LIVE COMM | Video: Platinum FB Goddess Speed Run VIDEO TUTORIAL Guide with Team AreleX by INVADERONE - RECORD TIME 10:45
#151
Posté 11 février 2013 - 05:31
#152
Posté 12 février 2013 - 12:21
Bechter wrote...
@Invaderone Wanted to give you my builds so you can update the youtube vids with mine.
Here are my preferred builds for my preferred infiltrator for speed runs.
Drell Assasin
Geth Infiltrator
Turian Ghost
Quarian Male Infiltrator
Cool beans! And I wanted to put in a request for Vancouver
#153
Posté 12 février 2013 - 12:47
#154
Posté 12 février 2013 - 01:00
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
a speed run for every map is ideal hopefully people can search u/u/p and speed run it.. Maybe even with non infiltrators... I HAVE A DREAM!!!!
#155
Posté 12 février 2013 - 01:08
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
Very nice. So you guys figured out what was happening in the spawns this time. Last time was messy. That map has weird messy spawns. Looking forward to running the strat with you.
#156
Posté 12 février 2013 - 01:24
#157
Posté 12 février 2013 - 01:27
ted striker33 wrote...
I really like this, but how is this different than Rio platinum reaper or FBWGG farming runs? basically the same idea, right?
Not really similar other than they are both strategies to get complete a match on gold or plat.
#158
Posté 12 février 2013 - 01:29
IamZAE wrote...
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
a speed run for every map is ideal hopefully people can search u/u/p and speed run it.. Maybe even with non infiltrators... I HAVE A DREAM!!!!
Well we do have speed run strategies on all maps the only map that we don't have a sup 14min run is Rio and we can with more practice and better objectives.
I also want to do some gold runs to show how gold is different than platinum. This will also make it easier for people without max manifests and opens up many other character options for effective clear times.
#159
Posté 12 février 2013 - 01:33
Bechter wrote...
I also want to do some gold runs to show how gold is different than platinum. This will also make it easier for people without max manifests and opens up many other character options for effective clear times.
Yes please. Team AreleX shouldn't forget its roots.
#160
Posté 12 février 2013 - 01:34
holdenagincourt wrote...
Bechter wrote...
I also want to do some gold runs to show how gold is different than platinum. This will also make it easier for people without max manifests and opens up many other character options for effective clear times.
Yes please. Team AreleX shouldn't forget its roots.
I prefer gold anyways. Sometimes I run out of missles and my scrubiness doesn't allow my to finish plat
#161
Posté 12 février 2013 - 01:41
ted striker33 wrote...
I really like this, but how is this different than Rio platinum reaper or FBWGG farming runs? basically the same idea, right?
one requires skill to adapt to change. I'll leave it up to you to guess which one that is.
#162
Posté 12 février 2013 - 01:56
Original Stikman wrote...
ted striker33 wrote...
I really like this, but how is this different than Rio platinum reaper or FBWGG farming runs? basically the same idea, right?
One requires skill.to adapt to change.I'll leave it up to you to guess which one that is.
FTFY
#163
Posté 12 février 2013 - 02:42
#164
Posté 12 février 2013 - 02:53
cheflindsay wrote...
Clean work. So fun to watch, my jaw was on the floor and I was giggling at the fact that you only hear death, it was quiet, zenlike.
You seem pretty excited about these. If you would like sometime we will run through it with you.
#165
Posté 12 février 2013 - 03:52
Geek Fest wrote...
cheflindsay wrote...
Clean work. So fun to watch, my jaw was on the floor and I was giggling at the fact that you only hear death, it was quiet, zenlike.
You seem pretty excited about these. If you would like sometime we will run through it with you.
IT'S A TRAP!!
Kidding, Geekfest is awesome to play with. Don't take it personal when he sounds like Eeyore, that is his happy voice.
#166
Posté 12 février 2013 - 04:11
IamZAE wrote...
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
a speed run for every map is ideal hopefully people can search u/u/p and speed run it.. Maybe even with non infiltrators... I HAVE A DREAM!!!!
Any map can be speed run with any character on platinum. It is pretty much down to armored compartments now as you can nuke spawns on every wave.
#167
Guest__only1biggs__*
Posté 12 février 2013 - 07:16
Guest__only1biggs__*
INVADERONE wrote...
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
Very nice. So you guys figured out what was happening in the spawns this time. Last time was messy. That map has weird messy spawns. Looking forward to running the strat with you.
it's terrible. there are 3-4 spawn points in and around the office alone. it can be done, but it's just a pain. no desire from anyone to do it again either, if someone wants to beat it, go right ahead...
#168
Posté 12 février 2013 - 10:37
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
That's exactly why I requested Vancouver
Spawn control seems relatively easy, but the problem is getting to them before they disperse. DAIs should probably help with that. Did you run the same circuits for your Vancouver speedrun (controlled spawn nukes) or just play regular?
Edit: Never mind the above. Read the rest of the posts and my questions were answered
Modifié par jkthunder, 12 février 2013 - 10:38 .
#169
Posté 12 février 2013 - 10:42
jkthunder wrote...
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
That's exactly why I requested Vancouver
Spawn control seems relatively easy, but the problem is getting to them before they disperse. DAIs should probably help with that. Did you run the same circuits for your Vancouver speedrun (controlled spawn nukes) or just play regular?
It was a controlled speed run. My question is more why that map rather than a map that will be more effiecient. My thought is we should do several different maps including the obvious ones like glacier and goddess because users who are trying to build up credits. Tutorials on those maps will help out players far more than a vancouver map in my mind. Don't get me wrong we did vancouver and I will be happy to do a guide for that map.It's quite a bit harder and less forgiving for a speed run.
#170
Posté 12 février 2013 - 10:57
Bechter wrote...
jkthunder wrote...
Bechter wrote...
We just did a 13:25 run on Vancouver so it shouldn't be a issue. May I ask why you want Vancouver? It's not a ideal map to speed run on.
That's exactly why I requested Vancouver
Spawn control seems relatively easy, but the problem is getting to them before they disperse. DAIs should probably help with that. Did you run the same circuits for your Vancouver speedrun (controlled spawn nukes) or just play regular?
It was a controlled speed run. My question is more why that map rather than a map that will be more effiecient. My thought is we should do several different maps including the obvious ones like glacier and goddess because users who are trying to build up credits. Tutorials on those maps will help out players far more than a vancouver map in my mind. Don't get me wrong we did vancouver and I will be happy to do a guide for that map.It's quite a bit harder and less forgiving for a speed run.
the only reason i could think of to answer your question is just to have tutorials on spawn control for different maps. If more players learn the spawn points and how to manipulate them (which isn't really a big feature on many popular youtube channels), overall pugg-ing can be made easier...
But would that be worth it? meh, dunno
#171
Guest__only1biggs__*
Posté 12 février 2013 - 11:49
Guest__only1biggs__*
Original Stikman wrote...
the only reason i could think of to answer your question is just to have tutorials on spawn control for different maps. If more players learn the spawn points and how to manipulate them (which isn't really a big feature on many popular youtube channels), overall pugg-ing can be made easier...
But would that be worth it? meh, dunno
it would definitley help with pug games. the amount of times i have wrecked the spawns on the first few waves, to then have a curious moron go and stand in that spawn and mess everything up. it's egregious. like they are going to wonder in there and find something fasinating. they just saw what was happening, they had to have seen a pattern, yet, "i'll just go down this way and see how this guy is killing everything so quickly, derper derper derp". idiots
so yeah, teaching these people spawn control can only be a good thing, as it's basically a guarenteed mission success
#172
Posté 12 février 2013 - 11:51
Bechter wrote...
It was a controlled speed run. My question is more why that map rather than a map that will be more effiecient. My thought is we should do several different maps including the obvious ones like glacier and goddess because users who are trying to build up credits. Tutorials on those maps will help out players far more than a vancouver map in my mind. Don't get me wrong we did vancouver and I will be happy to do a guide for that map.It's quite a bit harder and less forgiving for a speed run.
I don't necessarily care about which maps are most efficient, but am more interested in seeing how different maps are controlled. It came to mind while playing Vancouver the other day - I was thinking that although it's a big map with a huge wall in the middle, it might actually be a pretty smooth speedrun map since I can pretty predictably force spawns on it. Just wanted to see how your team might have dealt with it.
#173
Posté 12 février 2013 - 11:54
_only1biggs_ wrote...
Original Stikman wrote...
the only reason i could think of to answer your question is just to have tutorials on spawn control for different maps. If more players learn the spawn points and how to manipulate them (which isn't really a big feature on many popular youtube channels), overall pugg-ing can be made easier...
But would that be worth it? meh, dunno
it would definitley help with pug games. the amount of times i have wrecked the spawns on the first few waves, to then have a curious moron go and stand in that spawn and mess everything up. it's egregious. like they are going to wonder in there and find something fasinating. they just saw what was happening, they had to have seen a pattern, yet, "i'll just go down this way and see how this guy is killing everything so quickly, derper derper derp". idiots
so yeah, teaching these people spawn control can only be a good thing, as it's basically a guarenteed mission success
Perfect summary of many of my PUG experiences.
Whats worse is that I'll typically just rocket spawns due to the match being poor (inexperienced players) so I can get rid of some of the meat.... but no.... there is that one guy.
#174
Guest__only1biggs__*
Posté 12 février 2013 - 11:56
Guest__only1biggs__*
jkthunder wrote...
Bechter wrote...
It was a controlled speed run. My question is more why that map rather than a map that will be more effiecient. My thought is we should do several different maps including the obvious ones like glacier and goddess because users who are trying to build up credits. Tutorials on those maps will help out players far more than a vancouver map in my mind. Don't get me wrong we did vancouver and I will be happy to do a guide for that map.It's quite a bit harder and less forgiving for a speed run.
I don't necessarily care about which maps are most efficient, but am more interested in seeing how different maps are controlled. It came to mind while playing Vancouver the other day - I was thinking that although it's a big map with a huge wall in the middle, it might actually be a pretty smooth speedrun map since I can pretty predictably force spawns on it. Just wanted to see how your team might have dealt with it.
as i said, there are 3-4 spawns in the office alone. even if you're looking directly at it, things still appear there sometimes. we had a couple of waves where it went very smoothly, but it's just too unpredictable at times
#175
Guest__only1biggs__*
Posté 12 février 2013 - 11:59
Guest__only1biggs__*
Original Stikman wrote...
_only1biggs_ wrote...
Original Stikman wrote...
the only reason i could think of to answer your question is just to have tutorials on spawn control for different maps. If more players learn the spawn points and how to manipulate them (which isn't really a big feature on many popular youtube channels), overall pugg-ing can be made easier...
But would that be worth it? meh, dunno
it would definitley help with pug games. the amount of times i have wrecked the spawns on the first few waves, to then have a curious moron go and stand in that spawn and mess everything up. it's egregious. like they are going to wonder in there and find something fasinating. they just saw what was happening, they had to have seen a pattern, yet, "i'll just go down this way and see how this guy is killing everything so quickly, derper derper derp". idiots
so yeah, teaching these people spawn control can only be a good thing, as it's basically a guarenteed mission success
Perfect summary of many of my PUG experiences.
Whats worse is that I'll typically just rocket spawns due to the match being poor (inexperienced players) so I can get rid of some of the meat.... but no.... there is that one guy.
it's ridiculous. i'll clean up, run back to my position, turn around, only to see a blue silhouette walking casually into the spawn point. by the time i run to the other side of the map to where they inevitably spawn, they have split and it becomes a nuisance





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