Overly demanding speedrun achievements (2)
Original post: https://steamcommunity.com/app/563560/discussions/2/601900462106501149/
Area 9800 - Power Plant's Cooling Pump: 2:05
As I just added to #827, this mission and the follow-up Power Plant's Generator's 2:25 seems to have their times mixed up.
far from first try, I've barely managed it last second singleplayer with 3 marines total while avoding bot teleport/hyperspeeding, yet I can do Generator 41s below the req with the same team and rules. This aligns with my online speedrun experience of Generator being a mission where you never need to check on time, while on Cooling Pump even pros abuse bots. Vice versa it would've been the usual ~20s free time for both.
Reduction - Operation Sandstorm: 3:15
Uncontrollable randomness calls for a speedrun time big enough to keep the achievement winnable even in a bad luck scenario.
Even if I save the top-mid of 6 hidden buttons for last, restricting the guidebot to a half-map travel at most, the speedrun is not doable if the maze picks the longest possible path: with a full team we finished in like 3:30 with little time loss I could observe. Or is there some secret to shorten the maze part? I'd say need about +25 seconds to the achievement, at cost of making easy maze cases a faceroll... which they already are anyway. That or maybe somehow reconfigure the labyrinth to limit max walking distance, but that's probably harder.
Another mission with a major randomness factor is Lana's Vents - the 1 2 3 buttons can take a while, but the map is still winnable with the worst luck if team uses the shortcuts the map provides.
Reduction - Fallen City: 1:40
While mechanically it's pretty simple, as most enemies until the post-hack phase are easily runnable from & the hold-out isn't of much difficulty, there's only like 3.5s to spare.
with this low free time, stuff like ping-induced delay of hack panel appearing after being pressed starts playing a noticeable role. Even the flinch from a single hit steals a sizeable portion of the time.
Currently it demands a nearly perfect run - the same full team scored 1:40 with two techs teching and quick exit entrance, and the only mistake I remember was Wildcat pushing techs in the beginning. Extra 5 seconds would make it a lot more bearable.
Paranoia - Unexpected Encounter: 1:05
Original post: https://steamcommunity.com/app/563560/discussions/2/3492006430696522728/
While it's a relatively simple mission without major frontal chokepoints [...] first reasonable-looking leaderboards time that didn't involve marine deaths is 0:56, and the next one is 0:58.
In online lobbies, we often score 1:05 with me leading as Wildcat with Heavy Rifle + GL + Damage Amplifier (not sure how much succ the techs commit); in singleplayer I've just managed 1:04 as solo Crash (Heavy Rifle + GL + Hand Grenades for door deletion and hack protection). For teams without 99999-hours-ers, +5s or maybe +10s should make the requirement a lot more passable.