That's a good idea for the armory, that should definitely save a second or two if it works out ok.
[edit] just tested it, it works like a charm. However i would make sure you have tek bow equipped before you enter the level as it may be too slow to switch while you're moving in which you'll miss the shot.
For the prisoners: Irc I actually found going for the first makes the purr-lin block me when leaving the second prisoner cage. I don't know perhaps there's some speed difference coming into play here, entering the room faster on PC gives the purr-lin a slightly worse position than N64 perhaps.. ?. It seems to be fairly random what the purr-lin decides to do here anyway. I'd say either kill him with a one shot to the back as you first see him
That's a really good time saver Bismuth, mainly the one that does save significant 7 seconds. Bit annoyed i didn't spot that obvious jump to the portals down there.
Another thing I'm a bit miffed about was not testing this, the dino ride. I've found through tests that it is actually (if performed very well) possible to be as much as 10 seconds faster on foot than taking the dino ride. The only problem is you need a lot of ammo, and weapon of choice is of course the shredder. It seems normal shells work well for one hit kills on some of the turrets but some of the other turrets require one explosive shell to take down in one hit. So providing you get good ammo drops from the death marshes totem this could be a new strategy. I'm not sure how this test would fair under TAS condition as the dino ride could have probably been improved but I still think the 'on foot' strategy will emerge faster. at the cost of a lot of a few shells unfortunately, but there are some pickups in your way, but i'd recommend not getting shells off to the left and right of you next to bridges, as you'll be wasting quite a bit of time it saves going on foot.
I will note this test was done on easy mode where taking loads of damage is fine. I'm not sure how well this strat works on hard. I'm predicting some heavy damage and possibly inevitable death. So I'm rather ironically hoping this strategy is a failure on hard
I just done a little ammo test for this strategy. If you relegate normal shells to turrets which go down in one shot, and explosive shells on turrets which take two normal shells, then you end up with a good ammo remaining by the end of it, which takes into account the explosive pickup before the high bridge which has no time loss picking up.
So as an example starting with 20 shells, and 10 explosive. I was able to finish up with 12 shells, and 7 explosive. The great thing about going on foot is it's actually a lot easier. There's no delay in shooting as auto aim does it all for you so gates drop down for you quickly, where's lining up shots with the dino can be a pain in the ass. I'd urge bismuth to test this strat before taking my word for it, as you might be able to make the dino ride a bit better than I did, but i still think on foot will be faster
[edit] just tested it, it works like a charm. However i would make sure you have tek bow equipped before you enter the level as it may be too slow to switch while you're moving in which you'll miss the shot.
For the prisoners: Irc I actually found going for the first makes the purr-lin block me when leaving the second prisoner cage. I don't know perhaps there's some speed difference coming into play here, entering the room faster on PC gives the purr-lin a slightly worse position than N64 perhaps.. ?. It seems to be fairly random what the purr-lin decides to do here anyway. I'd say either kill him with a one shot to the back as you first see him
That's a really good time saver Bismuth, mainly the one that does save significant 7 seconds. Bit annoyed i didn't spot that obvious jump to the portals down there.
Another thing I'm a bit miffed about was not testing this, the dino ride. I've found through tests that it is actually (if performed very well) possible to be as much as 10 seconds faster on foot than taking the dino ride. The only problem is you need a lot of ammo, and weapon of choice is of course the shredder. It seems normal shells work well for one hit kills on some of the turrets but some of the other turrets require one explosive shell to take down in one hit. So providing you get good ammo drops from the death marshes totem this could be a new strategy. I'm not sure how this test would fair under TAS condition as the dino ride could have probably been improved but I still think the 'on foot' strategy will emerge faster. at the cost of a lot of a few shells unfortunately, but there are some pickups in your way, but i'd recommend not getting shells off to the left and right of you next to bridges, as you'll be wasting quite a bit of time it saves going on foot.
I will note this test was done on easy mode where taking loads of damage is fine. I'm not sure how well this strat works on hard. I'm predicting some heavy damage and possibly inevitable death. So I'm rather ironically hoping this strategy is a failure on hard
I just done a little ammo test for this strategy. If you relegate normal shells to turrets which go down in one shot, and explosive shells on turrets which take two normal shells, then you end up with a good ammo remaining by the end of it, which takes into account the explosive pickup before the high bridge which has no time loss picking up.
So as an example starting with 20 shells, and 10 explosive. I was able to finish up with 12 shells, and 7 explosive. The great thing about going on foot is it's actually a lot easier. There's no delay in shooting as auto aim does it all for you so gates drop down for you quickly, where's lining up shots with the dino can be a pain in the ass. I'd urge bismuth to test this strat before taking my word for it, as you might be able to make the dino ride a bit better than I did, but i still think on foot will be faster