I managed to improve the low% run to almost sub-6. Sub-6 is definitely possible, but I think I'll take a break from Expendabros. Here's the improved WR:
Got this run today for Any% NG+ and using the new timing method.
New timing is as follows:
RTA doesn't change all that much besides in normal levels (where you get to the helicopter) you split when you touch the ladder. The in-game timer stops there aswell so it is consistent. For bossfights the point would either be once the timer finishes or when the music stops. I think the timer should be alright since the level can't fail at that point. Now for the new part. Loads will be counted out from now on. On this run I had almost 3 minutes. How this works is similar to the splitting. Every time you lose controll on a normal level or once the timer appears for a bossfight. Timing restarts once the screen activates again. Easy as that.
RTA doesn't change all that much besides in normal levels (where you get to the helicopter) you split when you touch the ladder. The in-game timer stops there aswell so it is consistent. For bossfights the point would either be once the timer finishes or when the music stops. I think the timer should be alright since the level can't fail at that point. Now for the new part. Loads will be counted out from now on. On this run I had almost 3 minutes. How this works is similar to the splitting. Every time you lose controll on a normal level or once the timer appears for a bossfight. Timing restarts once the screen activates again. Easy as that.
I don't understand why you use the timer finishing for bosses but not for normal missions. I've always split after the timer stops shaking (this is where you enter the actual loading point). It's consistent for EVERY mission
In addition, just because you've 'lost control' by jumping on the ladder doesn't mean it's part of the loading times (you wouldn't take out cut scenes in the middle of a game). You actually don't lose control because you still have spam keys to make the timer skip to the end of it's thing, instead of waiting for it to manually count up.
Thanks for the input. 12:15 is still a lot of loading time for such a short run. It was my mistake not thinking about the inputs you do for the timer to stop counting. So that point remains the same.
Seven maps got added to both normal and arcade mode. So all times are invalid again. As for me I'll stop timing runs from now on until full release. I'm only doing routing and setups until then. So here we go with a ledge grab setup.
Not to be a party pooper but in the mission with rambo, you can along the outside of the top portion instead of climbing the extra ladder, then shoot through the wall to get in.. timestamp at around 23 seconds. Also why not use neo's punch on the final part of the flying fortress instead of his down-special?
The flying fortress boosters instant kill. Also I couldn't stick to it when it was moving upwards for some reason. Rambo strat isn't reliable for me yet.
Because it's not released yet. It's still in beta/early access. With more levels being added every few months times will just become meaningless until there's a full release version.
Also as you might have noticed the game doesn't end after the alien fight. That's another issue.