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Thread: When NOT to BR

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  1. #1
    Join Date
    Oct 2013
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    GMT -6
    PSN ID
    mannjon
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    921

    Default When NOT to BR

    So after playing for so long, I've started to notice some barrel roll spots that are possible to land, but don't really give you an benefits.

    So what are your spots where it doesn't always pay off to fly?

    Some examples I can think of:

    Moa Therma Reverse: boost and roll out of the tunnel. It doesn't seem to do much more for you than just using the turbo on the magstrip.
    Moa Therma Reverse: rolling right at the start on the first hump. It seems that just hugging the wall to the left and sideshifting is just as efficient.
    Metropia Forward: rolling at the final hard left turn just before the final straight is inefficient because the landing angle is too sharp at speed.
    Sebenco Forward: rolling on the uphill right before the righthand turn (where the cat is) just past the initial roll right after the start line.

    There are many more, but these just stick out.
    Last edited by mannjon; 27th July 2014 at 07:38 PM.

  2. #2
    Join Date
    Aug 2012
    Location
    Germany
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    193

    Default

    It depends on speedclass. Concerning phantom, your words are true. But the slower u get the more worth is a br.
    To be honest - your named examples are false - at least for venom/flash - they are useful because u save time. Maybe not as much as other br but they do...
    One more example could be on vineta k rev rapier:
    Between the tunnel it is better to use boost and perform one br than doing two

  3. #3
    Join Date
    Dec 2011
    Location
    East London
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    ACE-2097
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    Default

    very true, aerobatics make more sense on the slower speed classes

  4. #4
    Join Date
    Oct 2013
    Timezone
    GMT -6
    PSN ID
    mannjon
    Posts
    921

    Default

    A similar example on Phantom Chenghou forward: It is better to make one roll over the 2 drop-offs right before the extended left turn that leads into the small tunnel to the bridge. You can get enough air to completely bypass the second jump, which not only saves 15 energy, but also gives an extra benefit when you land because you will be closer to the track and the boost goes a little further.

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