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DRG Analysis > Zipline Analysis

Zipline Analysis

When considering the gunner’s zipline launcher, there are a few different aspects one might find interesting:

Here I will just focus on the last of those topics. I may add more thoughts about the other points at a later time.

Horizontal traversal

When you are going downhill on a zipline (with an angle of at least 5 degrees), you can boost your speed along the zipline by holding the [Forward] button (usually W). The boost is bigger if the zipline is steeper. It lasts as long as you hold the forward button.

Picture the following situation: You are standing on slightly high ground. You would like to move a large horizontal distance forward as quickly as possible. A zipline is a great way to do this. But at what angle should you place the zip? Should you go as steep as possible for maximum speed, knowing that you will eventually reach the ground and have to walk? Or should you zip the whole way, getting less speed but maintaining that speed all the way to the finish?

(Yes, this is mostly a micro-optimization and the difference is ultimately a couple of seconds at best. However, it was interesting so I wanted to make a graph. No I don’t have a problem, I can quit whenever i want)

Here we go:

This graph may be a bit hard to read. Start at the bottom edge. Pick a particular horizontal distance, any horizontal distance you like. Then go vertically upward until you encounter the contour with the smallest number of seconds. That’s the optimum zip setup for that distance.

Let me explain more about this graph.

There are 3 main zones in this graph, which are separated by the brown line and the red line.

There are 2 special lines on this graph, which are the brown line and the red line.

There is definitely some error in this graph:

Conclusions

It turns out the optimum at each distance follows the edge of the “No Falling” zone that I have helpfully outlined with the brown line. This means that if you want to travel fast horizontally, zip directly to where you want to go. If the zipline isn’t long enough, make it as shallow as you can while still reaching the ground at the end. But do keep at least 5 degrees of steepness so you can get the speed boost.

However, there’s a tricky tradeoff. What if you want to go back up the zipline later? If you don’t boost by pressing w downhill, ziplines move you at a constant speed regardless of their angle. Thus a steeper zipline is just always better for going uphill. And going uphill is soooo slow on a zipline that any time savings you get from optimizing for downhill travel will be more than wiped away by that longer uphill climb later. So then:

But what if you bhop?

Bhopping in this game requires approximately frame perfect-jump inputs and a high enough framerate. Understandably, those are difficult to pull off. But if you do it (using an unlocked scroll wheel or a mod), you get to keep all that forward speed that you got from the zipline. So how does the conclusion change?

Well, this case is simpler. The time contours all tilt the same way everywhere. Just make the zip as steep as you can. Go fast downhill and go fast uphill. The end.

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