Goal is to beat developer times in all 39 tracks. Retro Stadium is excluded because as it is extra stage for playstation platform. Timing starts when you hit ready and stops when you go past finish line in Drive-Thru Danger while beating all developer times.
Example run on PS5 CTR NF Dev% Speedrun in IGT: 1:35:32 RTA: 1:50:00
Im not in general in the favor of counting round timer as the difference may vary still from 0.01 to 0.99 so its nowhere near being accurate method of counting time of a run. The longer the run is the more inaccurate the time gets.
Someone should come up with load remover or code one. Just checked that I lost 15s only in first loading screen to majienas WR so yeah. Counting every second per fights is long and tidius in some categories and it also has sub seconds that it doesn't show.
Timer start upon starting the new game and ends in the final hit to superman
Pressing the start as fast as possible doesnt matter in story i think as it still loads the next part even when you havent pressed the start. You can get pause menu instantly if you just wait till the spot the load would normaly end but you just can get it easier by pressing start as the scene start so you cant miss it. Gonna do some comparasion without stream today in story aswell cos story has set chars and stages so they dont have differences.
If its faster without stream im starting to believe into the stream making them slower.
Pressing the start as fast as possible doesnt matter in story i think as it still loads the next part even when you havent pressed the start. You can get pause menu instantly if you just wait till the spot the load would normaly end but you just can get it easier by pressing start as the scene start so you cant miss it. Gonna do some comparasion without stream today in story aswell cos story has set chars and stages so they dont have differences.
Hmm thats unfortunate then.
There might be couple of reasons why this happened.
Inconsistent loads or firestorm is slower to load or the stream slowed me down. Yesterday i did couple testing with flash even tho the runs died pretty early but i managed to save 9-10s with first segment and that needs faster load times cos its prolly pretty much impossible to beat an oppoment in 26. Didnt check the timer in all of that smashing and timing. But you can also see differences in loads in story mode inbetween my and pecks runs his are faster and that auto pause feature will pause it instantly as next part is loaded and you can skip to it.
Most likely stream is slowing me down cos its probably taking some of the power for that and the game loading times runs slower ? Is it none sense? Need to test today just load times without the stream in story mode aswell and compare them into pecks run.
Yea but the difference in mkx was 3s if i remember correctly at tops. But that was for missed b4 mostly.
Here it is 24s.
And if you calculate .9 and .1 at worst possible scenario it would have lost me 6.4s there is still 17.6s more to go. Timer goes where it last ended it doesnt reset itself inbetween rounds thats the whole match clocked by igt.
I dont want to remove supers ofc not the game doesnt calculate them into igt cos they didnt want to get players and option to timer scam oppoment in competitive play like on sf4 the timer run during ultras/supers. Thats why i was adding it into the igt i think you miss understood that one.
I went and timed the super in the run it started at the 4:38 mark and ended in 4:52 mark
At the starting animation the clock stop but during active frames the clock goes on for 1s giving the 14s time a 13s clock stop time in igt timing method the difference during these runs are 24s off gameplay difference thats quite a huge for a 6min rta run.
Igt for me 3 mins 19s Igt for Ryaca 3mins 22s + 13s = 3mins 35s
Making my run 16s faster igt. But 8s slower rta.
Hello fellow runners we need to discuss about the timing methods on runs. I feel like rta wont be suitable to run this game. So Ryaca just beat my pb in rta by 8s and it was faster run in many matches but I still needed to countdown the igt on the clocks aswell. During supers and clashes the clock stops and if we go to a igt timing method we need to set rules into those cos it ofc should be considered as a timeloss in igt aswell. Below is the igt numbers of our runs. I will be using 40s time to compare these as we dont drop under the 200s mark at any point of the runs. 8 fights x 40s gives us 320s to work with during the runs and the time left will took of it to get the time spent igt on the run. Heres the numbers
121 and 118+super
My igt was 320s-121s=199s = 3mins 19s Ryacas was 320s-118s=202s = 3mins 22s + super
So Ryacas igt time should be also penaltized about getting hit by super we should talk about setting a set time on the rules of igt method about those penalties and what are those penalties if we decide to get them but now lets say its 10s for instance.
My rta run was 8s slower but igt 3s faster adding super there 10s makes it 13s faster. So i lost rta about 20s in loading screens and off gameplay reasons.
Supers prolly wont take the whole 10s some of em maybe might we should time some of them too to get the feel of it.
Ryaca you play with ps4 pro?
Discuss and throw your opinions on it.
I don't think bane is going to be fastest character to clear the ladder. I made the two new categories for the game so feel free to submit these. Ill join the leaderboards with some runs today I am just not sure if I have level 20 speed run ready character yet but ill level it up if not. Going to go with Fire Storms loops and see how fast they are. Fire Storm and The Flash probably will be the ones to go on these as they were fastest on story on tie and faster than your geared bane (221 on story and 218 geared bane not sure if this was your optimal match time). Not sure how characters get stats on story my guess is no gear both sides but if there is no gear based stat changes it makes no difference.
The basic stats in comp mode are balanced the way damage calc is in mkx for example. Superman doing the same amount amount damage to different amount healthed oppoments in precentage. Higher healthed oppoments tend to have less defence and vise versa leaving the effective health same without gear. Im not sure if there was couple of exeptions on the charachters having more or less effective health. Its a list of wonderchef made about the charachters but cant find the google doc right now. Ill try to find it/ask for it.
Got a quick response from Wonderchef so here you go
https://docs.google.com/spreadsheets/d/17l2H2DFEnkaGUbThh1J0mEdTcTlBMvTDamE-8re9FqQ/htmlview
The effective health is a larger scale appereantly so i have been miss informed but yea trying to gather as many low effective health charachters will probably make the run go faster
I have been busy lately so i havent had time to run ladders. Have anyone tested if you can turn down also oppoments gear/abilities?
If not that becomes aswell a problem in runs rng wise. Catwoman has 9 lives ability that resurects her like jason did in mkx. And gear stats becomes factor for consistent runs hp/armored oppoments may take 1 more cycle per round during your runs maybe even more. Getting many of them during runs may quickly kill your runs even tho ur execution would be perfect.
I prefer to exclude the tutorials from speedruning i havent checked them in this game but it feels more of a meme category.
About the ladders we could go only very easy and very hard no gear lvl20 as lvl1 bane did more dmg on lvl1 char no gear than lvl20 bane to lvl20 no gear making gameplay faster with lvl1s. Level ups affect here too much on the stats so we need to make a rule on them too.
Havent done any ladder yet but does oppoment still use gear or if so is it possile to turn them down aswell?