Quote:
Originally Posted by 4thVariety
Since the record times still are at least 20% faster than anything normal people achieve, there still has to be knowledge surrounding the bahaviour of the game that eludes the regular gamer. The sort of undocumented fair game ruining type. Speed stacking only does so much, so there is most likely more to it than simply activating it. What's more important is the fact that the names in the highscore are not random. Even the top players score time which are up to 5% faster than regular top100 enties. Being that much slower on average across the whole race can neither be attributed to a single drop or hitting the ideal line (they all do), The fact that even the top times differ that much has to do with the way they were achieved. Even among the people knowing the special behavior, some players can pull it off better than others. Hence Roflcopter stays within his margin while the Top1 seems to beat him easily over and over. A classic sign that something has to be done over and over during the whole race to gain these mystical +20% (or do it 5% better than Rofl.)
Which made me remeber a lesson form Quake about how strafing could increase your speed. This is usually fixed in today's games with the intruduction of a maximum speed limit, Quake3 did this and failed miserably since there was a workaround involving jumping. In the same way the skills maybe can be used to exploit the GW engine to the same extend.
The following article details how to exploit 3D engines into moving the players at speeds higher than the predetermined maximum.
www.funender.com/quake/info/strafing_theory.html
Instead of using bunny"jumps" players might use bunny"speedboosts" for the same result. Using a skill pretty much removes friction the same way jumping did. This could explain why the users still referr to it as a "tactic". It still is a major breakdown of the game engine which most likely can't be patched if Top100 times work like that.
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I'm sorry, but you have no idea what your talking about. Getting a top 100 is a matter of three things:
1) item use strategy - Use the items you get to their maximum effect.
2) getting lucky - You need certain drops from the boxes before certain points. You have to avoid knockdown or de-synch at the beginning of the race. Getting a good starting color helps.
3) good ping - Pings above a certain amount are definitely not playable if you're going for top 100.
#2 takes a quite few trys, but everyone can get the right combination after enough runs.
#3 is unfortunate, but also not a matter of player skill. Plenty of people have low enough pings, though.
#1 is the problem for most players. I've been in races with plenty of people who get an echo-SRB, and while they can use it to win, most players have no idea how to use it for a top 100. They also hit dash at bad locations, and usually use ram as an attack instead of a speed boost (which is a bad idea if you want top-100).
The problem with #1 is that the mechanics of RBR are not obvious at all. You have the "RRPMs" which is a very non-obvious mechanic, and it doesn't work quite like it seems it should. You have useful skills like ram that don't mention their important mechanics (speed boost). It's because they haven't taken the time to learn the mechanicsor the track well enough that they don't know when to use rams / dashes / Echo-SRBs for best effect. This is not a fault on their part. You don't need to do these things to have a bunch of fun races, and I didn't for the first several RBR events. But if you want a top 100 time, you have to put in some time learning the game to get it.
I got 469k with a lucky Echo-SRB + no knockdown on my first race this weekend. I know a few ways I could have done quite a bit better with it, too.