Advanced tips for speed attacker + forcing guide [OUTDATED]
Dec 18, 2018 22:37:46 GMT
tica, Zarpedon, and 6 more like this
Post by Serpico on Dec 18, 2018 22:37:46 GMT
This section of the guide assumes you’re already familiar with basic attacker strategies and tactics and that you’re well prepared for the advanced stuff. Video guide that was posted recently via Casual Ba Youtube channel is sufficiently covering the basics of the role:
First of all, when it comes to speeds, our combat stats are extremely important because we want to make sure that penance die as quickly as possible so we can move to the cannon in optimal time to finish the healers. 80+ or even 90+ in all combat stats (save for def) are highly recommended because we want to minimize the possibility of unfavorable results.
It goes without saying that attacker in speeds is all about:
1: Efficient and fast elimination of fighters and rangers
2: Map awareness / staying out of healer lure range / luring reserve healer spawns
3: Maximizing shots fired at cannon
4. Forcing end waves + southeast qs
Before we go into specifics, another extremely important thing to know is who you’re speeding with and to know what to expect from your teammates. As attacker, make sure to ask healer before the game if they are overstocking, which codes are they using, which spawns they are looking to get etc., because we will need to adapt to their particular strategy:
1.If healer isn’t overstocking, 2nd attacker will always lure the last healer reserve on waves 6+ and place it north of the cannon, while main attacker moves to cannon immediately once rangers and fighters are dead
2.If healer is overstocking, see Wave breakdown section of the speeds guide.
Red eggs on wave 2 and 3
Shooting the last runner on wave 2 and last two runners on wave 3 helps us to save couple seconds because runners die before they are able to reach the trap. If 1st call is red eggs on wave 2 or wave 3, we will need to guess attacking style at 30 sec mark to finish the last fighter before 36 seconds on wave 2, as well as 1 fighter and 2 rangers before 42 on wave 3, because coll won't be able to call for us since he will be shooting the cannon. Dragon claws are HIGHLY RECOMMENDED for this.
Wave 2 reds
Main attacker will guess the next style by typing it in the chat during first call, followed by 2nd attacker. If both specs fail, we have eliminated 2 out of 3 possible options, leaving one last correct style to finish off the fighter before 36.
Example: say that 1st call was Accurate. That leaves either Aggressive, Controlled or Defensive as potential 2nd call. Main attacker will indicate which style he will be speccing with at 30 sec mark. He will type "agg" (Aggressive) for example, leaving the choice between Controlled and Defensive for 2nd attacker. After that, 2nd attacker will write "con" (Controlled) leaving Defensive as last possible option. There's a 66% chance fighter will die during 1st specs and if he doesn't, we will have just enough time to finish him off with Defensive spec (last available option) before 36 secs. Note that main att can spec immediately as the fighter appears, while 2nd att needs to wait for 1t with their spec because call change takes effect 1t later for everyone but scroller.
Wave 3 reds
Same principle applies if wave 3 reds. This time though, we won't be speccing 30 spawn but instead, we will be guessing with normal attacks. The reason for this is due to the fact that there are 2 rangers to finish off, so 2nd att will need 2 correct specs to kill them in time.
Example: 1st call is Agg. Main calls for Acc and 2nd calls for Def. Both hit zeros with normal attacks on their respective 30 spawns, indicating Controlled is the correct call. Main specs his fighter with Controlled while 2nd finishes 30 and 36 ranger with Controlled spec before 42.
This should cover basic general principles, so let’s move to the specifics.
1: Efficient and fast elimination of fighters and rangers
In speeds there’s no time to spare so optimal and clean inventory configuration for fast switches becomes significantly more important than in casual games. Sample inventory arrangement:
Oliver's setup
*Note that this particular setup is by no means definitive, it’s more of a suggestion. Experiment on your own if you wish and arrange the inventory to your personal liking, most of the top players have their own unique setups.
Quintessential item for speed attacking are dragon claws. They are pretty much irreplaceable, so if you don’t have a pair, you’re greatly relying on rng, especially on waves 2,3 and 4. On wave 4 in particular, since each attacker needs to kill 2 spawns, 30 and 36, before 42 secs mark, which is the current w4 meta. Currently there is no other weapon in the game that can suitably replace claws because of their burst potential. Again, if you don’t have them, ask someone if they can collat lend them to you (no scam pls).
Try wasting no ticks and prioritize tagging fresh spawns while guessing next call. Shooting one random arrow on a fresh spawn gives you a ⅓ chance to guess the right call even before collector has time to react and then after they call, switch to other type of arrows if necessary. 2nd arrow should always land a hit no matter what, so practice your fast switches. On waves 6+ 2nd attacker will spec first two rangers to secure early eggs for collector. Main attacker usually specs 30 and 36 fighter spawn on 2nd call. If one of the attackers is ahead, they should help their colleague if they are experiencing bad rng, but general rule of the thumb is to always stick to your own penance, fighters if main attacker, rangers if 2nd attacker. You also want to make sure that you’re fully potted throughout the run, so a sip of super combat + range pot every couple waves should give you enough of a much needed stats boost. Super combat potion is extremely important for efficient 1 hit kill specs on later waves, a sip while running north from the dispenser at the start of every 1 or 2 waves from w6 onwards is highly recommended.
2: Map awareness / staying out of healer lure range / luring reserve healer spawns
This picture indicates the lines you should never cross to minimize the possibility of luring the healers west:
Exceptionally, you could cross the lines couple tiles east but only in between the spawn cycles which occur every 6 secs. This is also risky so avoid it if possible, because the healer can always “bounce” off of runner on you. If you stay east of the line during the spawn, so for example at 30 sec mark, you are risking of luring the unpoisoned healer on you, which we can’t allow to happen. If rangers or fighters manage to escape east before you are able to finish them, make sure to indicate that by typing “fe” (fighter east) or “re” (ranger east) in the clan chat so other attacker becomes aware of it.
Once fighters and rangers are dead, both attackers will move east towards the cannon, while being mindful to potential healer lures. Another extremely important thing to note here, which people constantly fail to do properly, is to unstack the healers at the cannon. If you have a low hp healer on you which doesn’t require repoisoning, allow him to poison you and lose the lure deliberately. Worst thing you can do is to lure a dead healer north of the cannon stacked on the full hp fresh spawn. Ideally, you want to lure healer that needs rp to the side of the cannon (not in the sw or se crevice of the cannon hill, because we want them to take collateral cannon dmg), and unp healer north.
3: Maximizing shots fired at cannon
Attackers and collector should aim to arrive at the cannon at 54 secs mark on waves 7+. Once at the cannon, the scroller will not shoot before 60 seconds, (this only applies to w7-w9) because if they shoot too late, they can potentially extend the call duration or delay healer spawn by couple ticks since the shooting animation counts as a stall. We don’t want that to happen because the healer might be waiting at the dispenser for call. Note that scroller can still potentially fire a single shot after 54 if they shoot fast enough and if the eggs are already loaded, but no more than one. Others may shoot as they will, but only if collector notified the team that they have “yolk in abundance”. If collector had bad rng and didn’t manage to produce enough reds, the team will wait and shoot after 60s mark 1-2 ticks after the scroller fires his initial shot, or simultaneously as he fires his first shot to ensure reds dupe (see collector guide).
4. Forcing end waves + southeast qs
Ah, the holy grail of attacker role. Mastering the forces is the key component to every new speeds main attacker in the making. Forcing end waves can save up to 5.4 secs per wave so if they are executed properly, potential time saved as opposed to unforced run in the overall result can be huge.
Scroller mechanics in BA - theoretical summary
The way BA was coded was to perform several checks on scroller every 10 ticks, or 6 seconds. One of those checks is the “end wave check” which procs if all penance are dead. Since the check occurs every 6 seconds- at 6,12,18,24,30 secs and so on, the wave can by default only end at addends of 6 seconds. That is to say, if the last penance dies for example at 67.2 mark, we need to wait until 72 seconds for end wave check to occur, effectively losing 4.8 seconds while idling in the instance. Forcing bypasses that by delaying previous end wave check by pushing it further back in the queue of actions, because interface as a mechanic takes priority over it. It enables us to finish the wave instantly by allowing the check to proc when we want to, which is preferably immediately after last penance dies. In the previous example, if we want the wave to end at 67.2 instead of 72 seconds, we must prevent the 66 check from happening, which is accomplished by starting to chain stalls + interfaces before 66 mark. In this particular scenario, 1.8 seconds of looping will be sufficient to force the early 67.2, as long as the process starts at 65.4 mark. The game will “think” 66 end wave is going to proc at 67.2. For a more detailed explanation on forces see henke's post on old forums.
All it takes to force the end wave is to have any interface opened. There are countless items that produce interfaces when you click on them, as well as stuff like prayers etc. Sounds easy enough right? Well, not quite. Unfortunately, interfaces are broken by several other mechanics inside ba, which are the following:
1.NPC death
2.Shooting the cannon
3.Loading the cannon
4.Call change
Here’s where stalls come into play. Stalls basically enable us to keep the interface uninterrupted. In a clean scenario where none of the above will happen, e.g. on wave 2, you can use interface only to force successfully. In all other scenarios, you need a stall as well.
Popular forcing methods
The following are most common methods of forcing:
1.Mind shields + prayer loop
2.Scrawled note or Translated note (Monkey Madness 2 required)
3.Shrinking potion - used exclusively for call extension
Mind shields + prayer tech
Bring two mind shields or elemental shields and place them near each other. Bind the F keys to inventory and prayer tabs (for example, escape key and F1) and do the following:
1.Click on a mind shield
2. Press F1 quickly to switch to prayer tab and then click on any prayer
3. Press escape to return to inventory tab and click on another mind shield
4. Click on the prayer again
5. Repeat
6. Stop just before last penance is about to die leaving the interface opened and the wave will force end
You need to repeat the above cycle in 2t rhythm. Ms-pray + ms-pray 2t apart from each other (2t is the time it takes for mindshield to equip itself). Remember that the wave must end while you have the interface opened. For further reference, check out any main att POVs on Youtube.
Scrawled/translated note tech
You can use the note to force in two different ways:
1.Henke’s 1t method
2.Serpico’s 2t method
1t method: place equipable item next to the note in the inventory (ring for example), then click on the note and then quickly on the item. Both clicks need to be done in 1t so you need to be fast and precise. Any equipable item will work just fine, you will need 2 (berserker+archer’s ring). Stop before last penance is about to die, again, leaving the interface opened.
2t method: enable “escape closes interface” option in osrs settings, then hold escape while spam clicking the note. Stop just before last penance is about to die, leaving the interface opened to force. The effect is identical to mind shield loop (2t force).
(This guide is only for main attacker/scroller. The potion requires starting the quest «Grim Tales»)
What’s the benefits to using the «shrink me quick» potion (from now on called shrink potion)?
1. Duplicates red eggs in cannon. By duping red eggs you can get a lot more cannon dps. It also makes it easier for the collector, as he won’t need as many red eggs. Useful wave 6-10
2. Extends current call (if the healer wishes so). This might make it easier for the healer to restock, as he then knows what call to expect when restocking. Can be useful wave 6-10. Make sure to ask beforehand if the healer wants any call extends, and which waves.
How to use the shrink potion
Step 1: Click the potion in inventory
Step 2: Quickly go to prayer tab and click around 5-8 prayers. Note that any prayers work, and you can click same prayers or different ones. Quick prayers do NOT work.
Step 3: Quickly go back to inventory and spam click the shrink potion
Step 4: Keep spamming the potion until you want wave or call extend to end
By following these 4 steps, u will create a stall inside the minigame. This stall prevents eggs from being consumed even though they’re being shot, as well as preventing call change to occur.
This video shows how to use the shrink potion to dupe and extend calls. It also covers forcing wave ends with scrawled note. youtu.be/d4DyEhpqo68
Other things to keep in mind:
2. The more prayers you click on step 2, the longer the stall will last. Some waves (typically wave 6), you might only need 2-4 prayers, whereas wave 7-10 u might need closer to 7 or 8 prayers. By «trying and failing», you will get a better understanding of how many prayers you need to click. Keep an eye on how much HP the remaining healers have when you are about to click prayers. More HP means you will need prayers. The maximum amount of prayers you can click (add to the stall) on step 2 is 9.
3. It is very difficult to use the shrink potion as a «forcing» tool (forcing means that you force the wave to end as soon as last creature has died, instead of waiting up to 6 seconds for the natural wave end). You might anti a fair few waves when you start out using the shrink potion method (anti means you fail to force the wave end, and it takes more time than natural for the wave to end). If you want to improve on forcing, the note from monkey madness 2 called «scrawled note» is a very good and effective option. This method is explained earlier in the guide, and can easily work together with the shrink potion. When the wave is about to end, simply start spamming the note during the shrink stall while pressing esc key on your keyboard. Keep spamming until last healer has died, then release. If you're still getting delayed wave end, you could try starting the note spam a few seconds earlier.
Southeast qs
Southeast qs (quickstart) is the action performed by the scroller after the wave has finished. Once the "loading" notification appears in the upper left corner of the screen, main attacker will spam-click southeast of the map to potentially save some time by premoving the character closer to the ladder. If successfully executed, southeast qs guarantees faster start of the wave in most scenarios. Note that the last click must not register while inside the wave, because in that case your character will premove in the direction of BA wave (which is an instanced area) relative to the position of the lobby. If your last click registers inside the instance, your character can potentially move towards northeast, which is known as backfiring. If the server places instanced area of BA wave northeast of the position of the lobby, the game will try to move your character northeast, which is almost always a bad thing. That's why it's extremely important to spam-click the southeast part of the map only after the transitioning of the party to the lobby occurs, which is when the "loading" notification appears. Again, examples of executing this properly can be seen in any speedrun main att POV on Youtube.
Conclusion