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Thread: Tips for Old People with Bad Reflexes

  1. #31
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    I get this distinct impression that the tips for the courses near the start of this thread run the presumption that you play with the D-pad... I'm still seriously struggling to navigate Chenghou Project on Phantom class and i usually play with the left stick as opposed to the D-pad. my problem is with maintaining pitch and properly getting through the sloped turn, even after watching Hellfire's tutorial on it a few times (except I don't use Goteki 45), I still keep scraping along most of that freaking turn. what's the trick about going into that turn...?

    i also still have trouble with the hairpin, but that i can figure out... but I don't encounter enough situations that involve pitching down...

    if it helps much, i tend to use Van-Uber, Harimau, and occasionally AG systems or FEISAR
    Last edited by Unison_Phoenix; 18th August 2017 at 06:15 AM.

  2. #32
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    Personally I use the d-pad because I'm old school and that's what's comfortable for me (even after trying the left stick). What I do for the sloped turn after the hairpin is careful use of the airbrakes. Very brief taps here and there. Unless you're using a ship with bad handling like Piranha, you don't need heavy use of the airbrakes. I tend to try to stay a little more just right of center (unless someone is right behind me). Then a few feet before the end of the turn (right before you go through the tunnel I left side shift to get a little more air then do a BR right before going through the tunnel.

    Pitching down can be important because sometimes you don't want a lot of air. If you get enough air to do a BR you want to get back to the ground more quickly and pitching down can help. There are also spots where pitching down right before dips in the track then pitching up will give you enough air to do a BR that you wouldn't be able to do otherwise. Here's a couple examples.

    On Sebenco Climb right after the first turn (hairpin) there's a little hill in the track. When you go over this your ship bounces up a bit. If you don't pitch down while you go over this you'll generally notice that your ship bounces more when it hits the hill and the nose of your ship will point up. This isn't good for keeping a straight line so forcing the nose of the ship down helps and keeps your ship pointed forward instead of up.

    On Vineta K just after the second tunnel right before the final straight there's a weapon pad on the left and a speed pad on the right. There's a dip right before the speed pad making pad sit on a very little bump/hill. If you pitch down right before the speed pad then pitch up just before hitting the pad you get just enough air to do a BR. I know you can do this on rapier and phantom, not sure about flash or venom.

    Last example, On Ubermall right after the track splits and reconnects you go up a small hill in the track. If you have a turbo here you can use it boost past that whole section. If you haven't done this yet you've probably seen others do it. But let's say when you use the turbo get too much air and/or will hit the wall. If you pitch down you'll avoid the wall and get back to the track faster.

  3. #33
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    Quote Originally Posted by BlackReign View Post
    Personally I use the d-pad because I'm old school and that's what's comfortable for me (even after trying the left stick). What I do for the sloped turn after the hairpin is careful use of the airbrakes. Very brief taps here and there. Unless you're using a ship with bad handling like Piranha, you don't need heavy use of the airbrakes. I tend to try to stay a little more just right of center (unless someone is right behind me). Then a few feet before the end of the turn (right before you go through the tunnel I left side shift to get a little more air then do a BR right before going through the tunnel.
    what exactly qualifies as "brief taps" of the air brakes on the analog L2/R2 triggers (I'm using the default controls)?

  4. #34
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    Quote Originally Posted by Unison_Phoenix View Post
    what exactly qualifies as "brief taps" of the air brakes on the analog L2/R2 triggers (I'm using the default controls)?
    Just that. I usually do brief taps or holds on the triggers for airbrakes. And by brief I mean nothing really longer than like a half second or so excluding hairpins and other really tight turns. I say this knowing that I prefer more maneuverable ships like AG or Harimau, etc. Ships that are harder to turn require more braking. Too much airbraking and you might find others passing you during turns.

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