Nice to see it go under 2 hours that was a really good watch. I really like seeing some of the more technical stuff come out in your run like the turn-cancel rope knocks and mine knocks, and the super ambitious shots too. Nicely done on a soild run
Hey thanks kinghingle, yeah there are a few interesting tactics for deathmatch. I think I should probably be attempting way more turn end rope knocks / jp knocks too, since you can use things like dyna or nades to time them.
I'm seeing how map dependent the run is though; seems like even a 1:40 time is possible if we just grind enough and get lucky. I think I'll have to give myself some criteria like, only continue the run if you can do the first 5 maps in X minutes, something like that.
It's a tough one to figure out what your cut-off point is regarding what constitutes a worthy run. For the first couple of maps I always want 1 and 2 mins (IGT) respectively so I tend to reset if I don't get those. Beyond that though, it becomes difficult because for every dodgy early map you receive you could potentially get a bunch of nice later maps that make up the time back.
We did a little bit of number crunching on some of the leaderboard runs in my Discord a while back but it didn't really lead to a definitive answer. So if anyone finds the magic formula for when a run should be ditched, I'd like to hear from them!
yea as far as the RNG goes its always going to determine the fastest possible time, I think the varience on the last 2 maps alone can be anywhere from 5 - 15 minutes (extreme ends of it). So if the average is about 10 mins, there is always room for a big save at the end its just you have to be there to cash it in. Think i got a real crude formula i can crunch out quick that'd show a kind of pace time and i can use that to belt out a rough 'its dead' time for anything that wants to go sub 2-hours
So the colums go in this order (cba to line them up) and the far right hand side time is at what point i would estimate its a 1% chance to make enough time up to get under 2 hours.
Split Total (h:m) Round Split (m.s) Aprox variance (33%?) Dead run
Round 1 00:01 01:30 00:30 00:41:00 Round 2 00:03 01:30 00:30 00:42:00 Round 3 00:06 03:30 01:10 00:45:00 Round 4 00:11 04:30 01:30 00:48:20 Round 5 00:15 04:30 01:30 00:51:20 Round 6 00:21 05:30 01:50 00:55:20 Round 7 00:26 05:30 01:50 00:59:00 Round 8 00:31 05:00 01:40 01:02:10 Round 9 00:37 06:00 02:00 01:06:30 Round 10 00:43 06:00 02:00 01:10:30 Round 11 00:49 06:00 02:00 01:14:30 Round 12 00:55 06:00 02:00 01:18:30 Round 13 01:01 06:00 02:00 01:22:30 Round 14 01:07 05:30 01:50 01:26:00 Round 15 01:12 05:30 01:50 01:29:40 Round 16 01:18 06:00 02:00 01:33:50 Round 17 01:25 06:30 02:10 01:38:20 Round 18 01:31 06:30 02:10 01:42:40 Round 19 01:38 07:00 02:20 01:47:30 Round 20 01:48 10:00 03:20 01:55:10 Round 21 01:58 10:00 03:20
god that formating looks awful posted.. but point is as example, at round 17 u would want to be finishing the round at the time 1h25m to finish under 2 hours, and if u are slower than 1h38m20s , then i would consider that impossible to recover. So early on in theory u could sit there for half an hour and still get a 1st place run if every single map was amazing,, but that'd never happen. The number are a little out? But honestly thats the 15 minutes I cared to deadicate to it and for me that serves a good enough benchmark. A realistic point of possible recovery is probably inbetween the 2 times in any row, so for round 17 1h33m would be a tough recovery but very possible
Was bugging me the table looked so out so i've gone back and done a different number crunch on it so it'd be more humanly useable. So the time you want to finish a split on is on the left, the time that is 'probably' too slow to recover from is on the right. After round 12, the time on the right is nigh on impossible to recover from, so that is when a run is clearly dead. Before round 12 the time on the right is closer to 'too slow' not impossible to overcome. Still not perfect but its a bit better a representation of when a run is becoming unrecoverable. Probably easiest to just have the time of rounds 5, 10, 15 in mind as check points for time
Round 13 01:01:00 01:16:45 Round 14 01:07:00 01:21:15 Round 15 01:12:00 01:24:53 Round 16 01:18:00 01:29:30 Round 17 01:25:00 01:35:00 Round 18 01:31:00 01:39:23 Round 19 01:38:00 01:44:45 Round 20 01:48:00 01:53:00 Round 21 01:58:00
Interesting number crunches kh.
On the flipside, I was quite interested in this article that SRC posted a few months ago:
https://www.speedrun.com/news/651-2021-4-7-the-perks-of-a-no-reset-run
It's perhaps a little more geared towards more - for want of a better term - extroverted runners (streaming, mic, webcam, interaction with chat etc.), but I've been trying on stream at least to aim for completing runs of the games I do more often, as there is a satisfaction for both viewer and runner in finishing a run regardless of whether it ends up being a PB or not. Although with W:A you don't necessarily lose out on practicing later levels as I have a buttload of completed teams I can use for practice if necessary.
Hi all,
Firstly, a quick thank you to all the new runners we've had submissions from in the last few months. It's great to see more people recognising W:A as a speedrunning game, and we hope y'all keep on working on your PBs!
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