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Raze is a 3rd person 2D shooter flash game that is a few years old. I've recently been playing it a lot in hopes of trying a segmented speedrun of it. Here is a link to the game for those of you who are interested in trying this: http://armorgames.com/play/5395
I've measured single segment runs from the end of the 3 second countdown when you gain control of the character in the 1st mission to when you deal the final shot to the level 15 alien boss.
I've already found a couple bugs/glitchs, and the AI is fairly predictable once you have played on each of the maps a few times. I've listed below some of the bugs or odd things.
I have no clue how you would go about testing this but if someone with more knowledge on how to do this could I would greatly appreciate it. I'm curious if any of the skins have different hitboxes so we could find out what the most optimal setup is, or if there is a default hitbox size for the character. (This is what i'm guessing.)
I don't know how to verify runs, so I'll probably just be using my times for benchmarks as i'm pretty new to SDA, if someone could direct me to where I could find out some more information on this I would greatly appreciate it.
I've mostly been practicing 3v3 25 life TDM with all weapons, I've gotten to 10:1 K/D, with 35% acc and about 20% of my kills come from headshots. Gonna start trying to do some segments now, so I'll update this post with my results. Overall I think the run is pretty straightforward. The only issue I see in SS is that most of the missions on Disposal especially the ones later on in the Alien campaign can be really RNG dependent.
Weapon Breakdown -
~
Single Segment run of the Human Campaign record is: 30:42 (Aiming for 25-28 minutes. Current run has like 15~ deaths in it.)
Edit:
Human Campaign Individual Mission Record Times (In game clock used.) (23:07current total; Aiming for sub 20.)
Suggested Times to aim for in SS runs:
I've measured single segment runs from the end of the 3 second countdown when you gain control of the character in the 1st mission to when you deal the final shot to the level 15 alien boss.
I've already found a couple bugs/glitchs, and the AI is fairly predictable once you have played on each of the maps a few times. I've listed below some of the bugs or odd things.
-Occasionally a gun will "jam". This occurs when you swap the weapon out while it is reloading. You can fix this bug by either reloading a different weapon, trying to fire any number of bullets from it (You have to actually be able to fire one to fix it.) and then reloading that weapon, or dying. I believe this happens because the game assumes that the gun has been reloaded and so it thinks the gun is full and so it refuses to allow you to reload.
-There are some walls in the game that you can shoot through if you press right up against them, some of the most notable examples of these are: the sides of the walls on Plant, the ceiling of the lower room on the left side of Stranded, and most of the walls on Disposal.
-The human boss (Level 15) will sometimes never actually fire at you, i'm not sure how to force this to happen or what causes it.
-A minor bug, but it bothers me. If you turn off the music, and go to change something on profile/view something else from the menu, when you go back to play the music will be back on. (I like to play with the music off and the Sound Effects on so that I can hear the shots.)
- In the small center building on Abandonment if you stand directly pressed against the left wall and face left you can fire a Rocket Launcher through the wall even though you can't do this with other guns. (I think this is because of the height of the wall and the way that the character holds the Rocket Launcher. There are also several other instances in the game where you can shoot a gun through a thin wall by pressing against it, but for some reason the left wall there can only be shot through with the RL. There is also a related bug that is bad. If you are jumping and you bump against a wall (I've noticed this happens more often in corners especially.) and fire a gun that does splash, rather than travelling away from you in whatever direction you fired it, it stops and splashes you.
- Some of the jump boosters act very weird sometimes, especially when you double jump right before/right after you trigger one.
-There are some walls in the game that you can shoot through if you press right up against them, some of the most notable examples of these are: the sides of the walls on Plant, the ceiling of the lower room on the left side of Stranded, and most of the walls on Disposal.
-The human boss (Level 15) will sometimes never actually fire at you, i'm not sure how to force this to happen or what causes it.
-A minor bug, but it bothers me. If you turn off the music, and go to change something on profile/view something else from the menu, when you go back to play the music will be back on. (I like to play with the music off and the Sound Effects on so that I can hear the shots.)
- In the small center building on Abandonment if you stand directly pressed against the left wall and face left you can fire a Rocket Launcher through the wall even though you can't do this with other guns. (I think this is because of the height of the wall and the way that the character holds the Rocket Launcher. There are also several other instances in the game where you can shoot a gun through a thin wall by pressing against it, but for some reason the left wall there can only be shot through with the RL. There is also a related bug that is bad. If you are jumping and you bump against a wall (I've noticed this happens more often in corners especially.) and fire a gun that does splash, rather than travelling away from you in whatever direction you fired it, it stops and splashes you.
- Some of the jump boosters act very weird sometimes, especially when you double jump right before/right after you trigger one.
I have no clue how you would go about testing this but if someone with more knowledge on how to do this could I would greatly appreciate it. I'm curious if any of the skins have different hitboxes so we could find out what the most optimal setup is, or if there is a default hitbox size for the character. (This is what i'm guessing.)
I don't know how to verify runs, so I'll probably just be using my times for benchmarks as i'm pretty new to SDA, if someone could direct me to where I could find out some more information on this I would greatly appreciate it.
I've mostly been practicing 3v3 25 life TDM with all weapons, I've gotten to 10:1 K/D, with 35% acc and about 20% of my kills come from headshots. Gonna start trying to do some segments now, so I'll update this post with my results. Overall I think the run is pretty straightforward. The only issue I see in SS is that most of the missions on Disposal especially the ones later on in the Alien campaign can be really RNG dependent.
Weapon Breakdown -
Pistol: Really bad asides from fixing the gun jam and possible firing once to save ammo.
Bio Uzi: Also really bad, slightly better than pistol though. Is affected by gravity.
Assault Rifle: It's better than the pistol/bio uzi, but it's nothing special.
Zapper: Really good for clearing out tightly packed groups of enemies but makes you really susceptible to damage because it's near impossible to try evading while using it.
Shotgun: Best close range weapon. Probably 2nd or 3rd best weapon overall.
Sniper: Best longrange weapon, high firerate and decent clip size. Definately the best weapon if you can headshot consistantly, and probably the 2-4th best even if you can't.
Chaingun: Same story as Assault Rifle, good at taking out groups/high hp targets to an extent too.
Railgun: Good gun, has piercing so can rack up fast multi-kills especially in missions on Base and Disposal. Also is a good replacement for the Sniper on missions where it isn't available. In the early missions this is one of the best guns to rack up easy multikills, but its reload time is usually too high to ever be reloaded, so you need to be especially careful to not waste ammo.
Sticky Grenade Launcher: Most damage/clip effective weapon, also does splash damage, so if the AI stacks up in the lower part of Disposal or Plant, it can give you easy multikills. Also good at taking out high hp targets. Its heavily affected by gravity.
Rocket Launcher: Probably the best weapon in the game (Depending on how good you are worth the sniper.), should always net you 3/+ kills per clip on missions with enemies with normal hp. Slightly affected by gravity.
Overall, you preferably you want to use the Zapper/Shotgun at close range, and the Sniper/Rocket Launcher at medium or farther (Or the Railgun on maps where that is impossible.)
Bio Uzi: Also really bad, slightly better than pistol though. Is affected by gravity.
Assault Rifle: It's better than the pistol/bio uzi, but it's nothing special.
Zapper: Really good for clearing out tightly packed groups of enemies but makes you really susceptible to damage because it's near impossible to try evading while using it.
Shotgun: Best close range weapon. Probably 2nd or 3rd best weapon overall.
Sniper: Best longrange weapon, high firerate and decent clip size. Definately the best weapon if you can headshot consistantly, and probably the 2-4th best even if you can't.
Chaingun: Same story as Assault Rifle, good at taking out groups/high hp targets to an extent too.
Railgun: Good gun, has piercing so can rack up fast multi-kills especially in missions on Base and Disposal. Also is a good replacement for the Sniper on missions where it isn't available. In the early missions this is one of the best guns to rack up easy multikills, but its reload time is usually too high to ever be reloaded, so you need to be especially careful to not waste ammo.
Sticky Grenade Launcher: Most damage/clip effective weapon, also does splash damage, so if the AI stacks up in the lower part of Disposal or Plant, it can give you easy multikills. Also good at taking out high hp targets. Its heavily affected by gravity.
Rocket Launcher: Probably the best weapon in the game (Depending on how good you are worth the sniper.), should always net you 3/+ kills per clip on missions with enemies with normal hp. Slightly affected by gravity.
Overall, you preferably you want to use the Zapper/Shotgun at close range, and the Sniper/Rocket Launcher at medium or farther (Or the Railgun on maps where that is impossible.)
~
Single Segment run of the Human Campaign record is: 30:42 (Aiming for 25-28 minutes. Current run has like 15~ deaths in it.)
Edit:
Human Campaign Individual Mission Record Times (In game clock used.) (23:07current total; Aiming for sub 20.)
Training Day: 33 seconds. (I don't think this can be improved on. Takes 12 seconds to get to the final area and the 1st kill and then you have to wait for him to respawn 4 times which takes 21 seconds; TAS MIGHT be able to get 32 seconds here.)
Secure the Facility: 24 seconds. (Could be 1 second faster.)
Defend the Facility: 49 seconds. (Could be 2-3 seconds faster.)
VR Training: 1:05 (10~ seconds faster maybe.)
New Technology: 2:28
ERROR: 2:09
Backup: 1:39
The Undead: 1:03
Clensing: 1:51
The Steal: 2:06
Second Try: 1:56
Third's a Charm: 1:47
Close Encounters: 1:19
Infection: 3:28
Final Battle: 19 seconds. (Pretty sure this is as fast as it can get. I picked up a rocket launcher right from the start, fire 3, pick up double damage, then unload two more clips of rocket launcher into him and he is dead, you pretty much need to reset until you both spawn in the lower area with two rocket launchers relatively near the double damage, in a single segment run, I think 45-50 seconds or faster is a good time to aim for. The powerups are crucial here for a fast kill. One death isnt bad in a SS run, obviously no deaths is optimal.)
Secure the Facility: 24 seconds. (Could be 1 second faster.)
Defend the Facility: 49 seconds. (Could be 2-3 seconds faster.)
VR Training: 1:05 (10~ seconds faster maybe.)
New Technology: 2:28
ERROR: 2:09
Backup: 1:39
The Undead: 1:03
Clensing: 1:51
The Steal: 2:06
Second Try: 1:56
Third's a Charm: 1:47
Close Encounters: 1:19
Infection: 3:28
Final Battle: 19 seconds. (Pretty sure this is as fast as it can get. I picked up a rocket launcher right from the start, fire 3, pick up double damage, then unload two more clips of rocket launcher into him and he is dead, you pretty much need to reset until you both spawn in the lower area with two rocket launchers relatively near the double damage, in a single segment run, I think 45-50 seconds or faster is a good time to aim for. The powerups are crucial here for a fast kill. One death isnt bad in a SS run, obviously no deaths is optimal.)
Suggested Times to aim for in SS runs:
Training Day: 40 seconds or less.
Secure the Facility: 50 seconds or less.
Defend the Facility: 1: 40 or less.
VR Training: 2:00 or less.
New Technology: 4:00 or less.
ERROR: 3:30 or less.
Backup: 3:30 or less.
The Undead:
Clensing:
The Steal:
Second Try:
Third's a Charm:
Close Encounters:
Infection:
Final Battle: 50 seconds or less.
Secure the Facility: 50 seconds or less.
Defend the Facility: 1: 40 or less.
VR Training: 2:00 or less.
New Technology: 4:00 or less.
ERROR: 3:30 or less.
Backup: 3:30 or less.
The Undead:
Clensing:
The Steal:
Second Try:
Third's a Charm:
Close Encounters:
Infection:
Final Battle: 50 seconds or less.
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