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Wake up and be awesome
The thing is, I run on 360 Tongue I don't know anything about those save files

The grenade launcher strat that Random was talking about is when you protect T-Bone from the militia as he destroys the junkyard. 3 cars come, one of them carrying an enforcer. Simply take out the car, and the enforcer goes out with it. I happen to do that on accident in my casual playthrough
Nah, obviously you kill enforcers with car explosions everywhere else. He was talking of A3M6, which is the fight with Iraq & super enforcer. That fellow seems to live thru 2 IEDs even, at least if not perfect hits. I'm wasting too much time in there trying to dodge him and trying to throw one IED at a time at him (since he evades running over them) so some improved grenade launcher strats definitely would be in order.

It's indeed weird how the acts are decided. That's why I've had trouble even remembering what missions are A3M6 or A2M15 because there would be way more sensible last missions per act. Ending A3 in M5 would've made it one full Pawnee act. Iraq/Bedbug stuff is also weirdly dropped on and off through A2/3, so ending A3 to Iraq's end doesn't make much sense.
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Whoops, thinking of mission 5 Tongue

Anyway, for the enforcer on the roof, what I would do is lure him over an exploding thing, explode it, then shower him with IED's. There's a bunch of them scattered on the rooftop, so you don't need to worry about them. Dealing with Iraq will be interesting though
The save files are located in C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\savegames\ . There should be a folder with 4 files, which are the save files.

The grenade launcher(G106) doesn't seem to do more damage than the IEDs. It takes 2 direct hits to kill a regular enforcer. But the red enforcer on the roof takes about 3-5 hits. However, it destroys regular vehicles in 1 hit. I would use a shotgun to kill Iraq because the grenade launcher doesn't kill him in 1 hit either.
This my have already been shown, but in Act I mission 1 how do you get through the door while Jordi calls you while on console
I'm still puzzled about A1M1 savepoint. As far as I can see, the first autosave happens once you've already hacked Maurice's phone and went thru the door, which would already be into the run. So is there still no way to skip intro when doing timed runs?
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Aderf10: I have the same problem, since I also run on console. I think that's only available for PC, because I know someone who owns the PS4 version, and can't get it to work either.

Ouga: Nope, there's no freaking way to skip that damn intro Angry . Just get used to it
Here is how I do these missions:




Wake up and be awesome
My god Random, those strats are beautiful. The mission 12 strats though seem waaay to risky for single segment runs. Twice you come very close to death and both times just so happen to be right next to an enforcer Cry . The first enforcer seems alright but the second just seems to risky. Maybe take a slightly less enemy heavy approach and go up to the top and then jump down to the cars. Or at least throw something to blind the enforcer temporarily.

Mission 3 strats on the other hand look great. I love that grenade launcher.

Also, is it just me, or do weapons automatically refill to max ammo whenever you reload last autosave. Because earlier today I was messing around with this game and had 130 or so bullets left, but when I died, I respawed with 360 bullets in my 416. Does this happen with everyone? I'm not sure where we would use this, but it might be worth looking into

Just a few things I guess I should talk about. I forgot which missions are which, but both happen in Act 3
For the mission where you go into Blume's place, I say it's faster just to take out everyone silently. If your caught, it's an automatic fail. The reason I say it's faster is you have to do a lot of running back and forth for that mission between buildings, and trying to work around enemies is a pain.

For the mission where you help T-Bone escape the junkyard, traps are going to be a BIG part of that mission. Obviously, you can take out the enforcer and other enemies easily by grenading there cars, but the other ground units will be a pain. We need to figure out which traps are best for which enemies. Finally, just in case anyone didn't already know, the things the T-Bone needs to power up or whatever and you need to defend him, the faster you take out the enemies, the faster T-Bone's things finish
Edit history:
King_Flipsta: 2014-06-11 09:22:27 am
I finished a routing Act 1. Here's a playlist:

http://www.youtube.com/playlist?list=PL4qoBrFIYjABG24FeW65i6VRjm10xTTZz

If anything is outdated, tell me and I'll update it.

Edit: Just did a run of act 1, 48:56,16. Timer started at the second part of the intro cutscene (the part after Maurice talks with the guy on the phone) and ended as soon as I evaded the police at the end of mission 9. With current strats sub 50 act 1 is fairly easy.
Edit history:
Ouga: 2014-06-11 07:53:37 am
A2M12 indeed seems slightly rng. There's savepoint for each room though I think? So even dying once trying this on the "room" with most guys (after the big explosion) would still be better than going thru the room killing all or most of the targets. Fast travel strats indeed OP, I didn't consider you could make it to next mission before it's available on that! edit: it didn't feel like dying was very close, except for the very end when you climb on the bike. Guess what? If you die, you respawn right next to bike without any enemies close! So sure you lose that 5-10sec from dying, but at least any other sneaky way getting there probably wouldn't be any faster. Just have to prac route where you don't take any or much dmg in preceding two halls, since you need nearly full health to not die to enforcer that is standing next to the bike.

A3M3 is swaggish with IED. I don't know how much time was saved there, but just using the crappy grenade launcher from A2M15 also makes the mission very fast, even if having to shoot like 4 times.

Noticed ammo refilling too. I guess just dying is enough to get full ammo on everything? Maybe it's related to difficulty, or maybe just happens anytime. I haven't ran out of actual ammo almost ever anyway.

Blume one was A3M4 I think. I've been doing it with silenced pistol too, killing everybody on the "left" side of the building, since you don't really have to go to right side.

Junkyard defense sure needs planning, but it's pretty obvious that the two aoe traps are most you'd want. Basically you want to use those when there's many targets near them, and try to focus manual shooting at the areas not getting hit by the aoe traps. Freestyling gets ok results, but certainly with planning a bit time can def be saved.
Wake up and be awesome
King Flipsta, internet's being shitty as always out here, so I'm only able to see mission 8 and 9 at this point. They both look really good. For mission 8, we MIGHT be able to get a grenade launcher early if we hack the right civilians and don't spend money at the gun store when your supposed to buy the 416(scare the people off). I doubt it, but it just might work

For mission 9, when you reload last autosave, I think that's kind of useless. I have had a guard see me once there before, but what I do is I stick to the left most side of the little wall with the window to where I can hack the guards cameras. Nobody has ever seen me there
I just did my first Act 1 speedrun and I got  1:02:03 and while doing mission 2 in Act I you can go outside and see where the trigger for the hack on the phone
I also did another full run, 6h03. It's prob the sub5 that will be the goal for a decent run, once there's a bit more strats for later acts. Just for reference, 1:01 a1, 3:30 a2 on the 6h03 run, lots of long mistakes still in, lots of wandering about without going straight to next missions etc. I feel like A3+ goes better with casual ways, than A2 though, so there's still probably more time to be saved on A2 than later half. Sub3 after A2 sounds very reasonable (or easy), if sub50 A1 can indeed become consistent with proper strats.

Can we agree that game ends when you shoot Damien? I feel like it's moronic to involve the decision part after first credits into the run. After 5-6hrs so anticlimatic to wait 5mins so that you can press mouse once and only then call it a victory.
The A2M12 strats can be made safer if you find quick ways to avoid detection from those enemies. I should've done that.
They will barely shoot you if they don't notice you.

@Ouga
I watched the VOD of the run and I noticed many things that can be improved. It was a very bad run with many mistakes. This is what I can remember:
Places where you should've used Blackout
A1M7: You got lucky here with the cars, but the blackout strat is very consistent.
A4M2: You should've used Blackout much sooner. The cops will act stupid if you use it.
A4M3: You didn't use it to escape from the fixers.
A4M7: This is another mission where you can use Blackout early to escape from the cops a lot more easily.

And you didn't use the disable helicopter strats for A1M9.

You failed A2M12 a lot. I don't know why you wanted the U100 so badly. It is not necessary to get that weapon. That weapon is good, but you don't really need it.

You didn't know what to do for a lot of missions as well.

I agree that the run should end after you kill Damien. No one should have to wait that long to get to the part where you kill Maurice.

I have another question: When does the timer for the run actually begin at? Does it begin after you skip the first skippable cutscene? Or does it begin when you get to shoot Maurice? Or is it somewhere else? It seems like people start at different places.

There are also more strats that I'm thinking of trying out. I will post some more later if the strats work.
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I seriously think run should be timed like this. Timer starts as soon as Aiden says the line "give me a name" and pulls out the gun, as that marks the first full control of your character. Much like everyone else, timing should stop when you kill Damien, unskippable credits my ass happy

Also, there's a video of the run? TELL ME AND I WILL CRITICIZE IT ALL TO HELL thumbsup
The run is at http://www.twitch.tv/ougaa/b/537476156. I will try to watch some future runs as well.
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I've really only watched like 3 minutes of the run, but something tells me that sub 5 is not imaginary. Clean up the deaths, use all the latest strats, find some cool skips here and there, and you got yourself a great run. Hell, we really haven't even touched Act 4 or 5, and have only tampered with Act 3 just a little. I'll work on getting more runs in later this week
Edit history:
Random_Machine: 2014-06-11 11:45:51 pm
Random_Machine: 2014-06-11 11:45:30 pm
More Act 2 Strats:

You can enter the train at the end there. The problem is that you won't have the car on the train tracks after the cutscene.


Wake up and be awesome
Random, seriously, those are awesome, keep them coming Smiley
Hey guys, i have start this too. I've finished my first Act I run with 1:04:31 with stupid dead. Thanks for the routing & strats that will help.
Just one question : i didn't find someone who run with spam A then D. I'm feeling this is a little bit fast.
That's just a feeling or someone can confirm ?
Edit history:
Ouga: 2014-06-12 10:13:41 am
Ouga: 2014-06-12 09:50:00 am
Yes random, I'm not here to brag with it being good, just showing reference points on how long runs are when they're still in very beginning phase :p I hadn't even CHECKED all the strats from here yet. That's the point of wasting 9min on A2M12 one savepoint - basically practicing it there because wanting to do it right. Ofc one would survive without a weapon. I just dislike IL practice and like streaming, so full runs are my way to learn even while very scrubby.

No worries, I'll keep checking for more OP strats here Wink

Quote from HoboWithaShotgun:
and pulls out the gun, as that marks the first full control of your character.


This is what I've tried to do so far, seems to make the most sense (the first control part).

About the list of mistakes: what's the hurry with blackout on A4M7? It's more of safety measure that might not even be necessary, assuming I drive to graveyard without fast travel. Again no clue about speed differences with faster chance to do fast travel, but if it's not faster, then all you really care about is having A4M8 handed to you before you reach graveyard. You'd likely lose them during tunnel anyway no? But certainly losing them instantly could make train better.
Quote from Ouga:
Yes random, I'm not here to brag with it being good, just showing reference points on how long runs are when they're still in very beginning phase :p I hadn't even CHECKED all the strats from here yet. That's the point of wasting 9min on A2M12 one savepoint - basically practicing it there because wanting to do it right. Ofc one would survive without a weapon. I just dislike IL practice and like streaming, so full runs are my way to learn even while very scrubby.

I wanted you to improve future runs so I pointed out your mistakes. It helps to have a full run at this point, even if it is a bad run. The run gave me some new ideas that I'd like to try out.

Blackouts are very useful for escaping enemies during the night. You can escape within seconds if you do the escape correctly.

However, you might be right with the blackout on A4M7. But that is because I found a potentially better strat for the mission. Disable the helicopter when you are going down the lift. Make sure that you have Improved Disable Helicopter because 15 seconds isn't enough. It should turn into a white circle already when you jump down.
The police on the ground are the only people who you have to avoid. The fast travel should be worth it. I will have a video for this later if it is consistent.

This means that we have more blackouts that we can use for later(A5M1).

Another Improvement:


Strats for the rooftop enemies in A3M6:



I tried to not use the blackout here, but it was very inconsistent. You also do not need to disable the helicopter(forget what I said earlier).
Another thing inconsistent about A4M7 is that bike. It's not always there! On the playthrough where I did saves per missions, it's not there, not on your way, or during escape, not by loading. Guess it's just rng? Luckily it's just time issue, you can do the same strat and just pick a taxi from line and get away in almost the same time. I had similar attempts myself and couldn't come up with blackout-less strat.

A3M6 looks cool. Mobs won't spawn like that though, I tried couple times, once needed 3 shots and once two. Anyway probably faster than trying to hunt them with rifle! I've had decent success with just grenade launcher against big enforcer too, he seems to eat around 6 shots, I guess it depends what bodypart you hit while he'd laying on the ground. Forgot to loot the best shotgun on savefile so can't test if it really dies that fast right now, have to try later.