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New Strat Ideas Topic (Read 5704 times)
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Re: New Strat Ideas Topic
Reply #125 - 07/10/14 at 14:39:02
 
Suuper wrote on 07/10/14 at 14:17:30:
Also, so many WRs still don't hop with the start boost...2 hops plus neutral hops easily makes a difference.


But it's not always faster, is it ?

If so, can someone quickly make a list of the tracks where it's usefull / useless ?
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Re: New Strat Ideas Topic
Reply #126 - 07/10/14 at 15:08:05
 
it’s useful pretty much everywhere

TR and SSC are 2 where it might not be faster
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Re: New Strat Ideas Topic
Reply #127 - 07/10/14 at 19:37:13
 
If you have time to hop before you need to drift, and it's not a place where hopping slows you down, it's better.
Pretty simple really. Why would you want a list?
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Re: New Strat Ideas Topic
Reply #128 - 07/11/14 at 15:29:55
 
^I don't know, I thought that was track specific for some reasons. I don't fully understand this game.

Thanks anyway.
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Re: New Strat Ideas Topic
Reply #129 - 07/14/14 at 17:54:52
 
A couple WRs use both Pipe Frame and Slim tires. I wonder if some other combination might be better. Someone should double-check since I know that some (not sure which or what is right) of my numbers are off, but this is what I see:

Using Mach 8 and different tires is not as good.
A few combos with slim have potentially better speed/traction/MT combinations:
-Standard kart (plus .25 speed for minus .25 MT)
-Badwagon, if traction is more important than MT
-The Duke and Teddy Buggy are the same as standard kart, except, obviously, they are not karts. (Would make sense if an ATV worked well on rDDD.)
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Re: New Strat Ideas Topic
Reply #130 - 07/15/14 at 09:22:47
 
^Standard Kart doesn’t have the same handling as Pipe Frame…
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Re: New Strat Ideas Topic
Reply #131 - 07/15/14 at 10:52:40
 
http://youtu.be/AlycnyVgMD0

idk if this could be done consistantly, it reminds me of the double trick you can get on Wario's Gold Mine before the mine in MKW. It looks faster, though.
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Re: New Strat Ideas Topic
Reply #132 - 07/15/14 at 12:53:44
 
I mentioned before that Standard Kart might have a chance on MW due to its extra traction and anti-gravity speed. It's likely slower, but there's still a tiny chance.

Harmonia wrote on 07/15/14 at 10:52:40:
http://youtu.be/AlycnyVgMD0

idk if this could be done consistantly, it reminds me of the double trick you can get on Wario's Gold Mine before the mine in MKW. It looks faster, though.


That looked strange. o_o If it's faster then it must be by like 0.010. Did you shake your controller for the second trick?
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Re: New Strat Ideas Topic
Reply #133 - 07/15/14 at 15:19:05
 
ALAKTORN wrote on 07/15/14 at 09:22:47:
^Standard Kart doesn’t have the same handling as Pipe Frame…


Isn't traction the important stat when drifting, not handling?
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Re: New Strat Ideas Topic
Reply #134 - 07/15/14 at 15:39:58
 
Fintan wrote on 07/15/14 at 12:53:44:
I mentioned before that Standard Kart might have a chance on MW due to its extra traction and anti-gravity speed. It's likely slower, but there's still a tiny chance.

Harmonia wrote on 07/15/14 at 10:52:40:
http://youtu.be/AlycnyVgMD0

idk if this could be done consistantly, it reminds me of the double trick you can get on Wario's Gold Mine before the mine in MKW. It looks faster, though.


That looked strange. o_o If it's faster then it must be by like 0.010. Did you shake your controller for the second trick?


I use pro controller, so no, I guess I just got 2 tricks when I pressed the R button again to start the drift. I got it again today, but it was much higher. I don't think its faster, more of a cool looking thing like the double trick on WGM's corner cut.
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Re: New Strat Ideas Topic
Reply #135 - 07/15/14 at 17:53:06
 
On Toad Harbor it is possible to low jump both of the ramps at the beginning. (Just jump at the right time before hitting the ramp.) I haven't yet been able to do this while also getting good bunny hops before the first one, so I don't know if it's faster.

While I'm posting, here's another idea I haven't yet tested. The long turn after the two ramps looks like it might be possible to use a blue MT mid-turn and still get a SMT. If so, going outside on the hop should be an easy fix, since you'd be well away from obstacles at the time the blue MT charges.
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Re: New Strat Ideas Topic
Reply #136 - 07/16/14 at 06:39:13
 
On MKS, I'm pretty sure it's best to get both coins at the first turn. It doesn't loose a lot of time, and you'll have +1 coin for one and a half laps.
And I know it's faster to jump over a bit of grass on the anti-grav turn before the u-turn. It looks awkward whenever I do it, but I easily gain time.
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Re: New Strat Ideas Topic
Reply #137 - 07/19/14 at 17:15:43
 
These aren't all new, but here's a list of things I see that the current WRs don't do, but should. (or probably should)

MKS:
-Bunny hop at the start. Clear advantage.
-Probably get both coins at the start. It's a +1 coin advantage for a lap and a half, and doesn't seem to lose me too much time.
-Hop over a bit of grass on the 2nd anti-grav turn. (Except lap 1, get coins instead.)
-Pretty sure it's only not done due to difficulty, but get 4-5 coins while gliding.

WP:
-Not sure if two directional hops can be fit in at the start.
-Not tested against a ghost, but I seem to go faster when bunny hopping after landing in the water.
-Again untested; it is possible to get 2 coins at least on the 2nd underwater group (before the line of 3 and glider). Might not be worth it since 10th coin is already close.

SSC:
-Blue MT after glider? Seems to be a less likely place than others.

MC:
-Blue MTs on some SMT turns. At least the ones near the castle.

TH:
-Untested; low jump both ramps at start? Pretty hard.
-Untested; blue MT on turn after boost ramps?
-Delay SMT before downhill a bit, and jump from just before downhill bit.
-Bump wall at end of laps 1-2 for SMT. (similar to rYV lap end)

TM:
-Delay last underwater MT until 1-2 hops lands you on boost pad. (Stack those hops)

SA:
-Untested; idea I just had: release blue MT at start earlier, to drift off ramp and get enough charge in air for SMT?
-Delay blue MT before boost pads for better hop stacking.

Ed:
-Hop before 2nd glider?
-Skim at end?

BC:
-Release MT earlier at the end of anti-grav section, to stack hops from it with boost pads. (Unless SMTs and boost pads stack?)

rMC:
-Add a hop or two to the start?

rCCB:
-Hop at the start.
-Blue MT before 2nd last SMT?

rDP3:
-WR stops hopping before mole hill 1st lap?
-Also doesn't trick on lap 2?

rDKJ:
-Swap the coins from laps 1-2 at the start of lap. (Assuming lap 3 path is faster) should be very minor

rMP:
-Untested; go around grass at end, and shroom to stack hops?

rYV:
-Blue MT on first turn. (at least laps 2-3)
-Untested; instead of drifting through the grass at the SC, bunny hop and aim further left, to cut more grass (enter SC a bit wider)

rTTC:
-Hop at the start?
-Start bunny hopping earlier at end.

rPPS:
-Hop at the start
-Untested; Idk how, but I once jumped from near the top of the downhill all the way to the first ramp.

rRRd:
-Hop at the start.


If any of these are known to be slower (or equal) than current WR strats, please tell me so. (and why/how it's slower, please)
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Re: New Strat Ideas Topic
Reply #138 - 07/19/14 at 19:29:24
 
Suuper wrote on 07/19/14 at 17:15:43:
rDP3:
-WR stops hopping before mole hill 1st lap?
-Also doesn't trick on lap 2?

-done on purpose, the hopping boost gets transfered into the air time + trick
-not faster

what it should actually be doing is

-hop tech startboost
-hop tech after mystery boost on laps 2 and 3 (hard)
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Re: New Strat Ideas Topic
Reply #139 - 07/20/14 at 04:27:49
 
ALAKTORN wrote on 07/19/14 at 19:29:24:
Suuper wrote on 07/19/14 at 17:15:43:
rDP3:
-WR stops hopping before mole hill 1st lap?
-Also doesn't trick on lap 2?

-done on purpose, the hopping boost gets transfered into the air time + trick
-not faster

what it should actually be doing is

-hop tech startboost
-hop tech after mystery boost on laps 2 and 3 (hard)


It stops hopping because if it didn't the hopping speed would transfer to the air? Is that because the turn is coming up so soon?

Is it possible to low jump/trick off mole hills?

And how did I miss a hopping at start? :/
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Re: New Strat Ideas Topic
Reply #140 - 07/20/14 at 04:44:11
 
-no… the opposite. if it didn’t stop hopping the speed boost would get killed at the trick instead of being transfered into the air

-never done it myself, don’t know
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Re: New Strat Ideas Topic
Reply #141 - 07/20/14 at 05:37:37
 
Suuper wrote on 07/19/14 at 17:15:43:
Ed:
-Hop before 2nd glider?
-Skim at end?


OK, I wonder what you mean by "skim"??? idk if a hop before the ramp is slower, should try it... But my time is already pretty good so... *wink*

EDIT: [...] if a jump before the ramp is slower or faster [...]
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« Last Edit: 07/20/14 at 05:58:20 by γαζτεη »  

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Re: New Strat Ideas Topic
Reply #142 - 07/20/14 at 08:49:56
 
Well that's really weird. I would have thought the time not hopping would lose the speed gained.

Skimming is bunny hopping but starting a drift every time you land, as is done on the anti-grav downhill bit of MKS.
And I didn't mean a hop, but bunny hopping. Guess I should have put "bunny" in my post.
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Re: New Strat Ideas Topic
Reply #143 - 07/20/14 at 12:10:56
 
Still no hopping of any sort on CC start/finish straight...
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Re: New Strat Ideas Topic
Reply #144 - 07/20/14 at 12:30:42
 
Timothy wrote on 07/20/14 at 12:10:56:
Still no hopping of any sort on CC start/finish straight...


They used to do it, so I'm assuming it was determined to not save any time. Perhaps due to the odd side slopes there.
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Re: New Strat Ideas Topic
Reply #145 - 07/21/14 at 00:12:49
 
Suuper wrote on 07/19/14 at 17:15:43:
-Bunny hop at the start. Clear advantage.
This saves almost nothing. The first coin is set up almost perfectly with the first corner for a soft drift to hit the apex, so you have to be careful to keep the kart as straight as possible. I only started experimenting with this yesterday (as you can see in WR) and you can see I don't fully commit to the hops. Saves maybe :020 if done well.

-Probably get both coins at the start. It's a +1 coin advantage for a lap and a half, and doesn't seem to lose me too much time.
Please stop suggesting this, it's maybe half a second slower. This coin is surprisingly far out of the way, and this strat hasn't been used since (I think) the first week the game comes out.

-Hop over a bit of grass on the 2nd anti-grav turn. (Except lap 1, get coins instead.)
Pretty sure this would be slower, you'd then lose the momentum from double hopping uphill into the next drift. Because you don't jump very high in this game it's difficult to cut significant amounts of time by cutting corners.

-Pretty sure it's only not done due to difficulty, but get 4-5 coins while gliding.
If someone has a video of this happening then I'd be interested, but tbh I don't think this will ever be used as part of the definitive WR strat (happy to be proven wrong though).


.
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Re: New Strat Ideas Topic
Reply #146 - 07/21/14 at 00:40:48
 
Timothy wrote on 07/21/14 at 00:12:49:
-Pretty sure it's only not done due to difficulty, but get 4-5 coins while gliding.
If someone has a video of this happening then I'd be interested, but tbh I don't think this will ever be used as part of the definitive WR strat (happy to be proven wrong though).


4 coins while gliding: https://www.youtube.com/watch?v=_yu8qskwhI0
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Re: New Strat Ideas Topic
Reply #147 - 07/21/14 at 04:10:22
 
1 time I must have even been able to hop over the 1st turn's grass at rRRy XD
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Re: New Strat Ideas Topic
Reply #148 - 07/21/14 at 04:29:26
 
I had experimented a lot with the 4-coin strategy back near release. But eventually racing some of Jak WR's made it evident to me that all the glider movement required does not make the extra coin worth it (landing with the glider at a large angle slows you down unlike in MK7). Gliders really sucks ass in this game if you couldn't tell already.
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Re: New Strat Ideas Topic
Reply #149 - 07/21/14 at 04:39:33
 
Timothy wrote on 07/21/14 at 00:12:49:
Suuper wrote on 07/19/14 at 17:15:43:
-Bunny hop at the start. Clear advantage.
This saves almost nothing. The first coin is set up almost perfectly with the first corner for a soft drift to hit the apex, so you have to be careful to keep the kart as straight as possible. I only started experimenting with this yesterday (as you can see in WR) and you can see I don't fully commit to the hops. Saves maybe :020 if done well.

-Probably get both coins at the start. It's a +1 coin advantage for a lap and a half, and doesn't seem to lose me too much time.
Please stop suggesting this, it's maybe half a second slower. This coin is surprisingly far out of the way, and this strat hasn't been used since (I think) the first week the game comes out.

-Hop over a bit of grass on the 2nd anti-grav turn. (Except lap 1, get coins instead.)
Pretty sure this would be slower, you'd then lose the momentum from double hopping uphill into the next drift. Because you don't jump very high in this game it's difficult to cut significant amounts of time by cutting corners.

-Pretty sure it's only not done due to difficulty, but get 4-5 coins while gliding.
If someone has a video of this happening then I'd be interested, but tbh I don't think this will ever be used as part of the definitive WR strat (happy to be proven wrong though).


.


Hopping at the start saves a kart length quite easily for me. It may not be major, but it's easy.
You're at least exaggerating how much time it takes to get that 2nd coin. When I did it, I'm no more than .15 slower on lap one. (Didn't pay that much attention to the times, so that's just a safe number; it's possibly less.)
Did you try the grass? I didn't expect it to work well, but it does save time for me. (Versus my own ghosts. Maybe I should try against a WR ghost. Would have to use an extra shroom to keep up.)
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