I could never work with a system like that, since I use pitch up while cornering in my piranha...
(or any other ship for that matter, just like a fighter jet)
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I could never work with a system like that, since I use pitch up while cornering in my piranha...
(or any other ship for that matter, just like a fighter jet)
Take a rubber band, wrap it around the PS3 Dualshock 3 Analog stick and around one of the triggers (Which you won't use) or anywhere else and voilĂ*, instant speed mod for PS3.
Glad we'll see none of it. ;)
Wow have people been doing that with Pure and Pulse times? Cause I haven't... Hopefully I'm not the only dumbass haha...
Lol Chill. Well it's good to know this has been stopped now. The only thing I need to look out for for good times are BR's........ Yeah :(
Speaking of BR's... the "un-realism" isn't the only thing I don't like about them, but the fact that I do an accidental BR too often during my races... that's why I was eliminated for the most part on those HD vids... accidental BR's... But other than those two things, I admit it was a great addition to the gameplay, if it just had a reason for you to get a turbo out of it and wasn't accidently used so often when in the major "heat", while still carrying on the traditional Wipeout style... then I'd be all for it... But I'm not. :/
But please tell me we'll still be able to pitch down to allow the ships to gather "bite" on hard turns like what was possible in Pulse. More than your fair share of pilots around here use it in that game to maintain traction -- in effect preventing the ship from sliding sidelong too much. Fort Gale White is one such place, but virtually every track in Pulse with a bend ranging from a mildly harsh sweeper to an all-out hairpin benefits from the technique.
- F
Btw: That turn on Fort Gale is totally messed up. Your ship gains too much height there everytime - no matter if you press down your nose or if you don't.
That being said, there are more of such turns in the recent game(s), and IMO it's more a failure of the trackdesign.
I meant the drop after the first tunnel on Fort Gale. Barrel rolling there causes the ship to enter with so much speed into the uphill right-handed sweeper that it almost risks plowing sideways into the left side of the track unless you pitch down and to the right. For the wipeout-game.com record tables, it's absolutely necessary to do if you expect to enter the top three on Phantom class because the technique not only allows for more traction during turns, but helps maintain speed as well.
As for the first bump after the start/finish on Fort Gale White, pitching down is necessary there too in order to smoothly set up for the double barrel roll into the tunnel without the speed-killing wall grinding that would happen without it. I don't see it as a failure of track design, because that bump can be navigated smoothly at the absolute fastest speeds, albeit with a bit of luck and dexterity.
- F