where I jump down from the bridge I had lured a Jangis ahead of there but it had unloaded), and things just getting in the way. I wouldn't be surprised if 25000 is a real possibility.
I am unsure if the 67th symbol I got here is a net gain in score.
0:00 Preface
0:27 South Aelio
2:52 West Retem prep
3:26 West Retem
4:48 Central Kvaris prep
5:10 Central Kvaris
7:50 Gear, addons, food buff
I originally thought this time was mediocre due to me getting this within 2 hours of trying after finishing grinding my add-on skills, but I've since improved those skills and have not gotten close to this run again; not even getting another 16 minute run. This speaks volumes about just how fucking random this trigger is, and realising that I am unable to beat one of my first attempts is discouraging.
I have matched and even beaten the individual boss split times shown here, but can't string those new records in a single run. I also ran into mouse issues with it unable to reliably hold a middle click input, which is why sometimes I randomly do uncharged moves when the correct move is to charge one. Watching this run back, it doesn't look amazing, but it somehow is 30 seconds better than all my recent attempts. At this point I am stumped as to what I did correctly here, and I can only sum it up as "I got lucky". Hence the casino thumbnail and my early exit from trying to get the time any lower.
Gunner suffers so much from the random nature of the first four fights, because we're a burst class that often isn't ready to burst when the boss opens themselves up, and when we decide to chain finish anyway, there's a risk of the enemy teleporting away and warranting an instant reset. The fear of such a thing causes me to hold chains for a small moment to wait for a valid move to finish on, which adds up to a lot of time spent doing nothing. While moments of weakness were also scarce in Aelio, they were not random to this degree, nor could any mob in Aelio dematerialize with no warning. I genuinely hope this mob design does not carry forward into the game. I'll probably skip rank 2 of this place when it inevitably happens, unless our class has evolved by then.
The last fight is such a drastic difference in that there is almost no random factor involved, the only big thing being whether he chooses to kamehameha (the good one) or to high five you (the less good one). It's actually a satisfying fight, but it's a shame it's behind the four horsemen of misfortune. This particular fight wasn't even that great, in the whole minute after I take a hit due to some sus hit detection not granting me a counter I was fully expecting to work.
Catch me in the ship 2 geo lab rankings 😎
0:00 Snoruq
2:32 Relyn
5:17 Pangolan
8:33 Crocodylis
11:56 Ams Kvaris
Ranger sub is such a ridiculous power boost over all the other subs, the time speaks for itself. Where it saves a lot of time is on Pangolan where the short windows of opportunity provide perfect times to dump the 560/700/840 potency Rifle skills into his core. Rifle dodging is still alien to me and feels like there is a chance I die on a well executed dodge anyway, but I am pretty comfortable with it on some moves.
I will concede that Crocodylis went nearly perfectly with only a single charging attack and zero teleporting moves save for the guaranteed enrage move, but the improvements are clear on all the other fights. Other than that single boon of fortune, it's all skill and my huge personality
Timestamps
0:00 Snoruq
3:08 Relyn
6:18 Pangolan
10:06 Crocodylis
14:00 Ams Kvaris
Going frame by frame I had about 67 frames left (at 60fps) before the timer hit 0. This is about what I expected with a single Kaizaar with no Rifle multiweapon, which is largely considered the best and only non-trolling option for gunners at the moment. I refuse to farm blizzardium so I probably won't get the matching Rifle for a month or two.
This run was a surprise because I didn't expect to clear so soon, let alone with a subclass I had not tested at all. A few minutes prior to this run I had just applied the last two Mastery 4s to my armors, and switched to Techter sub for the hell of it, to hopefully get a Photon Blast usage on Snoruq. I'm not sure if this is better than just going Fighter sub.
Further runs will happen without the unwelcome patch day lag and with no deaths. For now, I wanted to upload this because I think it's the first Global gunner clear.
Snoruq
I prefer this first boss to anything else so far. Lizentos and Bujin were both very dangerous to fight and not very random, while Snoruq is the opposite (This boss lineup as a whole is generally much less dangerous, I found myself losing to the time limit more than losing to a death). Restarting also isn't very painful in Kvaris because North Kvaris loads insanely quickly compared to South Retem and North Aelio. Snoruq is almost incapable of inflicting harm, so it was just a matter of trying to combat his crack fuelled AI.
Relyn
Only annoying part of Relyn, and another running theme of all Kvaris bosses, is that she likes teleporting to evade a chain finish. She's just the biggest offender of it. You can see me sometimes holding chain waiting for the next attack to ensure it's not a teleport so I can unload safely. Other than that she has very easy reads, so the fight goes the same most of the time as long as I get lucky with landing finishers.
Pangolan
Annoying as hell to fight. A similar fight to Varas where the weakpoint intermittently activates, so I applied the same logic from there to here; you will see me hold 100 chain and hope for the one move that exposes his weakpoint, and opt for more full raves and/or point blanks depending on my chain count. He's also the first threatening boss with the very wonky hitboxes with the poke attack (which I try to cancel by moving in front of him) and the awkwardly quick tail swipe.
Crocodylis
Massive RNG wall. So many things can go wrong including but not limited to: not getting the bomb phases in time (I expect two of them), the bombs spawning underneath him or behind him, the icicles spawning in bad positions, or gratuitous spam of attacks that don't expose his mouth. I managed to die here because his triple chomping attack is a lingering hitbox that I dodged too early for, but other than that this was acceptable randomness. Of all the 4th bosses so far though, he is by far the simplest and easiest (Nex Aelio still haunts me).
Ams Kvaris
This guy feels like a more satisfying Bujin, and they gave him about 40% of the entire trigger's health pool so you could fight him for a long time. In 32-man situations he is nearly impossible to read and random as hell, but in a 1v1 it is an incredibly rewarding fight to master, mainly because of the way you can seamlessly string countered moves into each other and have an insanely fast chain cycle as a result. He's not really threatening ironically, since I'm probably in iframes more than I'm out of them. The challenge comes from landing every finisher and going for step counter finishers as much as possible, rather than trying not to die. I sadly got only one kamehameha compared to two big hand attacks, the former being a massive opportunity for max damage.
Timestamps
0:00 Disclaimer
0:19 Snoruq
3:16 Relyn
6:33 Pangolan
10:28 Crocodylis
14:45 Ams Kvaris
Contrary to what I said last time this was actually a very easy clear, this place was cleared within a few hours of level 45 cap being released. This is the first 17:XX run I achieved.
There is a strategy involving a major glitch on Renus where you inflict a physical down in the split second where he begins to transition to the tail phase, but he is still vulnerable. I've only managed this three times and none of those runs were good. This saves up to a minute if you get it but given that there is no way to plan your down accumulation nor your damage output it is basically blind luck. This means that while I'm probably capable of a low 17 or even a 16 minute run, I do not have the patience to grind for that, especially since there's also the Geometric Labyrinth to do.
For a glitchless run, this meets my expectations.
Individual boss comments:
After many attempts of trying to get as many counters as possible on Lizentos, I eventually gave up the idea and just started playing from orbit again. I found that getting a consistent damage stream on the spine was always better than boosted damage that hit his body or face. On his enrage I had to stand beside him to get him to charge the right direction, else he would end the rage in a position that would mean his head would be stuck inside the walls for 20 seconds, which is a reset. This was definitely not my fastest kill, my kills range from 2.20 to 2.30.
I noticed a remarkable improvement on my Fortos kills when I spread the damage across the legs as even as I could, so that I had less chance of my shots doing 0 damage during the enrage. I also got much better at farming counters from attacks I previously would just avoid in Rank 1.
I'm still in the process of optimising Kelkundo by trying to always get a double step counter finisher on every blue enrage attack, but sometimes the chain doesn't line up. There were a lot of failed steps too, so this wasn't perfect, even if it was deathless.
I used to only be capable of 4.5X Dustyl kills, but at some point an epiphany happened and now I can crank out 4.3X kills. Tab targeting to the back core is 99% reliable and lets me always get in some weak point damage where I would otherwise be dealing white damage. As I had switched to Bouncer sub I decided that it was better to break the core during long attacks so I get that extra 1% potency. I'm still not sure what I should be doing during his enrage move, and I definitely can fit more point blank finishers into the fight.
Unfortunately I got the bad body configuration on Renus, where his tail spawns several miles away. I also did too much physical down, so I lost my one way to stop the diving phase (even though a physical down is not foolproof, it's better than nothing). I take an intentional death when he begins to dive because it ends it immediately. The best case scenario is that you use the physical down to end the first attempt to dive, and then he chooses not to dive for the rest of the fight. The other option is to go Gu/Fo and use (in my case) talis photon blast and a couple of wind techs to cause elemental down which for some reason makes him never dive again, but since I am trying to get the tail bug to happen, Gu/Bo would get more value.
Timestamps:
0:00 Lizentos
2:30 Fortos Launcher (with fake discord notification)
5:00 Kelkundo
8:48 Dustyl Hammer
13:22 Renus Retem
That being said, I don't think Retem purple rank 2 is gonna be doable by anyone but the most cracked of gunners, because we'll be using the same weapons and armor while the enemies have gained 10 levels. We won't even have a Tempesta weapon to use. Unless they surprise us with some tier 4 augments, there's no way.
Individual boss comments:
Bujin is mind-numbingly boring after so many attempts and you can see in the first minute or so that it looks like I'm high or half-asleep with the random moves I'm doing. Even with all that the kill time was still decent.
Varas is the most random fight of the lot and up until recently I was unable to deal with bad moves, until I started valuing weakpoint hits over tunnelling to 100 chain on white hits. Bullet rave on white hits is weaker than normal attacking a weakpoint, for reference. With this paradigm shift, even though I didn't get a tornado for the entire first half of the fight, and then got only 1.5 tornados afterwards, but still came out with a respectable kill time.
I normally take a more ballsy approach to Nogleth, trying to farm step counters off of his punches to force an earlier physical down on his hand to trigger an early enrage (thus getting more weakpoint uptime). But after that first punch failed to register as either a dodge or a death, I promptly said fuck it and gave up on that. Full rave spam isn't that much slower anyway.
I used the Frostel to cause him to fall over during his enrage slam move (you can see when the '1' on my bottom-middle UI turns to a '2') as it's 100% reliable and free.
I have literally never done a better Nex kill than this. I was actually shocked and got nervous when he died because I didn't expect him to die. He only flew up once (not including the enrage, which he landed immediately from anyway), which I presume is cause I tried to stay as low as possible this time, and the time he did fly I got a breath attack anyway. The last 30 seconds were quite scary but somehow I did not get killed.
After all the insane strategies of trying to hit the heads, or trying to break both wings to get another long down, it just turned out that hard focusing the leg the entire fight is the way to go.
After getting my nerves shattered when Nex died, I played Ragras like a pussy because I didn't want to die to the short sword slash; ironically the only move of his that one-shots me is the fastest move he can use.
If it weren't for my 2 Ragras souls and my decision to use 1 fish and 1 vegetable, this run wouldn't exist. This setup lets me tank 2 bullets, an explosive orb, and even a stray bullet from the bullet hail attack (of which I only got one. I've seen as many as four).
My extremely safe strategy of staying airborne and rolling everything and only doing bullet rave finishers was thankfully fast enough. The kill time was pretty damn slow but I knew I had some slack after Nex. Nerves were certainly kicking in as I had two previous runs to this one where I was no more than two seconds away from winning.
0:00 Bujin
3:32 Varas
6:39 Nogleth
10:11 Nex Aelio
14:52 Destragras
Only run i'm really happy about uploading, until I break the 19:xx barrier. The time lost through RNG alone (fang and final boss) would have made the difference, so it's just the game allowing me to pass at this point.
Future versions of this game threaten to make a 19:xx impossible by removing hyperwalls (where I fly into a wall and accelerate beyond top speed) so I will probably not be running anything other than 2.2.8.
Months ago I said I'd never run this, but through community efforts it got more and more feasible to run this in a time that could actually fit into the length of a stream.
This run is far from optimised, I mean there's deaths everywhere and forgetfulness throughout, especially in the challenge stages (haunted heights, aerial garden, and azure temple) which I elect to clear first because they are the hardest set of emblems for me.
However, this time is already faster than the version 2.1 100% category which has only 160 emblems, which is partly because of route optimisation, and partly because there's no more score emblems which were time consuming to farm. You also had to clear an entirety of a Sonic Robo Blast 1 remake for a single emblem, as well, which took about 25 minutes.
A low 3 hour time is probably my goal, but I reckon a 2 hour time can be done with enough attempts. It's just finding the time to do those attempts.
Also I couldn't monetise this even if I wanted to because Pipe Towers Zone got copyright claimed :)
Timestamps:
0:00 Campaign
50:25 Haunted Heights 1
53:20 Aerial Garden 1
57:20 Azure Temple
1:13:50 Aerial Garden 2
1:25:15 Haunted Heights 2
1:34:10 Greenflower emblems
1:40:53 Techno Hill emblems
1:49:55 Deep Sea emblems
2:05:37 Castle Eggman emblems
2:11:52 Arid Canyon emblems
2:26:00 Red Volcano emblems
2:28:32 Egg Rock emblems
2:33:23 Black Core emblems
2:38:35 Frozen Hillside
2:42:35 Pipe Towers
2:47:36 Forest Fortress
2:52:10 Floral Field
2:54:48 Toxic Plateau
2:58:23 Flooded Cove
3:02:57 Cavern Fortress
3:07:41 Dusty Wasteland
3:10:47 Magma Caves
3:13:55 Egg Satellite
3:16:40 Black Hole
3:23:17 Christmas Chime
3:26:51 Dream Hill
3:35:15 Alpine Paradise 1
3:39:46 Alpine Paradise 2
This was done on stream, but unfortunately my voice volume is a little too low at some parts, and I was using a youtube playlist which has videos of varying volumes, so you get this mess.
The whole reason this build leapt ahead is because my boss kill times were far better this time, especially the boat.
Taking Gun Swap was a mistake because I couldn't swap weapons most of the time since I was always in dual wield. I also missed out on Twin Gunner 3 because I made my decision too quickly in Anxi Desert 1.
I was too stingy with my copper, I could have had a way more upgraded Scalpel, but oh well.
Still FUMING about the Elite Henchman spawn, it was in such a bad location and it's a time-wasting shield mob, which cost me tons of time.
I didn't check the scroll after the second boss because I'm still running this game with an RTA mentality; I feel more satisfied when I can make my decisions in shorter amounts of time. Saying that, however, I made many bad ascension choices such as skipping Lucky Ammo (as I normally do when I'm on an explosive build, I'm not used to a bullet build).
Time improvements may just come from having insane RNG like this again, but skipping the end-of-room chests to save time, because looting the goblet can take 5-10 seconds of in game time, and once you're at the point where nothing is a problem, taking more is pretty much not needed. You're either limited by your movement speed or your killing speed.
Justice is potentially the best weapon in the game, as it has a high magazine capacity (4 baseline, I rolled one with 7), high damage, guaranteed fire element, decent AoE radius, and capability of rolling +projectiles.
Its worst parts are its frequent and slow reloading, and short range. This makes it not a great weapon for the boat, which is where this run sort of loses its insane momentum.
Genesis mitigated the frequent reloading by adding a chance for the magazine to add a bullet instead of taking away 3, while Ammo Recoverer and Ammo Belt stopped me running dry on special ammo. I didn't manage to get any insane move speed items like Ostrich Rider this time, but Abnormal Speed was better than nothing.Taking Adrenal Rage by accident at the start turned out to save me on the last fight.
I really shouldn't have died on the 2nd boss, but I was in a false sense of security after just standing in the first beam without taking any damage (there is a weird interaction with some damage events and Lightless Shield, where it will not deplete the stacks of Lightless Shield yet nullify an attack).
I know I paused for about 2 seconds, but its likely that IGT becomes the standard, in which case it doesn't matter; if not, then I threw two seconds to answer a DM. No regrets.
This is still nothing compared to the run I choked with Deft Hands and a rocket launcher with +2 projectiles, but it's still a good run.
The best way to sum up the dichotomy between the two current characters is that the cat is a lot easier to get a smooth run, but his potential isn't as great as the dog's. Meanwhile the dog will regularly be forced to reset because a build just isn't working at all, but the potential for his builds completely shits on the cat. I have never had a cat run come anywhere close to this and I've played him way more often.
Many of Ao Bai's ascensions give him a lot of damage and some ammo penalties in exchange for them, so when you remove the latter you have a character that can M1+W the entire game to death. It's also possible that he doesn't even need to enter a single vault, because the Peddler and red chests can suffice as supplements to the insane power that his ascensions grant.
Very early Ostrich Rider solved my mobility issues, and a stage 4 Deft Hands ensured my run had sub 20 potential.
In case it's not obvious, time is not passing while the comic zoom-in gags are playing.
I forgot to split after Anxi Desert 1 so I skipped both stage 1 and 2's splits.
(this isn't sponsored, it's just a good game)
This was done live on stream at twitch.tv/helvian - hence the less than desirable volume balancing. Nothing has been edited in other than the fade at the end. All the music was requested on stream.
There's no real 'leaderboard' as such so I'm not putting "world record" in the title, but this is my fastest run to date on the hardest mode.
This game is still very new and will likely become longer with more stages being added, so there's little reason in grinding this for too long.
I really like this game though, and hope it does have a flourishing speedrun scene when it's done.
As for the run itself, I made plenty of errors that boiled down to being too stingy with grenades, to not reading the weapon inscriptions well enough. However, the biggest decider of the run are the scrolls I get during it, and the ascensions I am given.
This run could only happen due to Elemental Weave, which I think is the best scroll in the game. It gives you a 100% chance to inflict a weapon's elemental debuff after switching to a weapon; debuffs being the most powerful thing the player has. The Crown Prince also has permanent access to corrosion through is grenades, so he can always match either fire or shock with corrosion; or BOTH, in this case. This ends up with enemies that are mind controlled, have 9 stacks of a poison debuff, and are constantly exploding.
This game is available on Steam for $12, and it's well worth the price; it will only become more worth the price as time goes on, so invest now.
You have no rings
You have 1 life
You have no continues
Every ring has been removed from the game (even from special stages)
Every non-gold shield monitor has been removed from the game
Extra life monitors now play a buzzer sound instead of giving you an extra life
You cannot save your progress
In summary, one hit and you die. There are several moments that are down to dumb luck and force you to play like a pussy, including but not limited to:
Greenflower 3
Deep Sea 3
Arid Canyon 3
Egg Rock 1 (up-down laser room)
Egg Rock 2 (chiefly the laser grid at the start, then every other set of up-down lasers)
Black Core 2
Black Core 3 (the lock-on attack requires you to either hide behind the small pillars on the arena, OR hide below the ground; the glass does not protect you from it)
I was meant to participate in an ultimate mode RACE after this happened, where none of us completed a run then. This didn't apply retroactively.
Theoretically you could possibly only be like 20 seconds behind an any% time due to not having any damage boosts to do, but nerves will keep you in check
13:47 - best fang fight in a run so far (though my best is 27 seconds in ILs)
22:18 - the sloppiest, most needlessly tense final fight i've ever done
A mid-23 is probably pretty easy, but getting a 22 minute run would prove nearly impossible right now (and may very well become impossible next patch).
hi twitch :)
the direct-to-video sequel finally hits the bargain bin!!
the first video honestly should have been 90 minutes long, i could have covered all of this shit last time
but i didn't so you get to accuse me of capitalising on the success of the first one
sorry 2D i spelled your name wrong forgive me
Launching
0
why i hate paladins 2 delayed because of delay and a general sense of "why the fuck am i bothering anymore"
if evie's blink worked like this the world would be on fire, but nobody cares because its dredge and he has 8 players
what was wrong with copying kinessa's teleporter behaviour?? (EDIT: teleporter goes behind walls so thats what's wrong but still evie blink is probably the thing to copy here)
the music is youtube.com/watch?v=s3np0UONiTs
only available in 720p30 because it was ripped from my stream
2:51 is possible with a perfect run, which honestly shouldn't even be that hard
FEATURING: twitch.tv/HyugaBB || twitch.tv/rockmonkey || twitch.tv/faenex || twitch.tv/z1unknown || youtube.com/channel/UC37-jxqKQBwPvcxA12Gl77Q (Vex30) || twitch.tv/simsiloo
the title is in reverse so there's no way the important part of the title gets cut off on any device
the clip where i uninstalled: clips.twitch.tv/CourageousHilariousFlyStrawBeary
the list:
docs.google.com/spreadsheets/d/1FBmI-60On4wuwoD_rv8xChIPIQDgM_URS5gqPl85mww/edit?usp=sharing
FEATURING: twitch.tv/isbittenner | twitch.tv/digedog | twitch.tv/z1unknown | twitch.tv/redcharley | twitch.tv/aliiedstrong
longer pts cycles
the ban was justified. the handling of it was not. i don't have an airtight defence on how many times i actually used 'ass ass', because it's not all logged. it's essentially a he said/she said catfight. but like someone once said, i will not stand by.
------ RELEVANT LINKS ------
twitch.tv/videos/364310481?t=29m45s – the first time i typed it with no clue what would actually happen
twitch.tv/videos/364310481?t=05h21m48s – the second time i typed it with intent to knock the ying out of the game who had confessed to leaving the game
twitch.tv/videos/364310481?t=33m14s – i typed ASS ASS in a party chat THAT ONLY HAD ME IN IT.
twitch.tv/videos/364310481?t=34m11s – i’m asked to type ASS ASS in /lfg, and i decline, i wonder why
twitch.tv/videos/364310481?t=03h28m32s – a makoa who was crashed twice by the glitch asks why he is being whispered “ass ass”, and types it out by accident
MULTIPLE TIMES ON STREAM I TELL THE STREAM TO REFRAIN FROM SENDING THESE MESSAGES. 35:00 41:30 1:35:30 2:00:15 2:02:20 2:57:00
MULTIPLE TIMES ON STREAM I TELL MY OWN TEAM TO TURN OFF PROFANITY FILTERS OR ACTIVATE DND. 39:00 43:38 45:40 47:25 48:00 59:35 1:24:13 2:21:00 3:22:50 3:26:10 4:48:40
the websites i browsed about the GDPR:
en.wikipedia.org/wiki/General_Data_Protection_Regulation
law.stackexchange.com/questions/27096/are-chat-logs-against-the-new-european-gdpr
reddit.com/r/heroesofthestorm/comments/8m32j9/can_i_use_gdpr_to_request_blizzard_to_delete_all
and the fact that i've already had an NA company (WarpPortal) exile all its EU users (including me) because it couldn't comply with the GDPR and decided that was the easier option
no unholy words in the comments please
i wonder how many of you will get mad because the next episode is still going to be called episode 4 despite it being episode 5
👏you👏cant👏make👏this👏shit👏up👏
svastika125 did nothing wrong
FEATURING: twitch.tv/isbittenner | twitch.tv/digedog
with some help from yMleczny for providing one of the clips
remove midair inaccuracy from grover
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FEATURING twitch.tv/digedog | twitch.tv/isbittenner
yes i reported the khan bug already twitter.com/LeHelvian/status/1075745195927449602
don't forget to follow the stream :)
twitch.tv/helvian
twitch.tv/helvian
the premise of the series: a compilation of bugs. this is basically a clip dump to free up hard drive space while also getting some content out of it
i should not be uploading this series frequently at all, in fact the frequency of this series is directly proportional to the level of disrepair paladins is in so you better hope it's infrequent
it's also kind of sad that hi-rez are glorifying the process of bug fixing; a process that is expected from every single software developer in the world, but it's got huge fucking meme value and i better just be glad that they're even trying at all :)
this is the video that i was asked to make. i have been told that this is the style of video that is better for discussion.
this is the description for this video titled "an unopinionated, 100% objective, emotion-free, zero vitriol, paladins: champions of the realm video"
this video, an unopinionated, 100% objective, emotion-free, zero vitriol, paladins: champions of the realm video, is an unopinionated, 100% objective, emotion-free, zero vitriol, paladins: champions of the realm video.
this is a list of people that helped me create this video and deserve thanks for their efforts:
cosmicdante
jadavantes
eakam01
ymlecznyy
hyugabb
sodiniss
jollesnitzel
pato8855
thranduil91
d3lgado
marcbr7
adminmandem
mdragonn
starzeiser
gutacipla
brinxu
mystictouch
mrbulletsponge
grohkbottom
it is possible that i missed some names. it is also possible that i did not miss any names.
uh oh drama alert
here's a pastebin explaining my viable talent chart:
pastebin.com/LvegUcgJ
the clip at around 20:00 got fucked up in rendering just try not to look at the hud
this is not meant to be an eloquent, formal review of paladins as is the popular review format of today. rather, i'm trying to emulate my favourite angry reviewers from the past, with their prosaic and casual style of review: the likes of AVGN, spoony (when he actually made content), and the amazing atheist's style of ranting. i just prefer their style, and it works for me. if you want something more refined, go watch shammy's video.
------
featuring:
twitch.tv/z1unknown
twitch.tv/hyugabb
twitter.com/HiRezPrettyHair
rinnji's concert hall and all the people there (found on maplestory 2 NA east server)
i forgot to add some names at the end so ALSO thanks to these people for helping me get footage:
hentaihoney
vepeixoto
iamannoying
vortex456
ph0nk
bunteseinhorn
Ωsnap
------
this is a video where i explain why i hate this game in the neatest format i could manage, in the most formal way i could manage (so not at all). i haven't had to construct an argument this carefully since i did my english a-levels
i welcome discussion in the comments, but these opinions were formed over 1500-1800 hours of paladins and i am hard to dissuade at this point
at the same time, these comments are not meant to be a circlejerk
5 chuck e. cheese tokens to anyone who can count the number of times i say 'fuck' :)
twitch.tv/z1unknown
twitch.tv/redcharley
there's a good chance this gets taken down by the v-word, so i have another version ready to upload with your good friend the anti-copyright X as seen in one of my other videos
it's spelled sneak peek, by the way. it's with two e's. it's not peak.
a sneak peek is an early preview of something.
a sneak peak is a mountain in stealth.
too bad the mountain would be permanently revealed by dredge and strix AM I RIGHT? JAJAJAJAJAJAJA
THIS GAME HAS NOT BEEN FUN UNTIL THE RELEASE OF DREDGE, THE MOST FUN CHAMPION IN THE GAME, AND THE MOST FUN FICTIONAL CHARACTER OF ALL TIME
REMEMBER TO HAVE FUN R)
www.twitch.tv/helvian
Music: Alestorm - Drink
youtube.com/watch?v=HygpMTaUJtc
plus some guy just released the repro of the evie blink bug... (youtube.com/watch?v=tpS2cFn2sbs)
I GUESS SCORCHED EARTH IS IN EFFECT, LET ME CHIP IN, AT ANY PRICE
AND IF YOU THINK ROOFS ARE GAME BREAKING, THEN YOU SHOULD STOP EATING AT SUPER WEENIE HUT JR'S
i see you commenters under the 1-tip video and there are some hilarious specimens that deserve their own roasting for completely missing the point of a 1-tip video aimed at the general public and not at people who play for up to a $12 prize
twitch.tv/helvian
youtube.com/channel/UC9fh15yUcGAr8iUfQaoRRpQ
I DID EVERYTHING I CAN TO FIGHT OFF THE COPYRIGHT MONSTERS
i love being kicked in the back of the head after being hit by combustible even after its over
i love hearing when the enemy (wickerman) damba keeps missing his heal
i love hearing the enemy drogoz across the map when he can't hear his own fucking jetpack
i also could have put in makoa's ancient rage swing because that sound effect is currently louder than any bass boosted song i have ever made or listened to
yes these are bot matches because i'm not so stupid to abuse an infinite ammo bug in a real game
I SHOULD CLARIFY, THERE ARE NO THIRD PARTY PROGRAMS IN USE TO ACHIEVE THIS. THIS WAS ACHIEVED PURELY THROUGH THE GAME'S MEANS.
now rooftops and vining on invisible walls? that's fair game :)
My assessment of the game mode from PTS and Live experience:
1. The ball's hitbox sometimes does not exist, causing you to sail straight through it
2. You can score a goal in the first 20 seconds (my best is 12 seconds) and the enemy can't do anything about it. I have ended games within 90 seconds. As such, you spend almost 5 minutes queuing and waiting in champ select to play a 2-3 minute game.
3. The map is surrounded by invisible walls and an invisible ceiling, that you can vine off of. To my knowledge, no other map in the game is surrounded by a glass box like this.
3b. As a side effect, the tactic of throwing the ball out of bounds to reset it on purpose is impossible, unless...
3c. ...the ball sometimes resets instantly when thrown.
4. Several champions are useless at playing goalkeeper, because the goal is far taller than any champion can jump normally.
5. There is no lockout when receiving/throwing the ball (AS THERE IS IN BOMBING RUN AND IN COD'S UPLINK), causing an awkward "to me, to you" moment between two or more people as they attempt to fire their weapon but keep throwing the ball instead.
6. The ball can duplicate and the game has no fucking clue how to handle the fact that two people have the ball at once.
7. The ball is far too light and can be scored from over halfway across the map (of which is far too small to begin with).
8. This is so trivial to accomplish, I recorded all these clips within an hour. In that hour, I saw at least 5 other people choose Grover on the enemy team with my exact loadout imported.
9. Several audio cues don't play when they should. Other audio cues play over themselves 4 times over.
So, it's a bit shit.


