mMCII - I'm really not sure where best way to use your skyway is on this track, but saw people testing this spot so thought I'd give it a go. It's a little tricky hitting the first speed-arrow - found myself missing it on occasion. But that can probably be something I can improve on if I just find a good spot to aim for. A bit of a scary ending cutting it close to a red, but happy with 2nd place.
Rating: ⭐⭐⭐⭐
mPTI - I've struggled quite a lot with this track, and especially with the ending. The magnet-walls really makes it scary and difficult to avoid the reds on the last lap. So ideally I'd want to be near the top entering the last turns to get a more managable pattern to work with. I was able to get a very early skyway this time, and decided to use it quickly. Then I just tried to stay near the top for the rest of the track which worked out pretty well.
Rating: ⭐⭐⭐⭐
mRCI - This starting-segment can be quite bad for Stingray... however in a less stacked lobby it's not as scary if you don't get a good start, so I was able to still maintain my cool. One of my focuses lately has been to try and get better at noticing potential grey KOs in the field, so I was happy to get one just before the skyway. As I had quite a bit of energy left on the last lap, I was able to boost a lot in the end and take another podium position.
Rating: ⭐⭐⭐⭐
mWLI - Seems like you want to boost at the end of this track, and to guarantee that I have full speed after the last turn I make sure to wait a bit before activating it (shoutouts to Jorshama who I heard mentioning it). I could have maybe gone for a skyway (taking advantage of the extra sparks on the track), but found myself in the lead early, and just tried to drive well to maintain my position. Nice extra KO in the end, making this pretty much a perfect race.
Rating: ⭐⭐⭐⭐⭐
mWLII - The new wall-bounce thingys make it so I've been opting to not boost on lap 1 here, otherwise I'm pretty much doing the same as on the standard track. I was once again quickly up in the lead, so just tried to keep it after that. Having the extra energy was nice, but in the end I didn't really need it. I should probably practice Daizen's wall bump strategy here at some point, if nothing else to have it as an option.
Rating: ⭐⭐⭐⭐⭐
Stream of thoughts:
- I find that Stingray can consistenly do pretty decently in this sort of lobby where there are not as many top pilots. There's just more time and space for Stingray to do what it does best. But if it's a GGP master-level lobby, then Stingray seems to struggle more, and will have more difficulty with just surviving the tracks. Stingrays design inherently just seem to not really fit that kind of more "survival"-based driving as well the other ships. With them, it seems like you can adjust your driving and react on situations more freely, which is especially suited to be able to do in very stacked lobbies. That's not to say though that you still can't be successful with the 'ray (just look at Daizen's performance in GGPII).
- If they do another balance update, I think you could probably argue that Stingray is in need of some changes, but what those changes would be I'm not really sure. Whatever the case, I think it's important that you still try to keep the ships as different from another as possible, to maintain their uniqueness.
- Another approach could perhaps be to adjust the game not so much through changes to the ships, but rather making changes to the tracks (and their starting segments). Maybe in the future we could get leagues with completely new set of tracks (that are not tied to the core design of the original set of tracks), with the focus of making those leagues as balanced as possible mainly through the tracks themselves.
- I was a bit sad to see dry-boosting being nerfed as much as it was, making it more or less useless in its current form. I thought that mechanic was cool - it had a distinct high risk/high reward-factor, which made for some "hype moments". Not really sure on what basis they removed it.
- In relation: Ideally in future updates it would be nice to get more of an explaination on what premises changes to the gameplay are made on.
- Apparently you don't have to hold down when landing from a skyway. Hundreds of hours in this game, and I just realized this past week... It's awesome though!
- I bought a 8bitdo Pro 2 controller since I heard some people use it. But unfortunately I didn't really like it... it has the benefit of having better input latency, but otherwise I think I prefer the Switch Pro Controller in every other way. Even its D-pad isn't that bad I've come to realize.
- I've done some adjustments to my controller scheme too, with now using ZR to brake. I still have brake on X though and use it on occasion for certain turns. B = gas, Y = boost, A = spin attack, ZL = map. Rest is standard.
Timestamps
0:00 Mirror Queen League intro
1:21 mMCII
4:29 mPTI
7:21 mRCI
10:02 mWLI
13:05 mWLII
Played on February 13th, 2024.
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