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Thread: Im rubbish how can i get better????

  1. #21
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    hmm. im not sure who i should stick with thats the problem now

  2. #22
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    Cool

    Pick the one that you think will still exist in future games (EX. don't pick Puma!) and that can survive online/ multiplayer play (Ex. don't pick Medieval or Zone!). Otherwise you'll find yourself very attached to that team, and if the next wipeout comes along without it, you'll be very irate.

  3. #23
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    Quote Originally Posted by wacko853 View Post
    hmm. im not sure who i should stick with..
    The AG Systems organization could use another eager pilot. It's an excellently-maneuverable ship, but stay off the walls for your own sake.

    - F

  4. #24
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    Cool

    HEAR, HEAR!!! *incredibly massive bias takes over*

    You could always pick your favourite WipeoutZone moderator and then use the team they have as their avatar...

  5. #25
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    Just pick your ship as you comfortable with...

    stevie

  6. #26
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    Thanks for all the advice i have been doing some time trails with feisar and i need some feed back ...... i might try to beat them with ag systems.

  7. #27
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    i am getting better i am nearly in the top 10 for all of the tracks in time trail

  8. #28
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    ag systems rock on pure they are really goood

  9. #29
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    Many top pilots fly AG-Sys, the low mass combined with the high thrust make for a craft that can recover quickly and pulls out of corners like nothing else.
    Be warned though, the shields on that ship are a little light, you're going to get eliminated a couple times.

    Enjoy your flight! 8 )


  10. #30
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    why thank you i hope to discuss other things in the future

  11. #31
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    Use prephiral vision, don't concerntrate too hard and you'll notice you become more precise or 'in the zone', also, remember racing line is important.

  12. #32
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    Something that would be really helpful to new pilots would be hard statistical data about the machines, courses, and weapons.

    For example, say you have 1% of your shields left going into the last part of the last lap in a tough tournament race and can't afford to explode and end up with zero points. On the other hand, you wouldn't mind passing one of your rivals at the last second if you could. While thinking this, you pick up a speed boost pad.

    Now, your next thought is probably, "Do I use this, or absorb it?"

    You can only weigh those two options if you know many things -- how much shield you're going to gain by absorbing the pad; how much speed you'll gain if you use it; how much shield you'll lose if you accidentally bump a wall or other ship (remember, you've only got 1%!), etc., etc.

    Having all this data in front of you would really help beginning pilots in choosing their ships and forming strategies.

    Has anyone ever compiled it? Maximum speed for each ship, number of seconds to reach that speed, distance (in meters) to reach that speed, shield strength and how much is lost when hitting a wall at a certain speed, hitting other ships (heavier, lighter). How much shield is gained by absorbing each of the pickups; that's something I really want to know.

    Of course you can learn all this by feel, but you shouldn't have to. Has anyone done this yet? I'm playing Pulse a lot these days and would be happy to start such a compilation for that game.

  13. #33
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    I really wouldn't want all that data in front of me if you mean displayed as part of the game start-up sequence. However, I can certainly see it as a good thing to have in the manual, whether as a paper inclusion with a disc distribution game or an online downloaded manual.

  14. #34
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    Xavier, I'd gladly help, since I'm the type of gamer who needs the inside scoop, i.e. know what basic mechanics there are and how they are calculated. Since for me games are about competing, I want to know as much as there's to know about the playing field, whether it's even possible to play a given game competitively, whether most stuff is hard coded and/ or mere luck (some Beat'em Ups come to mind, also many racing games). With PC games this is an easy task and therefore "tweaks" with configuration files and such are everyday business for PC gamers, not so much with console titles on the other hand, for obvious reasons. I played 2k Sports' hockey titles pretty intensely and after investing tons of time in finding a realistic set of sliders to reflect real hockey as close as possible I encountered so many difficulties and unknown variables that apparently even the coders of their games wouldn't know, that I gave up. WO always felt very consistent in the "realism" department, which doesn't necessarely mean it must reflect our real world's physics but feature a set of physics that in itself offers countabiity, credibility and most importantly reliability, because that's what natural laws are about and result in a game with huge potential for competition.
    Unfortunately only the devs can shine light on the raw data that actually gets computed and release it for a crowd that likes to dig in to the stuff that is the physics of WO. As is known, ships' stats are just a summation of numerous parameters that get processed from the engine, thus leading to confusion like why ships with the same speed stat actually top out at different velocities and the like. When the Triakis-bug got public somebody- I think it was Egg- told about data sheets for each ship where he found the wrong deceleration value. Maybe releasing those sheets wouldn't be a bad idea?
    Of course it's not necessary to know all that to play the game for fun and even competitively to some point, but there's a line with every game where you need more detailed kowledge of its fundaments to improve beyond that line and while I'm far from there with Wipeout, I often get to a point while playing where I'm under the impression that by knowing a thing or two would actually help me more than spending another 100 laps on a track to - in most cases incidentally - pull off that perfectly raced lap.
    Last edited by phl0w; 26th August 2008 at 05:46 PM. Reason: continuing post

  15. #35
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    HD on the default HUD has weapon power and absorb statistics on either side of the weapon icon.

  16. #36
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    you want to get better....

    stick yourself with an injection of liquid electronica

    plug your ears and nostrils into a sonic and air system of trance sound and ambient atmospheres

    stick your eyes completely in the visual works of techno, gabba, goa, detroit, england, french, and house moves

    move your body, hands, arms, shoulders, legs, hips, feet, and neck to the sounds of drum and bass, jungle, and acid house

    and last but not least

    repeat, repeat, repeat

    and finish with twelve tracks, from each wipeout game, using these musics
    cold storage
    fluke
    prodigy
    orbital
    elite force
    future sound of london
    bjork
    roni size
    moby
    darren emerson
    ian van dalh
    alice deejay

    Have a Nice Day...

  17. #37
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    ACE-FLO is offline Banned for using a sock account Zone Pilot
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    At DJ Techno - your Post ROCKS - Its all true... This is how you get loose, and when loose, my games are tight. It makes perfect sense.

  18. #38
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    Lightbulb Im rubbish how can i get better????

    1. Practice.
    2. Practice.
    3. And then practice some more!


  19. #39
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    ew....pure X_X (begin the stoning of froste)

    as much as i love the entire wipeout collection, pure and fusion i cannot get into that much

  20. #40
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    Pure was personally very hard to get into for me. But once I got used to it, I enjoyed every single moment I spent playing it.

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