IN MY OPINION: the meta of constantly doing tiny down hooks on the ground to gain as much speed as possible is annoying to optimize and honestly not very interesting to me.ĭoing hooks when trying to go fast in this game is usually a bad idea.Whenever I'm trying to cut a corner really close the visible player hitbox goes through the wall hitbox. An indicator showing where the hook will go if fired on this tick would really help fix some annoying trial-and-error as well.įinally, some other things that bothered me about the gameplay itself:.Similarly, delta X and delta Y values would be helpful, though maybe a little excessive. Individual X and Y speed values instead of one velocity value.There's also some other things that would be very useful for optimization, for example: Unless I'm missing yet another hidden feature (That's another issue I have), having waits that wait until an absolute time value would be very useful.With the above, being able to immediately place an action at the current playback tick (in this game, it'd be automatically adding a wait that waits until the current playback tick).Not having to (manually) reset playback to make a change to the code, or to immediately jump to the tick an instruction gets executed.Being able to start the playback paused instantly allowing tick advance instead of having to timescale 0.01 and pause manually.Some of the things that the Naezith TAS tool has that I'm missing in this game are: This is fine in principle, but the game gives no tools to optimize this process which makes it very tedious. I played it a bit and have some issues that I wanted to point out ( this will be long winded, sorry!):įirst, there seems to be a lot of trial and error involved just to get waits perfect, especially on 1000 tickrate. I've done a lot of TASing in the game Remnants of Naezith (where I'm also the #1 player) so I've got experience in this kinda thing( The fruits of my and JSL's labor).
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