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Thread: Piloting tips for Wipeout Pure

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  1. #1
    Join Date
    Feb 2002
    Location
    Toronto, Canada
    Timezone
    GMT -5
    PSN ID
    WZ_Task
    Posts
    1,596

    Default Piloting tips for Wipeout Pure

    The Official unofficial piloting guide to WOPure on the PSP!
    Please post only your tips here, do not post questions or comments on this thread (tips will get so spread out it'll be hard to find them amongst the discussion).
    There is a separate thread for discussion: http://www.wipeoutzone.com/forum/showthread.php?t=6944
    Hopefully, finding the tip in here and the separate discussion that spawned it will be easy. *crossed fingers*
    Last edited by Task; 23rd October 2009 at 03:20 PM. Reason: Added link to discussion thread

  2. #2
    Join Date
    Jul 2007
    Location
    Toronto, Canada
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    GMT -5
    PSN ID
    Flashback_Jack
    Posts
    484

    Default

    Seven months and no tips? Guess I'll bite.

    Watch those track markings; they tell you precisely where your ship should be to ensure the fastest times possible. Avoid the striped sections unless you wish to pick up a weapon -- weapons are generally found on the least desirable sections of the track from a speed/trajectory standpoint, while speedpads are often found within the optimal racing line.

    - F

  3. #3
    Join Date
    Jul 2007
    Location
    Wellington, New Zealand
    Timezone
    GMT + 12
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    11

    Default

    If you have a bomb, try to place it down the middle of a set of S-bends so they can't avoid it. Mines, try to lay diagonally so they cover a bigger area, thus increasing your chance of hitting something.

  4. #4
    Join Date
    Nov 2005
    Location
    upstate New York, USA
    PSN ID
    q_dmc12
    Posts
    1,711

    Default

    only use boost on Citta on Phantom on the straight-a-ways, never use it on curves (unless you know you're that good)

    also, AP on phantom on Citty should be used sparingly

  5. #5
    Join Date
    Aug 2006
    Location
    Bergamo the double city in Italy
    PSN ID
    alteregorr
    Posts
    580

    Default

    Hi q_dmc12, hi all.

    ....mmmh....there is a trick/tip about this track....and about the use of Turbo on it....

    When you are with a turbo (SR or TT is equal) in the last tunnel, with nose of the ship straight to exit of the tunnel, fire the turbo and fly over the next chicane....BR....sideshift left and land in front of the two Bps after the chicane....if you have good nerves and control of the ship you gain from 1 to 2 seconds on a lap with this tip.....

    Read You Soon
    CdRom

    ps this tip is useful in every class, from Vector to Phantom, but it's more difficult to make it in very low velocity of vector and in high velocity of phantom....obviously...
    Last edited by Lance; 11th July 2007 at 07:34 PM. Reason: unnecessary quote removed.

  6. #6
    Join Date
    Apr 2003
    Location
    Florence, AL, USA
    Timezone
    GMT -6
    PSN ID
    blinky77
    Posts
    1,926

    Default

    Fast/Super Fast starts are not highly recommended at Blue Ridge, especially at higher speed classes, with 5/5 thrust craft.

    Classic tracks usually offer more barrel roll opportunities since the tracks were originally meant for slower, less floatier machines. Hence the ridiculous airtime you will likely have.

    The better your reaction time to the GO!, the better start you will get. You can rocket to the front off the grid if you time it just right (this is one Asayyeah taught me and there really is a difference between a "regular" fast start and this "super" fast start.)

    There's all I have for now..
    Last edited by RJ O'Connell; 12th July 2007 at 06:36 PM.

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