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9th July 2016, 07:10 PM
#11
The guy is pretty bad at it the game though, I think his criticism would be better if he would learned to fly easiest course of the game (which is harpstone) without crashing at toxic speed class.
Some good points were made, although without anything specific, not to mention that elitism is actually part of wipeout series.
I mean the game is made for wipeout fans who already have lots of experience and want more, there are things however that can be very tricky for less experienced person.
Some of the corner sets can completely break pace of the game if you make a mistake, in part thanks to buggy collision.
Example of such layouts are, two last corners in tunnel at zephyr ridge.
Chicanes in a tunnel with turbo pad that throw you at the wall if your racing line is even a bit off at Omega Harbour.
It often feels like courses are ought to get you by doing something completely unexpected, placement of boost pads is an example of such device. They are often placed right in front of a very tight corners or even in the middle of the chicane hurling you at the walls which makes navigating those corners even more difficult for anyone but people who spend long time mastering the course.
Especially tricky with heavy ships that sometimes just cant change direction in time after a boost in the middle of the chicane.
Long winded corners with track surface tilted like the one at Omega Harbour is rather difficult with heavy ships due to buggy collision detection.
I think collision calculation takes angle of a wall under consideration and since the corner is not smooth but rather edgy/angular, your ship just gets launched toward opposite side of the track if you even slightly touch the walls because wall surface is always under a large angle in relation to your ship.
Then there are smaller things like starting line right before a tight corner Macena Bay and Omega Harbour is an example.
Heavier ships cant use boost start because they wont make the next turn which is right after the starting line.
Technically a good balance device to give an edge to slower more manoeuvrable ships which can actually take this turn right after a boost start but not sure whether a fully conscious decision.
Now, all of the above can be mastered with actually getting good, what really breaks fun for me is wall bouncing.
Wall bouncing need to be looked at, as for now it can often not only break completely pace of the race but launch you like a flipper ball between walls.
I think this bounciness needs to be reviewed because it affects every course in the game and really break the flow of the race.
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