Showcase of one way to navigate Fire Field's turns on Stingray while using only one boost for the lap; I managed a low 2'56 with plenty of mistakes using this pattern.
You can do a more aggressive bonk at the S-turn by cutting across the gravel and exit with ~435 speed, but it feels more difficult to me.
If the second bonk at the double hairpins is too clean, your boost will last into the upcoming turns and make it harder for you to steer, ruining your line. If you think you're going too fast and need to line up properly, let go of the accelerator during the boost to make sure you have control when you need it. As long as you don't let yourself drop too far below 478, there's no long-term penalty for it.
Opting to brake at the double hairpins instead of bonking like shown here is a little scary if there's anyone nearby, but it's faster in the long run since every bit of damage you take adds up.
In a GP environment, bonking on the S-turn to conserve your speed is very risky because the slightest nudge from another machine or bumper will throw you off or shove you right back into it for more damage, and the bumper patterns can deny the usual lines on top of it, so it's best not to boost at all at the starting line and collect sparks. You'll naturally lag behind the other players except for other Stingrays which will make the S-turn safe to bonk at. Afterwards, block your opponents trying to pass in order to get your speed back up. The double hairpin is where you'll naturally start overtaking other players, especially if you get any bumps, so that's why I boost and bounce instead of braking (slowing down there is very unsafe). If nobody's around, brake to avoid damage instead; it's about as fast and doesn't waste health.
Getting an early skyway lap 2 is OK, lap 3 is ideal, but the critical thing is that you have as healthy of an energy gauge as possible once you use it so that you can push as hard as possible in the final laps. The holy grail for Stingray on this track is to get a lap 3 Skyway with enough energy to boost at least twice in the final lap without powering down.
After testing, skipping the pit in any circumstance besides the 4th lap finish line is a bad idea; you don't seem to go much faster even if you had maximum speed exiting the magnets. Better to have more boost for future laps.
Crashing unintentionally or even grazing the barriers loses literal seconds on Stingray, which is a given, but this track is so long and energy budget so tight that it’s more devastating than usual…
Негізгі бет Ойындар F Zero 99 - Fire Field - Stingray Turns
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