Just completed a 1:56 of new game casual, the stream VOD will be up on my YouTube channel, honestly I think I can get below 1:50 if I route perfectly
I'm currently live streaming runs for anyone who is curious about my route or a route in general. YT- Beers Gaming
@Lovivos I'll be streaming runs on my YouTube channel either tonight or tomorrow, and the VOD will be uploaded. YT - BEERS GAMING
I think it could be, honestly it might be linked to the distance you get away from an enemy, I feel like the enemy (like sturm) are in the map when you enter the trigger, and when you leave to back track the game might despawn them to save on entities, because there are limits to how much a game engine can process, so it will probably have something to how far and how many other enemies are being spawned. For example, let's say a games limit to enemies spawned is 10, so you spawn in sturm because you entered his room trigger, or the dialogue triggers him spawning, and then you leave the area and spawn 9 more enemies, we'll when another one goes to spawn it will have to despawn an enemy, most likely the furthest one away (in this case sturm) well when you go back to fight him the dialogue won't trigger again and he won't respond back into the game? It makes sense but it's a very niche scenario that isn't really replicatable or practical. That's even if this is the case
@JohnnyNewYork In resident evil 4 the timer was only locked for as long as you were scoped into the rifle, so the timer only ran while scoped, however if you unscoped and rescoped in RE4 and RE5 the rifle was immediately ready to fire again, because of an exploit in the coding that made the rifle ready to shoot immediately after scoping in, but there was no animation to lock you into the scope while the timer was being applied like the bolt action rifles so the fire rate was essentially as fast as you can unscope, rescope, and pull the trigger, however because you can incredibly easily skip the animation in resident evil Village it seems like the timer is not the actual animation like the bolt action rifles of the past, but a hidden timer that's linked to the fire rate timer. You can try this by running a few tests, in RE4 fire the semi auto rifle and then immediately unscope and rescope, you will be able to fire again immediately. And the best way to test whether it's tied to the fire rate in RE8 is fire the standard rifle while hard scoped, and then fire as soon as possible. Then try the unscope rescope method, they should both come out to 2.7 seconds I think is the stock fire rate time. Then upgrade the fire rate fully and run the same tests, it should be the fire rate time again. But most games do use this, but it was an exploit in RE4 code that allowed this "glitch"
Very true, however I don't use the magnum in my route for casual speedruns, is it more beneficial to take the time and get it? Because even in my standard playthrough it really didn't do much for me.
I think a reason that this won't work is that the unscope and rescope animations are long. But I'm fairly certain that the rescoping doesn't matter as I think the gun is locked to not be able to shoot until the fire rate time has been hit, I'll try more testing when I get home.
If this can be reproduced this would be a major skip for the speedrunning community, I'll look into it as much as possible to try and replicate it.
It might be a time based thing or picking up a certain collectible/treasure. I would assume time based because a a collectible/treasure doesn't make much sense, but if it can be replicated in an efficient and consistent way that would be amazing, however it could be a bug that could get patched out
What version and difficulty were you on?
@polluxik I wouldn't move to standard they most likely won't have separate categories because the routes aren't different enough, the only one that will probably have another category is either hard-core and/or VoS
Basically I'll grab the sniper rifle because it's really hard hitting, and then I buy a bigger case when I sell the LEMI, then get the M1911, then I'll sell the M97 before I go into the Beneviento path. Get the grenade launcher before moreau. And go through the game with those weapons
Got a 2:16 on NG, hopefully gonna get it down under like 1:55 to keep competitive with the NG+ category
@KilluaX The stake and those items will most likely not be allowed for NG because they're bought in the after market, idk what the true rules of the NG category are yet but I'm pretty sure the only weapons that will be allowed are the LEMI, M1911, VZ61, M97, TAC, S12, SNIPER RIFLE, GM79, & WOLFSBANE I do believe everything else will be against the rules because they're not true NG because they have to be unlocked I'm the aftermarket
@PizzaSHARK The TAC shotgun shoots faster and isn't really out of the way, I think they're both really interchangeable in the run, but you don't really use the shotgun other than on bosses, so fire rate is really important, I personally don't use it on regular enemies, you should use the m1911 to stagger them and run past. I use the grenade launcher and flash rounds in the factory because it staggers the soldat guys without having to shoot them with bullets.
@TheCinephile @polluxik What weapons are you doing the game with? My routing has the sniper rifle Probably the TAC shotgun. The m1911 And the grenade launcher The grenade launcher with flash rounds makes getting past a lot of enemies very easy, especially in the factory. Is there any major time saves you've seen?
I'm working on a NG Casual speedrun route, I've only attempted it once and I got a time of 2:37, I'll certainly be working on times and better routing to try to be competitive with the NG+ category, if anyone would like to help or know the route just get ahold of me and I'll help.