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These are IL runs on hard difficulty.
Verifier Responses
Decision: Accept
Reason: These are some well planned/executed ILs
Congratulations to 'Sinochek!'
These are IL runs on hard difficulty.
Verifier Responses
Quote:
In terms of timing, I figured it would be easiest to count it from the mission title display to the time the screen displays the last objective as completed (or the trigger for the mission to be complete in missions 5 and 11). I actually don’t know how to calculate exact frame lengths of videos. Sorry if that hurts the timing side of things, I’ll be more than happy to correct if necessary.
No audio or video complaints anywhere, apart from a minor amount of slowdown, although I couldn’t stop that from happening on my copy (admittedly my laptop is not very powerful...). Although I didn’t know that you couldn’t cancel the autosave feature. That must have got annoying... HP levels seem to check out as well as far as I can tell, although the runner certainly does not make it LOOK like hard mode!
Mission 1. (Title appears 00:01, last objective complete 06:16. Length: 06:15)
Excellent use of shortcut keys. I had no idea the FC was so good at tanking on the first levels, and in fact even later! In addition, I like how precisely your power needs were calculated so that you could destroy the plasma generator so conveniently. I find it amazing how little of the map you actually need to visit. If it was me running this game, I would have stacked improvements rather than waiting until the runner had enough requisition to manually add more attackers, although that is a matter of style as it wouldn’t have saved any time. Very quick
Mission 2 (Title appears 00:01, last objective complete 16:39. Length: 16:38)
Great skip at the start, basically ‘failing’ the stealth part. Teleporting Force Commanders are very cool! Again taking a direct line through the map, upgrading the necessary weapons as enough requisition becomes available until the army is able to split in two and rocket several buildings with no fear of retaliation. Shame he couldn’t get all four of the rockets firing at that range, but pretty cool nonetheless, and worked very well with the probe.
Mission 3 (Title appears 00:01, last objective complete 05:47. Length 05:46)
I always found this mission annoying, as like the runner says in the notes, even if you finish the machine cult, you can’t really do anything with it until you spend ages getting more requisition. It had never occurred to me simply to delete it for resources, which was very effective. For some reason the FC declares the machine cult operational just after it is deleted. Bad timing on his part I guess... Very impressive display of not getting the Dreadnought shot at and enabling it to do a LOT of damage throughout this mission.
Mission 4 (Title appears 00:02, last objective complete 20:32. Length 20:30)
Seems much longer than the other missions... then you watch it and wonder how it was done so quickly. Battle against squiggoth was especially good (read: fast), and here we get a show of the extreme levels of multitasking involved. I did wonder if the runner needed to wait quite so long before engaging the squiggoth, although those numbers are very handy in quickly stomping the final base to the ground, plus the looted tanks did NOT go down easily, even with those numbers!
Mission 5 (Title appears 00:02, last gate destroyed 11:31. Length 11:29)
Soloing the heroes for the first part, which I didn’t realise was possible, ignoring the ‘need’ to move about in transports was nice. Also, very clever trick towards the end of ignoring a gate to allow troops to attack the next ones without being constantly bombarded with reinforcements! Very good use of what I presume to be a combination of excellent ability use and persistent luck manipulation here. For some reason destroying the gate isn’t considered an objective, so I took the time the gate was destroyed.
Mission 6 (Title appears 00:02, last objective complete 17:31. Length 17:29)
Here we see the otherwise useless scouts put to use taking strategic points while the rest of the army fights the Eldar. Assault Marines also put to very good use here, showing off how fast they can be when jumping. The level is a little boring, but that’s by far more about the level itself than the run.
Mission 7 (Title appears 00:02, last objective complete 8:16. Length 8:14)
Again making great use of the ability to delete buildings for fun and profit, and for healing/teleporting heroes. Excellent Avatar fight, which certainly beats watching nothing happen, which would have taken just as long with none of the entertainment!
Mission 8 (Title appears 00:02, last traitor dies 6:32. Total time 6:30)
Just beautiful. Wonderful tactically. Turns out, all that needs to be done is to bust the doors open, and it does not say from which side they should be opened Very nice work taking advantage of this. Meat shielding was very good, although that stray Land speeder presumably cost some time there. However, still extremely quick overall. Nice work!
Mission 9 (Title appears 00:02, last objective complete 15:38. Total time 15:36)
Taking relics while the Chaos temples stand is a great way to lose the relics to infinite chaos forces in my experience. Although you don’t need to wipe out the temples for an objective, you won’t hold the relics without a ridiculous amount of reinforcements otherwise. Again, this shows a great execution of tactics and pays off by not having the runner’s relics overrun during the countdown.
Mission 10 (Title appears 00:02, last objective complete 16:21. Total time 16:19)
OK, given that the objective of this mission is to wipe out ALL Chaos units (with a couple of exceptions) it shouldn’t be possible to do that this quickly. Moreover, exacting revenge against the librarian is never as fun as it sounds... I’m not sure how it was possible to get away with taking so little resistance towards the middle of the cleanup process, but well done for that! Small mistake losing the squad towards the end, but still a great time, and a good bloodthirster battle too.
Mission 11 (Title appears 00:02, Prince dead at 4:21. Total time 4:19)
A fantastically anti-climactic way to kill the prince. Get an army, lure him within rocket range and wait for him to fail to do anything devastating with extremely slow attacks. Very nicely ripped apart by the runner. RIP Dreadnought, for your sacrifice was essential to the runner’s strategy and the mission worked out very well for it!
Verdict; accepted
Reasons: Because I detected no cheating or major quality issues, because the level of strategic understanding of what was required was very detailed (both in terms of completing objectives and what you needed to destroy to complete those objectives the fastest), and because so many neat tricks were used to great effect (the main ones that spring to mind as I’m writing this are the tanking and teleporting of heroes, deleting buildings for the resources and the well-utilised jumps from land speeders (esp. in mission 8) and assault marines. Also, it was very fast.
Final Total Time: 2:09:05
No audio or video complaints anywhere, apart from a minor amount of slowdown, although I couldn’t stop that from happening on my copy (admittedly my laptop is not very powerful...). Although I didn’t know that you couldn’t cancel the autosave feature. That must have got annoying... HP levels seem to check out as well as far as I can tell, although the runner certainly does not make it LOOK like hard mode!
Mission 1. (Title appears 00:01, last objective complete 06:16. Length: 06:15)
Excellent use of shortcut keys. I had no idea the FC was so good at tanking on the first levels, and in fact even later! In addition, I like how precisely your power needs were calculated so that you could destroy the plasma generator so conveniently. I find it amazing how little of the map you actually need to visit. If it was me running this game, I would have stacked improvements rather than waiting until the runner had enough requisition to manually add more attackers, although that is a matter of style as it wouldn’t have saved any time. Very quick
Mission 2 (Title appears 00:01, last objective complete 16:39. Length: 16:38)
Great skip at the start, basically ‘failing’ the stealth part. Teleporting Force Commanders are very cool! Again taking a direct line through the map, upgrading the necessary weapons as enough requisition becomes available until the army is able to split in two and rocket several buildings with no fear of retaliation. Shame he couldn’t get all four of the rockets firing at that range, but pretty cool nonetheless, and worked very well with the probe.
Mission 3 (Title appears 00:01, last objective complete 05:47. Length 05:46)
I always found this mission annoying, as like the runner says in the notes, even if you finish the machine cult, you can’t really do anything with it until you spend ages getting more requisition. It had never occurred to me simply to delete it for resources, which was very effective. For some reason the FC declares the machine cult operational just after it is deleted. Bad timing on his part I guess... Very impressive display of not getting the Dreadnought shot at and enabling it to do a LOT of damage throughout this mission.
Mission 4 (Title appears 00:02, last objective complete 20:32. Length 20:30)
Seems much longer than the other missions... then you watch it and wonder how it was done so quickly. Battle against squiggoth was especially good (read: fast), and here we get a show of the extreme levels of multitasking involved. I did wonder if the runner needed to wait quite so long before engaging the squiggoth, although those numbers are very handy in quickly stomping the final base to the ground, plus the looted tanks did NOT go down easily, even with those numbers!
Mission 5 (Title appears 00:02, last gate destroyed 11:31. Length 11:29)
Soloing the heroes for the first part, which I didn’t realise was possible, ignoring the ‘need’ to move about in transports was nice. Also, very clever trick towards the end of ignoring a gate to allow troops to attack the next ones without being constantly bombarded with reinforcements! Very good use of what I presume to be a combination of excellent ability use and persistent luck manipulation here. For some reason destroying the gate isn’t considered an objective, so I took the time the gate was destroyed.
Mission 6 (Title appears 00:02, last objective complete 17:31. Length 17:29)
Here we see the otherwise useless scouts put to use taking strategic points while the rest of the army fights the Eldar. Assault Marines also put to very good use here, showing off how fast they can be when jumping. The level is a little boring, but that’s by far more about the level itself than the run.
Mission 7 (Title appears 00:02, last objective complete 8:16. Length 8:14)
Again making great use of the ability to delete buildings for fun and profit, and for healing/teleporting heroes. Excellent Avatar fight, which certainly beats watching nothing happen, which would have taken just as long with none of the entertainment!
Mission 8 (Title appears 00:02, last traitor dies 6:32. Total time 6:30)
Just beautiful. Wonderful tactically. Turns out, all that needs to be done is to bust the doors open, and it does not say from which side they should be opened Very nice work taking advantage of this. Meat shielding was very good, although that stray Land speeder presumably cost some time there. However, still extremely quick overall. Nice work!
Mission 9 (Title appears 00:02, last objective complete 15:38. Total time 15:36)
Taking relics while the Chaos temples stand is a great way to lose the relics to infinite chaos forces in my experience. Although you don’t need to wipe out the temples for an objective, you won’t hold the relics without a ridiculous amount of reinforcements otherwise. Again, this shows a great execution of tactics and pays off by not having the runner’s relics overrun during the countdown.
Mission 10 (Title appears 00:02, last objective complete 16:21. Total time 16:19)
OK, given that the objective of this mission is to wipe out ALL Chaos units (with a couple of exceptions) it shouldn’t be possible to do that this quickly. Moreover, exacting revenge against the librarian is never as fun as it sounds... I’m not sure how it was possible to get away with taking so little resistance towards the middle of the cleanup process, but well done for that! Small mistake losing the squad towards the end, but still a great time, and a good bloodthirster battle too.
Mission 11 (Title appears 00:02, Prince dead at 4:21. Total time 4:19)
A fantastically anti-climactic way to kill the prince. Get an army, lure him within rocket range and wait for him to fail to do anything devastating with extremely slow attacks. Very nicely ripped apart by the runner. RIP Dreadnought, for your sacrifice was essential to the runner’s strategy and the mission worked out very well for it!
Verdict; accepted
Reasons: Because I detected no cheating or major quality issues, because the level of strategic understanding of what was required was very detailed (both in terms of completing objectives and what you needed to destroy to complete those objectives the fastest), and because so many neat tricks were used to great effect (the main ones that spring to mind as I’m writing this are the tanking and teleporting of heroes, deleting buildings for the resources and the well-utilised jumps from land speeders (esp. in mission 8) and assault marines. Also, it was very fast.
Final Total Time: 2:09:05
Quote:
I watched them, quality is good, didn't notice anything that seemed out of place and I saw some nice strats. The verifier above pretty much covered everything so I'd just be repeating it for no reason.
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Don't really have much to add. Strategies were excellent, micro was good, missions were fast, speedruns were accepted.
Quote:
I thought since I took so long, I'd do more than just agree with Verifier 1
Mission 1: Nothing out of the ordinary
Mission 2: Start could have gone a little better, got into melee a few times, and seems like a few lost seconds due to micro. Don't you hate autosaves? Not sure why runner takes until 7 minutes in to start using control groups. ~9:10 unlucky auto into melee, lost some heavy bolter fire time. Unspent REQ could be used on reinforcing the tac squads. The planning and strategy is fine, but possibly a minute or so could be taken off the time due to idle units or having unspent resources
Mission 3: Very nice control. Still not sure why there is no auto-reinforce. Not much else to be said about this mission.
Mission 4: Good idea jumping past and capping the points, minimises losses.
Mission 5: Well executed, again not much to say
Mission 6: Good strategy, idle servitors could have been used to accompany dread though, not seeing why it had to die.
Mission 7: Some of the focus on the commanders wasn't needed, and a few jumps could have been avoided, move and shoot works fine.
Mission 8: No mistakes, few micro slip ups, nothing that cost any real time.
Mission 9: All went smoothly.
Mission 10: The commander movement seems a bit odd, not much else worth mentioning apart from the runner comments. Towards the end, a TSM squad could have helped, resouces were there, as was the time.
Mission 11: Thought aggro on Sindri could have gone a bit better, but mostly unlucky. Lost maybe 10 seconds.
I'd accept.
Mission 1: Nothing out of the ordinary
Mission 2: Start could have gone a little better, got into melee a few times, and seems like a few lost seconds due to micro. Don't you hate autosaves? Not sure why runner takes until 7 minutes in to start using control groups. ~9:10 unlucky auto into melee, lost some heavy bolter fire time. Unspent REQ could be used on reinforcing the tac squads. The planning and strategy is fine, but possibly a minute or so could be taken off the time due to idle units or having unspent resources
Mission 3: Very nice control. Still not sure why there is no auto-reinforce. Not much else to be said about this mission.
Mission 4: Good idea jumping past and capping the points, minimises losses.
Mission 5: Well executed, again not much to say
Mission 6: Good strategy, idle servitors could have been used to accompany dread though, not seeing why it had to die.
Mission 7: Some of the focus on the commanders wasn't needed, and a few jumps could have been avoided, move and shoot works fine.
Mission 8: No mistakes, few micro slip ups, nothing that cost any real time.
Mission 9: All went smoothly.
Mission 10: The commander movement seems a bit odd, not much else worth mentioning apart from the runner comments. Towards the end, a TSM squad could have helped, resouces were there, as was the time.
Mission 11: Thought aggro on Sindri could have gone a bit better, but mostly unlucky. Lost maybe 10 seconds.
I'd accept.
Decision: Accept
Reason: These are some well planned/executed ILs
Congratulations to 'Sinochek!'
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