5th, I'm pretty sure I'm capable of 4th, but I don't know how 1-3 got that speed.
It's a great place to talk about how this game is somehow worse than both of it's predecessors.
It's where I went from questioning if top 1k on the in-game leaderboards was decent, to getting top 25 records. It really changed a lot for me in terms of how I play games.
For a newcomer, what are the META setups for TT? (Character/kart/etc.)
I'm down to post my runs. I just hit 1514th on the in-game for the first track and had 1 major mistake, while using the 2nd best kart for TT. (I think.) I still need to finish more of the story to beat the last rival>cup>then get the last kart.
I held 4th and above on the first ten levels and would love to see more competition.
Is this a known tech or does this need to be explored more? It looks like it's reproduceable.
Confirmed, you can switch drift just before hitting 2 boost pads to swing your rear end to catch a third on the multiple pads in a line for even more speed, though it's a bit more difficult to do. Optimal runs will hit 3 pads as many times as possible but double pads are fine for now.
Katie had been using her brake on a track and I hadn't used it on a single run up to that point. I'm still not convinced it's worth doing and have opted to just feather my accelerator in turns that I need more grip/control for tighter turns.
I swear this is a once in a lifetime boost that I've tried to replicate to no avail:
I had to have been perfectly on the line between the "ice" section oaf the track and the normal section when I released the tiny bit of boost meter I had from the start. This seems stupid precise as releasing the boost too early starts it and ends it when you touch the "ice" or you lose it by touching the ice without releasing. I just don't know if this run can be beaten without it.
Image for reference:
The frame before the boost releases, meaning I had already released my left trigger and miraculously timed it so the boost released on the line.
Choisissez la catégorie ou le niveau auquel vous souhaitez vous soumettre et recherchez le bouton intitulé «Soumettre l'exécution».
He just wanted to know how to submit his run. Google translate wasn't very hard to use to understand and reply to the man.
The car types also might have varying stats, but from what I can tell the characters are all the same. I can do some tests with the Steam version, testing 3 characters all in each type of car on the same track to see if there's any difference in distance after X amount of time.
Not sure what other versions of the game would have different though I know for Sonic & All-Stars Racing Transformed there were many differences among the many ports including track collision and entirely new characters. I imagine at most the tracks might be more simplified on simpler consoles.
I haven't checked but grounded and aerial movement speed seem very similar if not the exact same, it's just rather important to initiate or hold a drift off of a jump or ledge to continue charging a drift boost. If you're already in the air you can't initiate a drift, thus losing a boost and or a timing for one as most of the runs I performed had consistently opportunistic boost timings from constantly chaining them. I hardly ever had to hold a boost charge for an optimal usage, I just let them all rip as I get them.
I'm fairly certain switch drifting is optimal as the more you do it, the more boosts you get. From my time with the Sonic kart racers I've learned that boost means everything.
Haven't touched another character though looking at the ultimates, it's clear to me that the strawberry dash would be optimal in full grand prix runs due to it giving a boost. It appears to be the only ultimate to do that.
I haaaaaaaaaaaaate that track. Avocado Roller can bite me, but it would be neat to drop onto or land in further segments of the track for skips. Just need to find the places to clip.
So far no glitches to my knowledge. If memory serves, the game has been solid save for maybe one hazy instance but I'm unsure.
One thing's for certain: If you get a PB on a track and don't return to menu at some point, it doesn't save. If you for instance, get a PB and try for better, then accidentally exit the entire game from the in-race pause menu, you have no PB. I've had to do this twice now.
1.) Constant switch drifting to charge drift boosts.
2.) Hitting simultaneous boost pads at once/drifting to hit multiple in a row. Each pad seemingly adds speed, not sure if there is a capacity, haven't tested.
3.) Aerial drifting so long as you start your drift before becoming airborne.
-There might be "ramps" just in bounds enough to ramp off of for potential time saves. (I clipped one last night and remember at least one other "ramp.")