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10 round challenge(steps to completion)


RippedCargo

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Right, so I'm going to plan on doing this tonight - I need another 3 players who are interested. Want to join, then you need to follow the agreed steps before we start - hit me up on xbox if you don't have me GT Hells Warrrior

I'm fairly sure I could try and stabilize my internet long enough for it.

I won't take offense if you reject me because of my internet or because you already have 4 people.

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No offense Delta, but I think your internet may compromise the record attempt. Even if you set the game to custom; the point loss and respawn time will be damaging to the operation. You’re more than welcome to try it, but even with one lag out it's basically not happening.

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That's cool, I know DBZ has cable broadband so I know his upload is decent, good to know we have another rock solid connection available. I'm not due for the openreach upgrade until May (likely to go ahead to accepting orders before then) - so come May I'll have a rock solid 40Mb up and 10Mb down, considering going for the 80Mb option

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This is the steps I'm proposing but if anyone has anything to add to it that would be great.

 

 

World Record Attemp - Steps to completion


Round1: - Let zombie come through the barricades, one player needs to get the most points, doesn't matter who, but two players should have a maximum of 750 points. One player should have a minimum of 1000 points and one player should have a minimum of 2050 points. Why, because gen 2 & 3 will give an additional 200 points allowing workshop to be opened.

It is imperative, that the two players with 750 points open the doors from gen 1 to gen 2 & 3, the player with 1000 points open either 2nd door to gen 2 or 3 and the players with 2050 points opens the door to gen 2/3 as they will have enough to start both generators.
Round2: - This will allow a couple of things to occur, one player getting 1500 points to get no mans land opened, one player getting 1250 points to open gen 5 and one player receiving 1250 points to start gen 4, start gen 5 and open church. The other player should be concentrating on digging whilst it snows to get all the dig sites done and maximise the chances of getting all 3 ice staff parts and getting into the robots foot at gen 2/3, excavation site whilst another player gets robots foot at church for the 3rd wind staff part.

Forget about jug, get the shield built as you should have all parts.

Round3: - If everything has went according to plan, free for all. As long as one player has 1000 points, to start the tank at the end of the round with one zombie remaining. Keeping it out of the way of the tank tracks. Two players jump on the tank and get all 3 lighting staff parts.
Round4/7: Players concentrate on getting the 4 chests filled, starting at jug so you can buy jug, working your way around to excavation site, gen 5, then gen 6. Preparing yourself for round 8. This should allow you to have all generators filled. Get the wind, ice and lighting staffs. This will allow a quick take down of the pandzer.

Round8: - Take down that pandzer and get the last part for the fire staff. It is ideal that once the Pandzer has been taken down, that all players head down to the crazy place, ice, lighting and wind get the puzzles done. Fire staff player fill those cauldrons or whatever they are. Keep a zombie alive, get the remainder of the puzzles done.

If you haven't managed to fill all the chests, get it done
Round 9: - All players head to the church, 3 players hiding by the mystery box, the remaining player filling the souls. If all players are at church and 3 keep by the mystery box, they will allow the stone to be cleaned quick. 2 players go in front of the player with the stone, 1 player remain at the back to keep them protected. Get back to gen 2, place that stone, kill the remaining zombies and get the airstrike.

Round 10: - Get the staffs in the robots foot, or even do it the other way and get the fire staff done in the dig site. I think it would be cheating so the feet is the way I would do it. Get your staffs back, get in that foot, get that button pressed and get that airstrike thrown.

Now get all the maxis drown parts if you haven't already grabbed them along the way. Get that remainig last zombie away over to jug. Keep it away from the pandzers that will spawn. Kill those pandzers

Get Zombie blood from the 3 carts, kill shoot down the plane and kill the zombie running round the excavation site.

Round11/12: - Get down to the bottom of the dig site, upgrade the one inch punchwo at the steps, once upgrade, swap. Two players, stay back at the pedastals, the two players at the back keeping an eye on everyone's back. It should now be possible to get back down to the crazy place and shoot til your hearts content, get the end game
40/50 minutes and I think that's not a hard task to be very honest, I'm up for it if anyone else is and wants to record it for proof?

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Well, that was an interesting start. We never managed to do it but we know what improvements need to be done. Round 18 completion for EE but glitched out at the end, and wouldn't allow end game.

 

So we can shave 6 rounds off that easily but communication is key, we could have saved time but unfortunately not all able to do staff puzzles and this cost time, having to wait until round ten to get all ice parts was a killer. We got the chests filled in the relevant time span though. So with a few little adjustments it can be done.

 

Little refinement, it's possible for some players if not all to get an MP40 and jug, one player will need to get stamina up for the tank to get the 2 last parts (unless 2 get onto the tank together).

 

I think it might be possible to call the tank from tank station (gen 2) run up to no mans land and across to gen 4 and jump on the tank and therefore only spending 500 points on the tank (or someone waits around jug to jump on it once it has been called).

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I have also just checked Ways stream and the game started at 36 minutes 19 seconds into the stream (2nd attempt) and way received the press x at 2 hours 11 minutes and 24 seconds.

 

I make this 1 hour and 35 minutes and 15 seconds to completion. only 36 minutes behind the record but 45 minutes off the target completion time of 50 minutes. WE know what improvements are required and what we need to do, this is achievable folks.

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Time wise I feel that we spent some time trying to work out what to do next, now that we know how to do it it should go quicker.

And I feel we burned a few rounds on killing the zombie with the zombie blood. If we can organise that better it would really help. Missing the ice parts hit very hard as you said, but over all I think we have a good plan and hopefully we can get closer to the target some time.

I had a great time playing with you guys, any idea if we will be trying again?

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Having thought about this a little more, I'm thinking that we need to spend 2 rounds at spawn, with 2 players hopefully on 1750 so they can open gen 1 and 2 doors and then the 3rd player can start both generators and the 4th player can get the door to the workshop and possibly no mans if they have enough. Boarding up the windows gives us an extra 200 points and the 3 generators give us an extra 300 points, the window at gen 3 should give us an extra 50 points.

 

We need to remember to have one person grab the stone, and we need to grab the shield parts as we go.

 

Once we get to gen 4, we need to start it straight away and then we need to time the start of the boxes to coincide with the robot having just past, not keeping a zombie at the end of the rounds until the boxes are filled. We also need to get all 3 robots quickly and we also need to dig on rounds 2 and 4 to get all the parts for ice, so this means we need to have church open by round 4 (at least before round 5 starts).

 

Last night I seen the plane before the pandzer was out on round 8, so if we can get gen 6, plane and pandzer done by round 8 as well, we are all going good.

 

Lighting parts, we should have once we get the boxes filled and hopefully before round 8 and we should have the wind parts as well. Overall it gave us good insight into what we can change to improve upon things but it's imperative that we all build the elemental staffs, we can rely on one person doing two staffs. That cost us time.

 

Upgrading the staffs should be left to person with fire, with all of us down in the crazy place, so we can ensure all templar zombies spawn in agartha, with 3 players sitting back and leaving the person with fire to do what he needs to do.(i think round 9 is extremely plausible to have all elemental staffs and then round 11, 12 maybe 13, to complete the EE steps.

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I'd like to give this a try.

 

I think if you can get all the wind staff parts on the first 3 passes of the robot, you're shaving 10+ minutes off the time right there. And like you said, having to wait til round 10 for the ice staff is a deal breaker.

 

Ideally, at the end of round 3 in your plan, ice and wind should be able to finish their puzzles in the time it takes to get the 3 lightning parts. Also probably a good idea to turn all the switches for the lightning challenge as you make your way through the map, instead of all at once. This way, you've got all three puzzles done before round 4 in just slightly longer than the time it takes to make a full trip on the tank. 

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  • 2 weeks later...

Guys when is anyone available to attempt this again?

 

I really believe that getting a Boomhilda will speed up the process in the long run, and would suggest racing to 10 filling all the boxes along the way, to ensure you can dig the whole map safely on 10 whilst killing.

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