Not sure if anyone is aware of these two techniques. Perhaps some of you have discovered them long ago.
Quick gauss is not the same as the gauss fastfire used by quadrazid for nihilanth. The method is similar, except with very different results. At the time of writing, it doesn’t work Bunnymod Pro, HLSP Bunny or rofi’s DLL, but it does work with the original WON WON version 126.96.36.199 and unmodded steam version. Of course, those mods can be easily modified to make this technique work again.
[ol][li]initiate 0.5s secondary charge (e.g. by a tap on the right mouse button)[/li]
[li]save the game while charging[/li]
[li]reload the game[/li]
The “profit” part is where the gauss finishes its 0.5 seconds charge and then shoots. The resulting shot is phenomenal. It gives 1000 ups boost and 200 damage. But because the charging time is only 0.5 seconds, only 1 cell is used.
Obviously, the acceleration and damage provided by a quick gauss shot completely dwarf those of the usual gauss shot. It consumes very little resource and it doesn’t have side effects or cooldown time or whatever.
We haven’t fully explored the applications of this technique. What we do know is we can take out the blast door in the airstrike map in 1 seconds by two quick gauss shots. We can also destroy the door in the crossfire.bsp-like place in 0.5 seconds. The floor at the end of Gonarch’s lair can be destroyed using 4 quick gauss shots (though coupling with some explosives should be even faster). In addition, we no longer need any explosives for Gonarch (we can save them for extreme boosts later). Just one quick gauss deals enough damage to Gonarch at each node to get her arse moving.
We can fire the gauss crazily without giving much shit about the ammo consumption. We can boost ourselves inside narrow pipes and tunnels rapidly, especially when making sharp turns. Very quickly an obsession with speed develops – anxiety will kick in whenever it isn’t at maximum.
In general, pretty much all normal gauss boosts can be replaced by quick gauss shots. However, in sv_airaccelerate 10 it can get incredibly tricky to control the movement thanks to the high acceleration.
Edit: This trick is deemed illegal by most people.
This is a TAS-only technique, and it’s more useful for sv_airaccelerate 100 runs. Basically, we want to set host_framerate to something less than 0.001. For example, host_framerate 0.00099. By doing so, the movement completely halts. Yes, we’ll just stay at the same spot until Poincaré recurrence, regardless of velocity. However, NPCs and objects will continue to move. The AI continues to run and we can still use buttons, duck, fire weapons, reload weapons, change viewangles, spray logos, talk to scientists, pretty much everything except translational motion. Meantime, the velocity is preserved.
It took us quite a while to realise the potential of this technique. One application of this technique would be to skip the electricity in office complex without object boosting, thus saving a bit of time bringing the box. But this is doable only with sv_airaccelerate 100. We want to stall in front of the elevator door while the next level is loading. We have tried this and it worked very well.
Refer to the two doors at the end of c1a0d. When we enter the first door our speed is potentially very high, but then we can stall our movement while the second door is opening, instead of colliding with it thereby cancelling all the speed. Once the second door opens, we rush out with terrific speed and hit the elevator button as soon as possible. We then stall our movement in front of the elevator door. Then do a jumpbug and stall our movement again to wait for the lower elevator door to open. Then stall again at the door near the two scientists. And again at the door with a guard. As a result, we can maintain nearly 2000 ups after suit grab all the way to the room with 3 scientists.
There are also quite a number of doors in Lambda Core. In general, we can stall in front of a door while it is opening, meanwhile firing quick gauss shots to max out our speed. Even if these don’t save time compared to HL21, they should reduce the need for explosives. Similarly, when we’re inside a teleporter in Xen we can stall our movement, then do quick gauss to quickly max out our speed. Then when the next level loads, we can fly out of the teleporter. In Hazard Course, there are also a number of doors. You get the idea. Although this technique isn’t really “revolutionary”, it surely saves quite a bit of time here and there.
Possible (some of them save time, others save explosives):
[ul][li]door leading to suit room (we should have 2000 ups at this point)[/li]
[li]glass near crowbar[/li]
[li]subsequent glass at the top part of elevator door[/li]
[li]two doors at the start of c1a1b[/li]
[li]door before barney skip in office complex[/li]
[li]some doors at blast pit[/li]
[li]doors before freezer room in apprehension[/li]
[li]elevator leading to assassins (the elevator will push you up while stalling)[/li]
[li]doors associated with the room with a trapped alien grunt in QE[/li]
[li]inside the revolving door at the end of QE[/li]
[li]subsequent door leading to hydroelectric dam[/li]
[li]doors at the start of c2a5d[/li]
[li]doors and elevator in c3a2e[/li]
[li]maybe doors and elevator in c3a2[/li]
[li]door with electricity in c3a2b[/li][/ul]
We’re tired of typing “door” already, so we’ll stop now.
Brute launching achieves the same effect, except it requires additional materials and it’s amazingly inflexible.
By the way
If you set host_framerate to a very low value, you can gain health much more quickly from the health door. For example, instead of 1,000 HP/sec we have 10,000 HP/sec. This alone saves a few seconds.
These two techniques are what convinced us to shift focus to sv_airaccelerate 100 as far as TAS is concerned. In fact we haven’t been working with sv_airaccelerate 10 until YaTLeR YaLTeR released his TAS mod. Of course there is a place for sv_airaccelerate 10 TASes, but they just don’t seem to be that exciting to us anymore.