# Urben's Escalation Pack (not for real sadly)

Can’t believe nearly a week’s gone by since remaking these. I’ll try and find some time to play the others over the next day or two, as this was great.

The run of Level 3 is a prototype and a bit rough around the edges – still SA, but would potentially need a bit of work (or kill cam!) to make sure it met the restrictions. Good shiz though @Urben, hopefully more actual customization like this in-game soon enough.

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Well done you two
@Ed_ll3 Sadly engine-wise your last kill would be registered as Proximity Duck, I tested such stuff alot with FEs and it seems to be always work this way.

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Thought that might be the case; is that because the target is walking into any type of proximity blast and the radius? So it would only work in this instance by triggering the chain with the target KO’d?

What I mean is, if I used the same strat with a different prox explosive, would it make a difference? I’m guessing it’s a ‘no’.

I have an actual idea why it could be the case here. But I am not sure you want to read a paragraph of math. If you do tell me. Otherwise I dont think it matters which proximity explosive you use.

I’m way more literature than maths, but that said I’d still be interested to hear what would stop a well spaced explosive—compound—target setup from working as a compound kill.

I was thinking how unused it is compared to other items: not sure when or even if I’ve used it for anything much prior to this escalation.

Here you go:

Click to show science

Let’s imagine a triangle of the three things that matter here: The target, the proximity explosive which is triggered by the target, and the secondary explosive which is triggered by the proximity explosive.
The sides represent the direct travel path of the explosions. This image should make it somewhat clear:

First image before the proximity explosive is triggered. Second one the proximity explosive was triggered and it’s blast reaches the secondary explosive. Third picture the target dies - by the proximity explosive.
While playing with the camera tool mod on PC I noticed, when in slow motion, that the blast is actually not instant but takes time to grow from the explosive’s center.

If we assume that the blasts of all explosives have the same travel time, it becomes clear why we cannot kill targets with the secondary explosives. The sides a and b would need to be shorter than c. But this is impossible. The two shorter sides of a triangle combined can never be shorter than the longest side. They can only be equal if the two angles at the longest side are 0°.

Practical result: not possible.
Theoretical result: If you could place them on an exact line within a developer map editor, it is possible to make the blasts reach the target at the same time, resulting in a “maybe possible”. But maybe there is a delay between “Secondary explosive triggered” and “Secondary explosive blowing up”. In which case it is impossible in any way.

EDIT: Oh wait it MIGHT be possible if the proximity triggering reach is bigger than the explosion reach. But I never saw that being the case.

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Well done! The Paris one seems to be the popular one so far, or do you guys stick to the OP order?

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@Urben – I’ll play the ones available, so it made sense to start in Paris.

And thanks a lot for the clear explanation - if these escalation complications were in-game, I would have tested that method for a good while on console with little-to-no reward.

Being able to trigger remotes from a ledge would be a nice option.

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Re: The Paris Escalation. I’ve tried similar methods to 2 vids posted. Without outright saying what it is - there’s even one method I’ve tried (and failed at) that I haven’t seen yet. Maybe if CJ gives this one a go…?

That’s what I intend to do, although I’ll have to take a short break. I was one of the lucky few to be chosen to be part of the Trials Rising closed beta and it runs from today until next Monday, so in my limited spare time I’ll probably be playing that between now and then. But I’ll definitely come back to these. I’m looking forward to solving these fiendish puzzles.

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I already have a plan in my head for the next one, but I’m sure it’ll be more complicated… And make me end up losing sleep thinking about it.

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Well done, good someone starts with the safe route! I wonder what others will do here.

Got L3 of Pudding Stash to 3:47, but know there’s something I’ve missed.

It is quite open but I dont have a score myself because I only checked possible routings. Maybe 3:47 is quite good already but a crazy idea of mine could srap it down by a whole lot.

That’s as good as I can get it using conventional means - will try a few other things out.

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Did Level 3 of Marrakesh, Bangkok, Colorado and Hokkaido.
Started backwards with Hokkaido first.
Haven’t finished all of them because the Sapienza one crashed my game three times and I got tired.
But I still had fun (most of the time^^). Really nice challenges.

I hope I got everything right.

Well done! But sadly the Hokkaido one was not correct as it was requested to get a doctor’s disguise. Not the director’s one.
otherwise great work on the other three. You might have noticed that the Lv3 of Colorado was not more challenging than Lv2. That’s because there is a faster way where the complication affects you. If you want to check that out.

Also I like the “kill cam” in the Marrakesh. I fear without being an actual escalation, doing this is the only way to make sure you did it right.

Damn it, how was I so blind? Now I have to try with a doctor’s disguise.
Ich könnte schwören da stand “Director” und nicht “Doctor”.^^

Yeah I was wondering about the “Postponed Clean Up” complication, but I still haven’t figured it out.

About sedating the soldier on Marrakesh:
I guess the only way to know when he drops is to use the timer since you can’t see him with instinct from that distance.
I tested it a couple of times by bullet-distracting him at 00:40 and he would drop around 01:15/17.

The Marrakesh one was my favorite by the way.
And this was probably the first time ever that I used the Sedative Poison Vial.^^

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