Kotti
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Post by Kotti on Jul 11, 2014 19:43:58 GMT
The PRO/SA records Hitman 2, Contracts and Blood Money can be found in this spreadsheet. CLICK HERE TO OPEN THE SPREADSHEETI'm only tracking these few categories as I think they are the biggest categories and the easiest ones to track. If YOU want to create a table for something that's clearly defined like AZ or AO, something like that can be added. At the moment there are no tables for Codename 47 or Absolution but if anyone wants to makes tables for those, they can be added.
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Deleted
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Post by Deleted on Jul 14, 2014 1:21:08 GMT
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Kotti
Administrator
Posts: 55
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Post by Kotti on Jul 14, 2014 8:14:30 GMT
Nice! Where do the 4 seconds come from? The strat appears to be the same so I didn't think it'd go down by that much.
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Deleted
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Post by Deleted on Jul 14, 2014 11:09:49 GMT
Nice! Where do the 4 seconds come from? The strat appears to be the same so I didn't think it'd go down by that much. No idea I know, where 3 seconds came from, because, I've done some runs with cheats, before grinding attempts, to see how fast it can be done and the result was 1:16. I easily got 1:18 and 1:17, but knowing it can be done faster, I was grinding it further to get SA 1:16 and somehow it turned out to be 1:15. Anyway, some notes: - When picking up the key to a car, I tap Caps Lock, so I don't have to hold shift the entire time (until the elevator). Normally it doesn't save any time, but it makes hitting ESC when a cutscene near the elevator starts much easier.
- Part of the time saved is not stucking on opening doors. Turns out, the triggers for double-wing doors are much bigger, than for single-wing ones, so you can open them earlier and thus don't loose much time having to slow down on a collision with them.
- The other thing to point out is the elevator. When entering the elevator you don't really have to go to a button, as the trigger pretty much stretches to a middle of an entrance. The same goes with actually choosing a floor, Shtefmeister went pretty far into the elevator before activating it. I activated it to go to a 1st floor early and saved some time with it. It's also important to note that in in patched versions (1.75 [Steam] and I think 1.74), there is no "Basement" floor in the elevator (it can only go up) - this also saves time, as you can just tap use key and send an elevator straight to the right floor.
- It's also a bit of RNG manipulation, as I got lucky with one patient opening the door for me and also with police guys being late enough for me to fit through the door before they close.
- Finally it's also risking, cutting the corners, even if that means getting close to enemies. This is where Shtefmeister lost a second right at the exit.
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Post by Dzupakazul on Jul 14, 2014 12:42:04 GMT
Cool optimization. Be a darling though and credit shtefmeister in the description. What I don't get though is why does the game bother telling you that your cover has been blown when you don't receive an alert. I encountered this many times, but I never understood what causes it.
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Deleted
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Post by Deleted on Jul 14, 2014 13:17:44 GMT
Cool optimization. Be a darling though and credit shtefmeister in the description. What I don't get though is why does the game bother telling you that your cover has been blown when you don't receive an alert. I encountered this many times, but I never understood what causes it. Good idea. Thanks for pointing it out with credit part. As for cover blown, I believe it doesn't matter at all if you have a cover blown or not. As usually, when you have a cover blown it's either because you did something stupid (like ran way to close to a guard, ran with a fiber wire etc.) - this in turn triggers a close encounter (not only someone trying to punch you, but also trying to shoot you), then usually other guard sees somebody reacting or hears shots or whatever and the entire rating goes to hell. I know for sure you can have somebody shooting you in the mission, kill him and still get SA, as long as nobody was there to react and you didn't blow the enemies killed limit. Either way - I really think it's a snowball effect, one things goes to hell and everything falls apart. When it comes to this run - it was really close, I bet if the guard started aiming towards me (having cover blown), it would have been only professional, as there are always many guards on the courtyard to join the reaction of one pissed of guard.
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Post by Dzupakazul on Jul 14, 2014 17:15:41 GMT
this in turn triggers a close encounter (not only someone trying to punch you, but also trying to shoot you) I'd like to note that melee attacks don't seem to count as Close Encounters at all. For instance: -in my old Meat King's run I bull-rush an NPC armed with a cleaver and even though he takes a swing at me (which fails to connect), it doesn't register as a Close Encounter; -going mano-y-mano with Lee Hong in the ultimate Hong Kong mission seems to not trigger close encounters at all; -in Hitman 2's "Shogun Showdown", it's possible to run through the level suit only and receive no alerts as long as the ninjas attacking you are all armed with Katanas. I'm almost certain that for a Close Encounter to happen, you have to be shot at. Alerts seem to be exclusively related to finding bodies and firing loud guns within a guard's earshot. They don't ever come from "Guards are now looking for a suspicious [current disguise]" and events like "Target is feeling endangered and is now fleeing the area" (as possible, for instance, in Seafood Massacre or Bjarkhov Bomb) don't count as alerts either. Civilians never cause alerts, and you can scare them at leisure. I could write something about what is and what isn't an alert, but even I'm not sure I could exhaust the subject, especially since I'm bewildered by how the message "Your cover has been blown" can often be utterly meaningless, like in your video. I've had times where it caused me a Close Encounter right off the bat, without even being fired at. A theory I have right now is that a Close Encounter happens when someone aims a gun at you, even if they don't get to fire it. Maybe your cover wasn't blown for long enough for that to happen?
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lanayru
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What are you poking around here for?
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Post by lanayru on Jul 14, 2014 17:36:35 GMT
this in turn triggers a close encounter (not only someone trying to punch you, but also trying to shoot you) I'd like to note that melee attacks don't seem to count as Close Encounters at all. For instance: -in my old Meat King's run I bull-rush an NPC armed with a cleaver and even though he takes a swing at me (which fails to connect), it doesn't register as a Close Encounter; -going mano-y-mano with Lee Hong in the ultimate Hong Kong mission seems to not trigger close encounters at all; -in Hitman 2's "Shogun Showdown", it's possible to run through the level suit only and receive no alerts as long as the ninjas attacking you are all armed with Katanas. I'm almost certain that for a Close Encounter to happen, you have to be shot at. Alerts seem to be exclusively related to finding bodies and firing loud guns within a guard's earshot. They don't ever come from "Guards are now looking for a suspicious [current disguise]" and events like "Target is feeling endangered and is now fleeing the area" (as possible, for instance, in Seafood Massacre or Bjarkhov Bomb) don't count as alerts either. Civilians never cause alerts, and you can scare them at leisure. I could write something about what is and what isn't an alert, but even I'm not sure I could exhaust the subject, especially since I'm bewildered by how the message "Your cover has been blown" can often be utterly meaningless, like in your video. I've had times where it caused me a Close Encounter right off the bat, without even being fired at. A theory I have right now is that a Close Encounter happens when someone aims a gun at you, even if they don't get to fire it. Maybe your cover wasn't blown for long enough for that to happen? Yes I do believe close encounter means you must get shot at, I noticed for Hunter And Hunted when the swat team on the 3rd floor shoot at me it gets me close encounters, when they don't see and shoot then it doesn't give a fuck, and in meat king party since I do a different route the guy in the paul anka room doesn't give me a close encounter
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Post by Dzupakazul on Jul 14, 2014 17:59:21 GMT
Guy in "Paul Anka room" has no chance of giving you a close encounter is what I'm saying.
The close encounter from my old Meat King video stemmed from getting my cover blown by a guard on the rooftop. I've done this mission quite a lot and had full on melee battles with Sturrock's brother to no effect on my rating (except, of course, an Enemy Killed).
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Post by awsdfrgty on Jul 15, 2014 17:17:01 GMT
oops wrong thread
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HitGod47
Member
Nothing is impossible.
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Post by HitGod47 on Jul 15, 2014 19:31:38 GMT
I've got a new WR for Beldingford Manor. 2:00 and still obtains the SA rating; four seconds faster than the non-SA record. I had some trouble, though, and have since grown to despise this mission. My strategy is too much luck-based. First thing I had to worry about was killing the wife of the first target, because the sniper bullet would often kill both. Then I had to hope all the guards were in the right spots to minimize the risk of too many close encounters. The third and final problem, and one which I haven't been able to solve, is that the game won't let me escape until a certain time has passed. At first I thought this was because of the dogs being unleashed, but the same issue arises if I try a completely different route. Maybe it takes the prisoner so long to leave the map. This is the only thing that keeps me from finishing faster.
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Kotti
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Post by Kotti on Jul 15, 2014 22:39:35 GMT
Nice one, the last stretch looks like it has a lot of close calls in it. As for the exit problem, I'm not sure if it's the prisoner. I did a quick test and from releasing him, it takes him about 25 seconds to disappear on the map. The map might not be very truthful and that would probably be best tested using cheats but it took you 70s to exit after releasing him, that's a pretty big difference.
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HitGod47
Member
Nothing is impossible.
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Post by HitGod47 on Jul 15, 2014 23:55:59 GMT
Yeah, I came to that conclusion myself after testing. Killing both targets with fiber wire first, then releasing prisoner and running straight to the exit results in immediate escape. This is well after the two minute mark, however. Perhaps the developers didn't expect this mission to be done so fast so there is some kind of time barrier in place. That sounds like a stretch of the imagination, but I don't have a better explanation right now.
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HitGod47
Member
Nothing is impossible.
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Post by HitGod47 on Jul 18, 2014 21:08:40 GMT
HM:C Hunter and Hunted SA 50 seconds.
I used a swat disguise to get out of building faster, and used a silencer for quick kill; but you can easily use the fiber wire if you're doing a full run.
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lanayru
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What are you poking around here for?
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Post by lanayru on Jul 20, 2014 15:29:56 GMT
hooray finally a new Hunter And Hunted WR, good job Hitgod , quick question , by how much is the exit you used faster than the other one?
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Post by A Guest on Jul 21, 2014 16:21:12 GMT
Hello, nice forums here. Just noticed the Hitman 2 level "St. Petersburg Revisited" in the record table has a mistake, it links to a video of the "St. Petersburg Stakeout" mission.
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HitGod47
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Nothing is impossible.
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Post by HitGod47 on Jul 21, 2014 16:34:41 GMT
by how much is the exit you used faster than the other one? Well, it's the same exit that M1rk3s used in his AZ run and the closest one to the target.
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Kotti
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Post by Kotti on Jul 21, 2014 16:39:23 GMT
Hello, nice forums here. Just noticed the Hitman 2 level "St. Petersburg Revisited" in the record table has a mistake, it links to a video of the "St. Petersburg Stakeout" mission. Good catch, will fix when I figure out what the fastest time is. Youtube's great search engine likes to gives Stakeout results when looking for Revisited. EDIT: The fastest thing I can find is a clearly unoptimized walkthrough. That can't be right, can it? Also, should Redemption at Gontranno be included in the spreadsheet? It doesn't give a rating or a time and I'm not aware of any runs of it done on Pro. Requiem is manually timed and not rated, the main reason I listed it was because I knew there was already a good run of it on Pro.
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lanayru
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What are you poking around here for?
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Post by lanayru on Jul 21, 2014 21:24:41 GMT
by how much is the exit you used faster than the other one? Well, it's the same exit that M1rk3s used in his AZ run and the closest one to the target. ahh ok, I'll just time it just because why not, I also noticed something interesting about hunter and hunted, in the old version of contracts you must fibre wire him because he takes 2-3 shots to the head so that I found interesting
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HitGod47
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Nothing is impossible.
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Post by HitGod47 on Jul 22, 2014 0:12:20 GMT
I've never known that to happen. Which version was it?
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