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Hovercraft: Takedown - 108.019.704 points in  

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New WR: (264m) • Hovercraft: Takedown -...
NINE DIGITS YEAH (probably the first ever Hovercraft run to be nine digits?)
Furyexploiting is so broken lmao this run is 8 mins shorter than the 74 mil one but 34mil higher (also finally got 6th weapon so I could do x3 fury, not just x2 fury), with nearly double the multiplier
Next push will be for a 50 min run with Furyexploit I guess, 125mil is clearly possible now, might even change weapons to rockets? Not a big fan of them though
Also big thanks to Antman2BYT for reminding me of some of the physics glitches of the Hovercraft games, which got me to pick up the game again and also try them in Takedown

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10 окт 2024

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Комментарии : 16   
@nanopyosaskornnoothong9505
@nanopyosaskornnoothong9505 3 года назад
Very Good 👍
@nanopyosaskornnoothong9505
@nanopyosaskornnoothong9505 3 года назад
Where Are You From
@nA-kq9ys
@nA-kq9ys Год назад
NICE
@devanowalker313
@devanowalker313 Год назад
The tracking ion lsser id sbdolutely broken
@malickaissi6723
@malickaissi6723 Год назад
Fr
@-YELDAH
@-YELDAH 3 года назад
Opus Magnum my dude Is there any info on things like ship design?
@TheHSbF6Leo
@TheHSbF6Leo 3 года назад
RU-vid apparently just doesn't want to send me a notification about this comment, so I'm only seeing it now... To be honest, I might just try to go for the 110-125mil range now, just to try if I can still do these 45minute+ runs (like the 74m one)... So, here's basically all of the info around the ship design (if you have ideas to imprve it, tell me and I'll try them): That ship design in general is based around stability after taking damage (and losing boosters), with the added change of external weapons (to use the fury exploit glitch): The boosters are set in positions to keep the craft (semi-)level at an undamaged state (overwise your craft will be unstable from the start and may flip itself into the ground) and above the ground at a damaged state - they're as far apart as possible (which stabilises the craft and turns and makes losing multiple boosters at once harder), but are always covered by at least one layer of sacrificial blocks (as all blocks besides the core, the weapons and the boosters have no meaning besides shielding the former (and being a counter-weight etc. but that's minor by comparison). The core is right in the middle of the craft and directly surrounded by the 4 weapons that are actually used - cores further to the front tend to suffer from debris impacts and cores towards the back break on damaging flips after losing boosters - the current position can survive on most combos of 2+ boosters in this craft (1 booster crafts are never stable [at least not if you have to turn or dodge], which is why this is nearly the best result possible imo. The weapons are right around the core instead of being spread everywhere around the craft like many other designs do to keep all of them safe as long as possible - going below 4 weapons is akin to immediately ending the run (as 4 weapons are needed to beat bosses and keep up with traffic) and so the other two weapons are sacrificed for fury, as they aren't strictly needed. In terms of weapon choice, the targeting laser (or also the targeting machine gun, as they seem to be equal in every factor that matters) is the only reasonable choice as all non-targeting weapons (so the mg, laser, sniper and grenade) are unusable (focusing on aiming instead of dodging will increase the amount of debris/bullets that hit), as is the semi-aiming weapon (with non-360° aiming radius), because it can skip traffic vehicles. The auto-aim sniper is simply too weak in terms of damage and all three rocket variations are comparable to burstier variations of the targeting laser/mg - they have higher range, which would make me consider them as a 5./6. weapon, but also struggle to keep up with traffic - they simply don't switch targets an re-aim fast enough. The blocks are placed to protect from impacts and to stabilize the craft - most impacts come from the front or at a slight angle from the front (eg. most debris and the very bothersome trucks that shoot into 3 directions at once). However, some damage will also come from the back or top (the bosses for example like to camp right over you and make dodging really difficult, as do the later largest traffic verhicles - their aiming block gun will hit the top in many cases. The bottom also needs some protections, mainly to balance the craft, but also due to height changes after an impact - crashing into the ground or into debris on the ground deals large damage to the bottom and in case that the craft is flipped, the weapons will still continue the run, but missing protection for the center (with the core, the weapons and 2 boosters right next to it - the integral part of this craft, whichcan actually fly pretty stable on its own) would be fatal. That is why maxing out the block cap is beneficial - any blocks may protect from impacts, but also why the craft has the shape that it does - the wider a craft is, the harder it becomes to dodge and the stronger is the total tilt on sideways movement (compared to a craft with the same left-to-right booster distance), but the more it can also space its boosters apart, which massively improves flying stability. Length is useful to add frontal protection, but increases the risk of a fatal spin with ground impact after losing a booster (and also makes booster spacing harder). I colored the different layers (in distance from the core, mostly) to increase visibility of damage - it can be advantageous to fly into bigger debri with a part larger than the rest of the craft to restore stability. Just a note though: I'm pretty certain there's still possible improvements to be made in terms of craft design, but all experimental changes I did lost to the current version, so I haven't found any. Gameplay-wise in the run the main focus is on endurance, quick reactions plus decisive decision-making and on knowing what movements highly damaged crafts can make (and which they can't) and outside it's to really do anything to make coins as every run is expensive (after all 6 weapon slots have been unlocked). If you're wondering why I'm not using any powerups - well, they're pretty useless, even in their way too rare (and still common enough to stop any attempts at 100%ing the game without going crazy [cough cough legendary ship designs]) legendary forms... Some more rambling about this game as this comment reminded me of it - the pre-made crafts are honestly a waste to upgrade - if it weren't for the fact that the game just showers you in upgrade points, I'd never upgrade them, as you can just clone them and upgrade your custom and modifiable craft instead... Also, you can technically skip bosses in some scenarios - by flying corners optimally, you can get ahead on the track compared to their position and if you pass them, they just dissappear (I've only managed to pull this off once though...), but this is suboptimal as bosses are just free points - in most cases. Lastly, 2-player mode is honestly the secret to basically unlimited points if my understanding of it is correct (it respawns you like-new if you die and your partner is still alive, just imagine the 8-weapon fury exploits and constant revives)... I just can't get it to work, with any combination of hardware/software that I've tried and thus I cannot use it to set a crazy multi-hour score...
@-YELDAH
@-YELDAH 3 года назад
@@TheHSbF6Leo woah that’s a lot of text lol, this helped a lot considering until now my designes have been completely separated from the rest of the world! So there are three mechanics I’ve found but don’t fully understand, the first is it appears that the longer you last in a run, the more damage is done to the craft per hit, the second is similar whereby after a certain amount of hits a ship will take more damage per hit, sometimes the end of a run one hit removes over 14 blocks, which seems to dampen the increase in effectiveness of a well designed craft vs a smaller craft, the third is one of my designs (my current design) appears to have reached a certain threshold whereby just by adding a few more blocks causes the entire ship to get significantly weaker (its final design is at 297) As for ship design there is one unique tactic I use with my current 297 ship, and that is the idea of using breakaway armour, the idea being every impact takes away more than one block, so I can make my vehicle out of separated and light “ribs” the size of the breakaway amount (for this vehicle it seems to be 3 and I think adding blocks as mentioned earlier caused too much damage to a breakaway and removes ones near it) and every impact will only remove one of these separated ribs at a time, reducing the total weight and block count while still accepting the same damage as a full mass.
@TheHSbF6Leo
@TheHSbF6Leo 3 года назад
@@-YELDAH Yeah, seperating the blocks from each other was also a strategy I planned to use - it just ended up destabilizing the craft though. Damage also seems to be lowered at the start of the game (probably so newcomers survive longer) and yes a smaller craft certainly has its advantages, which is what makes post-damage stability so important imo
@-YELDAH
@-YELDAH 3 года назад
@@TheHSbF6Leo ok, thanks if the info and good luck on future runs! I’ll keep experimenting
@jamesmedalla7043
@jamesmedalla7043 Год назад
@@TheHSbF6Leo Im really just a average player so I go with the more fancier Craft designs. I made my current Craft into a Bald Eagle called "Free Bird".
@kingofbanditsjingjr
@kingofbanditsjingjr 2 года назад
How did you get that big of a score
@muhamadbakri3174
@muhamadbakri3174 2 года назад
Respecg
@chantebrown9466
@chantebrown9466 Год назад
How to make car
@cristianmercedesmoya5341
@cristianmercedesmoya5341 2 года назад
Hacks wey
@МурзикГорыныч
@МурзикГорыныч Год назад
15:48 он здох
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