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| wipeout_series:wipeout_hd [2025/11/23 22:25] – restructure gameplay section and move stuff to game modes ThatOneBonk | wipeout_series:wipeout_hd [2025/11/24 22:25] (current) – minor grammar ThatOneBonk | ||
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| ====Ship Handling==== | ====Ship Handling==== | ||
| - | Regardless of the [[#Game Modes|Game Mode]], ships float in **WipEout HD**. This is an important distinction to make for anyone coming over from car racing games. A simple way to describe | + | Regardless of the [[#Game Modes|Game Mode]], ships float in **WipEout HD**. This is an important distinction to make for anyone coming over from car racing games. A simple way to describe |
| - | A more precise way to describe it is to say that ships behave like a box that's attached to a slightly bouncy spring, gliding along the track with little friction. The nose is angled in the direction that the pilot wants to go. There is a lot of focus on momentum, and maintaining an angle, rather than trying to micro-adjust the craft.< | + | A more precise way to describe it is to say that ships behave like a box that's attached to a slightly bouncy spring, gliding along the track with little friction. The nose is angled in the direction that the pilot wants to go. There is a lot of focus on momentum, and maintaining an angle, rather than trying to micro-adjust the craft.< |
| There are several inputs that allow the pilot to control their craft quite precisely. | There are several inputs that allow the pilot to control their craft quite precisely. | ||
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| The player can also get a speed boost at the start of the race by performing a **Perfect Start**. The moment the countdown reaches " | The player can also get a speed boost at the start of the race by performing a **Perfect Start**. The moment the countdown reaches " | ||
| - | ===Steering=== | + | ===Pitch and Steering=== |
| - | Turn your ship left and right through //D-Pad// or //Analog Stick// inputs. **Steering** is the basic way to control the direction of your craft. | + | Control |
| - | **WipEout HD** also offers the option to **Steer** using DualShock®3' | + | * **Steering** is the basic way to control the direction of your craft. |
| + | * **Pitching** is useful for getting more airtime or reducing it. More airtime may enable some [[#Barrel Rolls]], but excessive airtime loses speed. | ||
| + | |||
| + | **WipEout HD** also offers the option to **Pitch and Steer** using DualShock®3' | ||
| + | | ||
| + | * **Pitch**, which some players may enjoy, as it gives more freedom for [[#Barrel Roll]] inputs; | ||
| + | * **Pitch and Steering**, which is not recommended | ||
| ===Airbrakes=== | ===Airbrakes=== | ||
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| **Sideshifts** are used to immediately and radically correct the race line. They' | **Sideshifts** are used to immediately and radically correct the race line. They' | ||
| - | |||
| - | ===Pitch=== | ||
| - | **Pitch** your ship up and down through //D-Pad// or //Analog Stick// inputs. **Pitching up** may give you more airtime, while **Pitching down** may reduce it, getting you down onto the track and accelerating again quicker. It is commonly used alongside [[#Barrel Rolls]]. | ||
| - | |||
| - | **WipEout HD** also offers the option to **Pitch** using DualShock®3' | ||
| ---- | ---- | ||
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| **Shield Energy** is reduced by colliding with walls or other players, getting hit by [[# | **Shield Energy** is reduced by colliding with walls or other players, getting hit by [[# | ||
| - | **Shield Energy** management is an important skill in **WipEout HD**. Getting stingy will get you eliminated, setting you way back in the best case, or even failing the event entirely in the worst case. Having enough **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial< | + | **Shield Energy** management is an important skill in **WipEout HD**. Getting stingy will get you eliminated, setting you way back in the best case, or even failing the event entirely in the worst case. Having enough **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial for any high-skill pilot. |
| It is displayed in percentage points to the player; however, internally, **Shield Energy** is measured in //units//. Each [[# | It is displayed in percentage points to the player; however, internally, **Shield Energy** is measured in //units//. Each [[# | ||
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| **Barrel Rolls** are essential for high-level gameplay. They can be performed in spots other than the obvious drops through precise and clever maneuvers for //just// enough airtime. They enhance the resource management element of [[#Shield Energy]] while testing the pilot' | **Barrel Rolls** are essential for high-level gameplay. They can be performed in spots other than the obvious drops through precise and clever maneuvers for //just// enough airtime. They enhance the resource management element of [[#Shield Energy]] while testing the pilot' | ||
| - | Additionally, | + | Additionally, |
| ====Speed Pads==== | ====Speed Pads==== | ||
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| =====Development===== | =====Development===== | ||
| - | put development stuff here | + | ... |
| ---- | ---- | ||
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| ===== References / Sources ===== | ===== References / Sources ===== | ||
| - According to [[https:// | - According to [[https:// | ||
| - | | + | |
| - [[https:// | - [[https:// | ||
| - [[https:// | - [[https:// | ||
| - | - As originally described by Kabelsalat - a BallisticNG modder and contributor. | ||