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Collector Ship Platforms in 46 seconds


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#1
a_mouse

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Hey all you Vanguards out there.  Thought you had the monopoly on speed?  Think again!

 

Adept: collector ship platform speed run

 

Fun little side project, and new personal record (46 seconds measured from first shot to last enemy down).  Update: record now stands at 37 seconds using a class-independent build.

 

The key is to advance the event cues as quickly as possible by plucking the scions off the platforms with stasis, and keeping the last mook on the 1st platform alive long enough to be possessed by Harbi, so he does not show up on the 2nd platform.

 

Unfortunately I was bit slow on the final shot because I did not have enough HW ammo at the start of the mission, so had to run and grab some from the 2nd scion platform before I could fire the Cain...

 

Of course, it is "cheating" to use stasis exploits and heavy weapons.  But what the hell.


  • NekkidNones et Barrett Rodych aiment ceci

#2
capn233

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Nice work.

 

Stasis probably saves more time than the Cain vs the last group of mooks, but you basically have to glitch the Scions if you want to go under a minute.



#3
a_mouse

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...it may be moot now that you have done a fast run, but I thought I recalled that the primary triggers were killing the basic Collectors in each wave, with possibly a secondary time based trigger.  The final trigger is of course killing all hostiles (to end the section).  I would need to mess around with it to make sure the time trigger actually exists, it has been a while.


I think each wave is triggered when the number of enemies drops below a certain number (like the Object Rho scenario). For example, I noticed (during an engineer run) that the last platform does not appear if a scion and harbi (or two scions) are on the map at the same time (2 heavy enemies).  So I'm guessing the threshold is 2.  What I don't know is whether ordinary mooks and heavy units are weighted the same in this count. Also, I have not tested whether events are triggered when an enemy is "removed" by stasis (as is known to occur at the end of a scenario).  If correct, then the key to speed is eliminating all but one enemy in each wave ASAP so as to trigger the next platform (hence the GPS + squad-based warp bomb).  This means that other classes besides adept should be able to do this provided they take stasis as a bonus power.  

 

The issue there would be finding a way (besides singularity) to pin the first harbi down without killing him so he does not show up on a subsequent platform to gum up the works.  Engineer with combat drone perhaps? Or send in a squad mate to tie him up?  But now we are really drifting into esoteric territory...

 

Correction: Harbi will not appear on the second platform if he spawns on the first one. Thus the only requirement for keeping Harbi off the second platform is to keep the last mook on the 1st platform alive long enough to get possessed. After this, Harbi should be eliminated as quickly as possible (to avoid delays in the arrival of the third platform).  



#4
Fortack

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The issue there would be finding a way (besides singularity) to pin the first harbi down without killing him so he does not show up on a subsequent platform to gum up the works.  Engineer with combat drone perhaps? Or send in a squad mate to tie him up?  But now we are really drifting into esoteric territory...

 

Flashbang is all you need to shut Harby up, figurally speaking.

 

Nice run!



#5
a_mouse

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Oh yeah, forgot about Kasumi.  Well, I suppose one good glitch deserves another...

 

Of course this would require leaving out out a warper or a puller, requiring Shep to be VG, Adept, or Sentinel.  Travel time of Shep's warp or pull might add a second or two.  But perhaps there are other ways (besides a warp bomb) to instantly clear enemies off each platform.  Area Reave + area pull + area throw?  Area Reave + Singularity + Area Throw?