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12th December 2006, 01:06 AM
#1
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 02:20 PM.
Reason: Added link to discussion thread
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9th July 2007, 10:25 PM
#2
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
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10th July 2007, 09:30 PM
#3
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.
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11th July 2007, 04:53 AM
#4
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
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11th July 2007, 10:39 AM
#5
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 06:34 PM.
Reason: unnecessary quote removed.
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12th July 2007, 01:59 AM
#6
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 05:36 PM.
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