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30th April 2004, 06:54 PM
#1
Piloting Tips for WO3 Special Edition
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warning: boilerplate text ahead.
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the Official unofficial piloting guide to WO3 Special Edition. please post your tips here. please do not post questions or comments on this thread, but start a separate thread for discussion, otherwise the tips will get so spread out it'll be hard to find them amongst the discussion, whereas finding both the tips and the separate discussion of the one you're interested in will be easy. i hope.
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26th January 2006, 09:50 PM
#2
OK i'll start this off. First i would like to say that i loved the whole trading your sheald for boost thing, altho it took me a while to realise that this was an advantage. And many people i know still hate it, but as i have explained to them: Theres no other feeling in the world when your speeding past an apponants ship using the enegy you have jst drained form them lol i call this the 'vampire manouver'.
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2nd February 2006, 11:08 AM
#3
heres anothe tip that is hard to do: get some rockets. when smeone is behind you fire them at someone in-front with a reflector activated. when the rockets come bck at you, dodge them and the personbehind you gets the blast. ( it is best to do this trick on a jump as the ockets are ground hugging and will not get you! )
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11th January 2007, 05:44 AM
#4
Hyperthrusting off jumps gives you HUGE boosts. It's helpful to know what's ahead though so you don't fly off the track and slow yourself down.
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28th July 2007, 03:01 PM
#5
Abusing a glitch perhaps, but the Auto-Pilot can be very useful.
If for example, you are racing on Altima and you fly through a wall, you can use the AP to drive your craft straight out, rather than wait for the wuss wagon. Another useful tip is to use the AP just before you hit a wall and ruin your lead because it will always save your ass.
Not much of a tip but I noticed there weren't many here...
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23rd August 2007, 01:36 PM
#6
Turbo-ing wildly off a jump can actually be helpful, allowing you to jump over hills that are bordered by long corners that straighten out on the opposite side, or even simply to avoid nightmare chicanes that you would otherwise have to deal with immediately upon landing.
Learn how to do the awesome "Quake 180" without actually stopping. I find that I perform it best on sharp corners.
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23rd August 2007, 02:54 PM
#7
Um, yeah, on P-Mar Project a massive jump can help you avoid a series of chicanes, I think. Very useful if you're low on shield.
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13th September 2007, 04:49 PM
#8
This is for Wip3out and 2097/xl as well, apologies if you already know.
Tilting the ship is, for me, the key to navigating corners well. Basically if you tilt the ship back as you go into a corner, it'll make the corner easier. You can also tilt it forward to take the corner more tightly, and you can combine them, usually tilting back as you enter the bend, then forward. You can also use this in conjunction with the air brakes, which works especially well with tilting forwards to take sharp turns.
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17th December 2011, 07:02 PM
#9
@jmoid
This is the fundamental reason why wipeout, wipeout xl, and wipeout 3's physics were so good. the controls were completely screwed since fusion and on.
Last edited by SaturnReturn; 24th December 2011 at 04:04 PM.
Reason: Deleted unnecessary quote.
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17th July 2012, 11:49 PM
#10
Provided you have more than enough speed on that jump and ur craft's pitch is angled properly Mark.
Last edited by touge_rider; 17th July 2012 at 11:53 PM.
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