View Poll Results: What's Your Favorite SSGX Team

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  • iFreet

    10 24.39%
  • LOGOS

    6 14.63%
  • A.T.L.A.S.

    7 17.07%
  • Solaris

    6 14.63%
  • CEN-R

    4 9.76%
  • Zepher

    0 0%
  • Amphithere

    5 12.20%
  • Helios

    3 7.32%
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Thread: What's Your Favorite Team in SSGX and Why

  1. #11
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    Oh, thx for the clarification, Xpand.

    Ontopic: Seems like iFreet is making the race here^^ And our heavier guys Zepher and Helios still didn't take off^^
    Helios is a real challenge to fly, but Zepher is quite easy in handling. It would make my personal 3rd place in the list.

  2. #12
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    I voted for Amphithere because it's from my home country^^
    But most I like the Helios because of its cool design.
    It's changing,sometimes I use Amphithere,sometimes the Heliosm

  3. #13
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    That's because iFreet is the best, no questions asked.

  4. #14
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    Ruuku___ (three underscores)
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    I'm posting from a gameplay standpoint, but for me the ATLAS Enforcer has worked the best.

    They don't snap-turn way to quickly, but they aren't a huge struggle to turn either. They have decent speed and shields, it's kinda sounding like Mirage.

    That being said, their design doesn't suck either.

    One thing I will have to say though, I'm not sure whether its a set delay or not, but every ship in this game feels wayy to heavy. Every. Last. One. Either that or they are uncontrollable darts that just pinball everywhere. Either it takes ages for the ship to ramp up to "max turning speed", then it either doesn't move nearly quick enough or it darts in the other direction. It ain't smooth, and feels nowhere near Wipeout, any incarnation of it. Either we need fatter tracks or the ships just need to reach turning speed a lot faster.

  5. #15
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    Arrow

    Yes, I have noticed this as well, but personally, I really like it. They always called WipEout the future Formula 1, and in SSGX, it really feels like it, like you are always pushing your ship to the limit and have to take corners perfectly for maximum speed (and become very acquainted with the sideshift button ). It's not supposed to feel like any one of the WipEouts, and they each had their different style. It's just a measure of patience and aptitude, how well you can master the handling. It takes me awhile to switch from a WipEout game to SSGX and perform at my highest level, but that also happens when switching between WO1 and WOHD. It's a simple different handling style, giving the game even more character, and trust me, the devs don't want to make it easy on you, I've put many hours into the demos to master the feel of the game, but when you get there, it's all worth it, because you know that this game and these tracks are tougher than WipEout's, and you have just accomplished something great by mastering them.

    Sorry for my rant there, but all handling styles are different, learn to enjoy them! I won't lie, I myself at first posted a complaint about the heaviness, but I later revoked it, because it feels so right after you're accustomed to the game. It also feels the best in Gamma Class, btw. Just give it some time, and I promise you that you will get the hang of it and learn to love it. This might be more of a problem if you use the analog stick, too, which is why D-pad is always better!

    Cheers,

    DDD113

  6. #16
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    I dunno, It kinda feels like a fusion of Wipeout 3 and the original, but with the tracks of HD, which isn't a great mixup.

    I'm not sure if my sideshift keys are working or not, I didn't know you could, but the control changer definitely needs to be better than the default unity one, I couldn't fathom what keys were what.

    I don't know if this game requires airbrake abuse, but so far either they turn directly into a wall, or not at all. ATLAS is just the one that feels the most balanced between those.

  7. #17
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    I think it is basically closest to an HD recreation of WO3, with the narrow tracks and floaty handling, not that it's a problem with me, can't go wrong with Wip3out! SSGX has the feeling where the airbrakes start out with minimal effect at first, but that effect grows rapidly, again, it just requires time and mastery (and use of the D-pad ). HD had really wide tracks compared to WO3, which probably had the narrowest of the series. Lastly, the problem just could be that you're not flying iFreet.

    On a personal note, addressing the dev team here, PLEASE don't change the handling very much! I understand small tweaks and such, but I have come to love this handling style more than any other WipEout game ever. The most exhilarating video game experience you can have is slinging an iFreet around Cassandra at night at Gamma Speed with the blue headlight of LOGOS bearing down on you, knowing that you have to keep a perfect line through the corners, but block the bottom on entry, and hope your pursuers don't have any weapons. I could play your demo for ages, and I think you've nailed it, although it does take a lot of mastery, it feels like the first true AG racing simulation since WO3, and for that, I thank all of you who have contributed and developed this wonderful game.

  8. #18
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    Quote Originally Posted by DDD113 View Post

    On a personal note, addressing the dev team here, PLEASE don't change the handling very much! I understand small tweaks and such, but I have come to love this handling style more than any other WipEout game ever. The most exhilarating video game experience you can have is slinging an iFreet around Cassandra at night at Gamma Speed with the blue headlight of LOGOS bearing down on you, knowing that you have to keep a perfect line through the corners, but block the bottom on entry, and hope your pursuers don't have any weapons. I could play your demo for ages, and I think you've nailed it, although it does take a lot of mastery, it feels like the first true AG racing simulation since WO3, and for that, I thank all of you who have contributed and developed this wonderful game.
    ^////^ dawww

  9. #19
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    Thx for the kind words DDD13
    Well I believe our never-resting Damian will tweak and optimize the handling through the progress of development, but I also hope and wish that the current setup will be the ultimative basis. And yeah, it isn't completely arcade, it requires a little bit of practice to master the handlings. But the final game will have a Tutorial, on a very easy track layout which is wide and overviewable and everything. There ppl can get comfortable with speed classes, handling, weapons etc.

    One very important thing though:
    Quote Originally Posted by Ruuku View Post
    but the control changer definitely needs to be better than the default unity one, I couldn't fathom what keys were what.
    I fully agree here, we gotta see that we are going to change the labels. It is everything but easy to set up controls

  10. #20
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    One thing we must keep in mind before talking about the handling is "how long have I been playing this game". The dev team has many months of experience and we're still not perfect. Maybe Zero3Growlithe is the closest to perfect because he spends a lot more time testing the physics.

    Point is: SSGX is not an easy game. The tracks are much tighter than on WOHD with little margin of error. You will even have to let go of the accelerator sometimes. It's not made to make your life easy. It requires way more practice than the average WO game.

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