Redout 2 - Ahti (F)

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  • Опубліковано 15 жов 2024
  • This track requires a lot from you, and there's precious margin for error when you're using the worst ship in the game. Of course, you can mitigate this by configuring your build, but it is a bit like polishing a turd.
    Anyway. I do a quick detach at the start to gain a bit of extra speed - you can do this earlier for a bigger bonus, but it does make it harder to control going through the first corner.
    The boost pattern is very carefully considered here because, again, there's not much wiggle room. The most crucial part of the first half of the lap comes just before the second jump, all the way through to the end of the third jump. You want to be at full health and zero heat here, since ideally you want to boost without stopping. Note how I land just outside the landing zone. I think it's very inconsistent to get a Perfect Landing, here, but it's speed bonus is pretty much essential - yet I find the speed from being 'airborne' and the landing itself seems to give me an equivalent amount of speed; it's easier to pull off, at least.
    The next section is a bastard to get through cleanly, but needs must. A small hyper should help you deal with the incline, then you want to keep normal boosting all the way through the third jump to minimize your airtime here, contrary to the jump just before.
    The next hyper is an absolute doozy - going through the spiral is fine, but it's joining the next track section that's a pain. I pitch down, and roll slightly to the right, and this so far has given me the most consistent Perfect Landings. The example in this hotlap isn't so good, to be honest, doubly so because I clip the wall through the turn.
    The last major obstacle on this track is the section immediately after this fourth jump, and having to deal with the S bend... but considering how the first jump is followed by a tight hairpin, you should already be well acquainted with slamming on the brakes, which is your best practice for getting through this part, as well.
    Afterwards, the main limiting factor is your hull. Beyond the brief reprieve in the dome, there is no other place you can really wait for regen to kick in, and Lunare is flimsy. Normally, I come off the boost for a brief second at (01:32), just so I can get a bit of regen in before going flat out to the finish line. I didn't here, mostly because the "Oh shit I'm on PB pace" jitters had kicked in, but I also think there might be something of worth there.
    For now, I think I'm kinda done driving the pizza machine. And this track. I don't actually care for it, much.

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