Eager to run the skills of the master

Updated on Game 2024-05-24
4 answers
  1. Anonymous users2024-02-11

    I won't say more nonsense

    I'd just like to say that doing a good job of optimization is the most important point

    First of all, the optimal drift I have defined here includes the best line and the best speed.

    Some people say that the best of these two kinds cannot have both in themselves, and that there will be conflict.

    Either the line is the best and a little speed is lost; Either the speed is the best, the angle is not proper, and the line imitation is the best. But we need to know that there is no point in simply pursuing the best of any of the above. The best balance between line and speed is the only way to achieve unexpected cornering results.

    Correcting what some individuals think is incorrect online.

    The lighter the shift, the better, which is wrong. Each corner needs a different angle, then the strength of the shift is also emphasized, can not blindly pursue a single speed and let go of the route, in fact, when looking at a variety of ** I also found that the master in each corner when the swing amplitude of the front of the car is different, which shows that the shift key is pressed to a different degree, because the same degree of shift strength is impossible to meet the best angle of different corners into the corner, even in advance direction.

    The faster the pullback, the better: There's nothing wrong with that, but there needs to be a premise. Theoretically, the faster the pullback, the faster the car can exit the drift.

    But in fact, there is a misconception here. If you press the reverse pull too quickly, the drift mark will be too straight, and you will not be able to fit the edge of the curved corner, which will lose the best line. The same reverse pull is pressed too fast, and the balance body is too fast will cause the player to be unable to judge the best time for the drift to end, and many players will die and live in order to practice the best pain.

    In fact, as everyone knows, pulling back is a very important step. The premise I mentioned earlier is that after clicking shift, you can pull the car as fast as possible. You can see that your head movements when drifting are basically the same as those of the master, and if you press too fast, the pace of your head movements will be much faster.

    Corrected to: Pull back as fast as possible after shifting, which can be compared to the head swing of the master (such as the bear), and do not press too fast, otherwise the body will be too stiff.

    You must press the direction long in advance: Not necessarily. Going through a lot of corners doesn't necessarily give you as much time to get the front turn at a sufficient angle, especially in actual combat.

    In fact, before cornering, as long as the front of the car can swing at a certain angle, with the weight of the shift can make the body due to the action of inertia to produce inertial drift, because the principle of optimal drift itself comes from inertia.

    Corrected to: The advance direction should be determined according to different corners, not as long as possible, because the best drift can be welted.

    Summary: Personally, I think that the method of practice optimization should be the best way to adjust the drift time of the body as much as possible, as for how to adjust, it takes a lot of practice. Optimal drift doesn't happen overnight, as it's an ever-changing technique in its own right.

    This is what distinguishes it from the essence of double spraying.

  2. Anonymous users2024-02-10

    This result is poor in the optimization drift and the inner lane, so keep practicing. Every second of progress is progress.

  3. Anonymous users2024-02-09

    Mine too.

    It's only 2 minutes and 2 seconds since the team was formed.

    It's been almost half a year, and I can't get results.

    Depressed.

  4. Anonymous users2024-02-08

    Tournament mode.

    There are three types of superrunning races, and they are:

    Standard Tournament (8-player Tournament): There are two types of individual competitions or team competitions, as long as there are two players to start the competition, and the maximum number of people in the room can support 8 people to participate in the competition at the same time.

    30-player race (Taiwan, mainland China has been adjusted to 20 players): up to 30 people can compete at the same time, in this mode, there will be some survival maps, and some maps must have more than 9 people to play.

    Relay Race: Players form their own teams to compete in the relay mode, and can participate in a total of up to 6 groups of three sticks each.

    This paragraph introduces the keys.

    Direction to move. 1.Press the arrow key (e.g. arrow key or ) and the character will run in that direction.

    2.Press the two arrow buttons at the same time to adjust the angle in eight directions and command the character to move forward.

    3.When you press the button in the opposite direction, the character will run in the opposite direction from the original direction (in front of the screen), and the camera will be fixed in front.

    Accelerate to land. When falling from a height, press the Ctrl key continuously to speed up the fall.

    Jump: Double jump.

    Pressing the Ctrl key will allow the character to jump, and holding down the Ctrl key again while the character is still in the air will allow the character to jump again and jump further.

    Running acceleration landing technique.

    1.Press the Z button the moment you land to land safely.

    Sprint) button to dash (but be careful about your remaining stamina). If you run out of energy, it will dehydrate you and stop for a few seconds. (The right half of the blue bar in the character's window is stamina).

    Anger erupted. When both Rage and Stamina are at their maximum, pressing Shift (Prop) Z (Sprint) will activate an invincibility charge for a few seconds.

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