A Few Things to Know About Carball
Posted: Thu Jul 12, 2007 1:18 pm
Most of the basic controls have been covered, though im not sure if they were clear(they can be found further down on this topic). Using the shift key will charge a jump meter, pressing left or right while it is charged will put a certain amount of spin on your jump. Also while in mid air you can use left or right to turn but with less response so a fully charged left spin cannot be undone by holding right after you jump. Shift tilts you down and space tilts you up, so if you do a quickflip and hold space, you will continue to flip in the same direction, allowing you to land on your wheels instead of your hood.
About wall climbing: This is a bit tricky to really get good at, and once you have it down, you have to learn to wall turn. A wall climb happens when you jump at a wall and hold space so that your car becomes vertical, as soon as all 4 wheels are on the wall, hold Shift again and it should latch to the wall, and will stay on as long as you hold it. You can drive foward and it will go foward if it is straight up. If you are sideways, pressing forward will actually cause you to move foward and down a bit. By perfecting the small taps of forward you can actually do a controlled turn driving down a wall. As for turning when you are facing upward there are 2 options. One is if you have a very small correction to make, try using a quickflip while moving forward up the wall, and it will straighten you out, and you can also use this technique to gain alot of speed by rapidly pressing quickflip while going up the wall. I use my mouse wheel down for quickflips, it works well for me, and allows for very rapid quickflips. The second method for making sharper turns on the wall is to do a jump while on the wall. Say you are facing right and need to face straight up. What you would do is since you are already holding down the jump button(shift), hold the left button for a moment to charge a left spin, release jump long enough to see some rotation, and start holding jump again to relatch to the wall. This takes practice but once you get the hang of it, racing 1 becomes very easy(well...alot more easy) just be careful cause you will move up a bit when you do this, and you can quickly run out of wall and be screwed by losing your grip on the top ledge.
The Super Flip: Ok, i heard you try to explain this, and there is one aspect that i see missing. You tell them to get a good speed and then do a quickflip....this is good, but its not the super flip. Granted, the faster you are going the better this works...but i can jump on top of the wall in zig with only a small start using this trick. The key is to charge a normal jump, and right as you let go to jump, do a quickflip...this will really get you up there. Great for reaching high places in a hurry without a boost. Also very ammusing when performing a move i like the call the flying death bomb. Basically you need a rocket and good timing. This puts you pretty high in the air, so as you fly over someone you shoot them with the rocket and continue flying to safety. Having the headlights on help to aim this one.
Pocket Rocket: For those who cant seem to get the ball in the air, this works pretty well. All it takes is an aimed shot at the ground right next to the ball. Im not very good at this, and i prefer the boost scoop method anyways, but the guided version(alt fire) works best for this.
Boost Scoop: This was already described but ill explain it as well. From my own practice, the vehicle makes a difference here. I used to use a Bullit and it didnt work for me, then i switched to the Spectre and was good to go. For a simple practice of this, have a stationary ball and a boost. Get very close to the ball, but not touching it.Charge your jump about half way and release, then hold jump in mid air to tilt your nose down a little bit. When your nose is pointed between the ball and the ground, activate the boost in the air, and then when you hit the ground perform a quickflip as fast as possible(this is where being able to just scroll down my mouse wheel helps alot) if you did it right, the ball will fly through the air a bit....sometimes further than others, but again, it comes with practice.
The Shield: This is more useful then alot of you probably realize. If you get right up on the ball and activate this, it launches it pretty well. This can be great for when you "appear to lose control of the ball" and pull up along side it and its gonna go wide of the goal, then you activate this and it nudges back in front of the goal. Its usually goes in a direction relative to your vehicle...so its pretty easy to control.
Im not a big fan of Goo or mines(except for the random sticky on someones hood, good times). Im still not great with air control and boosts, so i cant adivise you how to use multiple boosts to practically run the ball in midair, just be aware the you can tilt your vehicle up and then boost to get air, and then use combination of shift and space and the left/right arrows to change your angle and boost a different dirrection(vital to learn if you ever want to beat funhouse 2).
Thats all the tricks i can think of right now, hope it helps a little bit.
About wall climbing: This is a bit tricky to really get good at, and once you have it down, you have to learn to wall turn. A wall climb happens when you jump at a wall and hold space so that your car becomes vertical, as soon as all 4 wheels are on the wall, hold Shift again and it should latch to the wall, and will stay on as long as you hold it. You can drive foward and it will go foward if it is straight up. If you are sideways, pressing forward will actually cause you to move foward and down a bit. By perfecting the small taps of forward you can actually do a controlled turn driving down a wall. As for turning when you are facing upward there are 2 options. One is if you have a very small correction to make, try using a quickflip while moving forward up the wall, and it will straighten you out, and you can also use this technique to gain alot of speed by rapidly pressing quickflip while going up the wall. I use my mouse wheel down for quickflips, it works well for me, and allows for very rapid quickflips. The second method for making sharper turns on the wall is to do a jump while on the wall. Say you are facing right and need to face straight up. What you would do is since you are already holding down the jump button(shift), hold the left button for a moment to charge a left spin, release jump long enough to see some rotation, and start holding jump again to relatch to the wall. This takes practice but once you get the hang of it, racing 1 becomes very easy(well...alot more easy) just be careful cause you will move up a bit when you do this, and you can quickly run out of wall and be screwed by losing your grip on the top ledge.
The Super Flip: Ok, i heard you try to explain this, and there is one aspect that i see missing. You tell them to get a good speed and then do a quickflip....this is good, but its not the super flip. Granted, the faster you are going the better this works...but i can jump on top of the wall in zig with only a small start using this trick. The key is to charge a normal jump, and right as you let go to jump, do a quickflip...this will really get you up there. Great for reaching high places in a hurry without a boost. Also very ammusing when performing a move i like the call the flying death bomb. Basically you need a rocket and good timing. This puts you pretty high in the air, so as you fly over someone you shoot them with the rocket and continue flying to safety. Having the headlights on help to aim this one.
Pocket Rocket: For those who cant seem to get the ball in the air, this works pretty well. All it takes is an aimed shot at the ground right next to the ball. Im not very good at this, and i prefer the boost scoop method anyways, but the guided version(alt fire) works best for this.
Boost Scoop: This was already described but ill explain it as well. From my own practice, the vehicle makes a difference here. I used to use a Bullit and it didnt work for me, then i switched to the Spectre and was good to go. For a simple practice of this, have a stationary ball and a boost. Get very close to the ball, but not touching it.Charge your jump about half way and release, then hold jump in mid air to tilt your nose down a little bit. When your nose is pointed between the ball and the ground, activate the boost in the air, and then when you hit the ground perform a quickflip as fast as possible(this is where being able to just scroll down my mouse wheel helps alot) if you did it right, the ball will fly through the air a bit....sometimes further than others, but again, it comes with practice.
The Shield: This is more useful then alot of you probably realize. If you get right up on the ball and activate this, it launches it pretty well. This can be great for when you "appear to lose control of the ball" and pull up along side it and its gonna go wide of the goal, then you activate this and it nudges back in front of the goal. Its usually goes in a direction relative to your vehicle...so its pretty easy to control.
Im not a big fan of Goo or mines(except for the random sticky on someones hood, good times). Im still not great with air control and boosts, so i cant adivise you how to use multiple boosts to practically run the ball in midair, just be aware the you can tilt your vehicle up and then boost to get air, and then use combination of shift and space and the left/right arrows to change your angle and boost a different dirrection(vital to learn if you ever want to beat funhouse 2).
Thats all the tricks i can think of right now, hope it helps a little bit.