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1st May 2009, 07:05 PM
#541
i suppose if you wanted to test it you could go to anulpha and see if you gain any time by missing the pad after the start line. you get me?
probably won't work that well but it's all i have
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1st May 2009, 07:45 PM
#542
It changes nothing. As I said, WipEout PurE is the only game where the speed pad takes precedence over a turbo. In WipEout HD and as far as I know PULSE, turbo takes precedence.
You will reach about 1200km/h no matter when you launch the turbo, before, on top or after a speed pad. The turbo cancels the speed pad effect.
I suppose Chris Roberts can come and confirm or not, but that's what I see when I do it on Anulpha.
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3rd May 2009, 03:23 AM
#543
I noticed an almost braking effect when turboing over the speed pads on the Anulpha overpass,the momentum gained by the turbo seems to be halted and then gained again when you hit a speed pad,but not to the extent that you would expect.
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4th May 2009, 02:53 PM
#544
Sorry to bring this up again, but has anyone else noticed that the pilot in the blue Harimau craft doesn't have a skin, only shaders?
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5th May 2009, 10:40 AM
#545
I don't know, i just used it only online, and didnt see the pilot yet.
I got to take a photo to see it. Anyway, this skin is nice.
To reply about the speed pad topic, i know that the first pad on anulpha pass at start gives you serious advantage, especially if you manage to take the weapon pad, and the 3 pads in the curve just after.
About start, i noticed some player launching their crafts very fast, and get the first place from the 8th in less than a second (they are launched much faster than anyone getting a turbo start)
Maybe it's an abuse, or something like that.
But does your speed at start depend on the timing you have (in case you make a turbo start)?
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5th May 2009, 04:34 PM
#546
When people launch ahead of you like a rocket off the start line, it's generally due to lag. I've heard of glitches where people will start the race with a weapon (which could be a turbo) too, so that could be another reason, but I think that rarely happens.
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5th May 2009, 04:46 PM
#547
Sometimes the start is delayed on someone else's screen - this time difference is recalculated at the end of the race but the weapon pads lost are not!
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5th May 2009, 06:45 PM
#548
Yes sometimes the start goes:
"BIP... BIP... BIP... ... ... GO"
instead of:
"BIP... BIP... BIP... GO"
and it throws me off completely, I miss the boost start and the others are way ahead of me then.
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5th May 2009, 08:38 PM
#549
I get that all too often.
Followed by a massive yell from my side at the TV screen.
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6th May 2009, 02:41 PM
#550
they do that into formula one races too.
5 red lights lite one after the other, then when they are all lighten up,then they wait for a random time between something like 1 to 4 seconds
and then all lights go off, and cars go on 
i like it this way, would be cool to make it the same into wipeout ! that way you cant start your race with you eyes closed ...
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6th May 2009, 06:24 PM
#551
Boost start is timed with the Go. It's a really bad idea if you do that, because you have to time the button press with something completely random.
If boost start was to return to the way it was in the PS1 games, then it could be possible. Still it's not the brightest of ideas IMHO.
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7th May 2009, 01:49 PM
#552
well, at least it give starts an interest. Cause with fixed time values, everyone is able to make a boost start 95% of the time, and the only differences at start are due to ships. goteki are in front, icaras are at the back ...
with a random thing. You'd have to be much more concentrated @ start to make a boost start.
Or maybe i did not understood what you meant darkdrium ?
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7th May 2009, 08:28 PM
#553
Boost start in PurE, Pulse, HD: hit X with GO.
Boost start in WO1, WO2097, WO3 (WOFusion?): get thrust level two bars below max and wait for GO at that level.
If boost starts remain the way they have been for the last three games, a random timer is bad, because it's no more skill in timing it, just luck that you push the button at the same time it randomly says GO. Isn't the game already luck based enough?
If boost starts goes back to the way in PS1, then it is skill holding thrust meter for as long as necessary to get the boost start, and I have no problem with that really.
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7th May 2009, 08:58 PM
#554
Maybe if you do it like WO1 boost starts which are hard as **** but leave no margin for error and thus require greater skill to do it right. Everything after that is still really easy if you've played Wipeout even for a short bit.
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8th May 2009, 01:48 PM
#555
Searching for a pilot...
Alright, i'm switching the subject (this is a random thread right?)
Just read the doubles ladder thread, very cool concept..(plust it requires skill and coordination, pointless and frustratnig to shoot weapons at your team mate)
So....Where can i find a pilot to partner up with?
Should i even try or would i be out of my league here?
I've raced a few of you here, (LoudandProud,Blackwiggle,Darkseid,Connavar, etc.) but not sure what level of players the double ladders consists of.
Well your feedback is appreciated guys.
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8th May 2009, 03:29 PM
#556
Pretty much the level of the players you mentioned and quite a few above,depends how and if you can work as a team,also if weapon hints are on or off.
A good warm up prior to the races is a must as well 
I'd just write down the names of the pilots that are already teamed up [first page of the doubles thread] and canvass those that might be on your friends list or that you have raced against that are not already involved in it.
Just post in that thread that you would like to participate and are looking for a partner if you can't find somebody,you should get a bite.
Last edited by blackwiggle; 8th May 2009 at 03:35 PM.
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14th May 2009, 12:39 AM
#557
Will do blackwiggle..
On a separate topic, while searching for a song...
Wipeout with only side shift + frequency (the game)=
http://www.youtube.com/watch?v=DuRmxQhLyHU ?
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17th May 2009, 08:26 PM
#558
a random question: any news about the downloadable content for wipeout hd?
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18th May 2009, 09:43 AM
#559
I have a random question about respawning online after you have been eliminated.
Usually once you have been eliminated whether by weapons or by crashing into the walls it will take between 2-4 seconds for your craft to come back.
I've noticed that if you have swallowed a load of mines your craft takes forever to get going again even after respawning but thats not my main point.
Occasionally (very occasionally unfortunately) the craft will respawn immediately and lose you half a second maximum. Happened to me last night in the WC qualification on rev AP and I was able to fight my way back to middle of the pack.
So why does it not respawn immediately all the time then ??
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18th May 2009, 10:08 AM
#560
i'm not sure if i've ever experienced that, i find that the time i lose depends on where i get destroyed and where i get placed on the track (same place/miles back etc...)
intereseting question, i don't have an answer unfortunately
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