@DeaconbluesC @ApologyMan@deleki17 Delay tech beats both in most games now, other games had different tech (delay jump for example (but sometimes in games like st the throw was straight up just guaranteed lol))
@Kizzie_Kay so like as an example, if you said "The mid range <in XYZ> has become way more unstable due to <poorly balanced> dash macros." it would be scoped properly, but as it was it framed dash macros as if they are fundamentally at odds with stable midrange (which isn't true)
@Kizzie_Kay I mean a dash macro being in the game isn't what made dashes not have recovery. And there are plenty of ways to change how the dash macro is implemented even if it is causing issues in some specific games.
@Kizzie_Kay Dashes being too good. Only real diff (outside 1/3 dash) a dash macro gives is speed of access to a dash. If that's a problem then dashes are the source, the macro is making it show up quicker. Dash macro on a 15f delay is worse than 66/44 too, so a macro alone can't be the issue
@boghogooo Nah I'm talking about that turn, you cut the corner so that your launch is lower and the downforce can reapply on the flat part to stop you from rolling or going over the rail. Boost is released a car length+ before the checkpoint and you wiggle drift asap to get the car sideways
@boghogooo If you are going like 90ish kmh you can clip the front right wheel over the edge as you exit the first ramp to stay stuck to the course but you pretty much have to enter those ramps sideways, also release the boost before the checkpoint as you enter or you don't have time to turn