R.E.P.O.R.E.P.O.wiki

Guide

Keeping your speed up a ramp and through a drift

How to use the two boosts a vehicle earns in R.E.P.O.: the push a slope in the right angle window gives you, and the three graded tiers of boost a held drift pays out.

Applies to

0.4.0, read from the copy of the game this site was built from (see the sources page)

Before you start

Steps

  1. Treat a ramp as a place to gain speed rather than only as a way up, because the vehicle carries a boost that belongs to slopes alone.
    the ramp boost is a switch of its own on the vehicle
  2. Read the slope before you commit, because only a certain window of angles pays out.
    the boost has a lowest and a highest slope angle
  3. Arrive with speed already built, because a slow crawl up a rise is not enough to start the boost.
    there is a lowest speed below which the boost does not apply
  4. Expect the ground to do the pushing rather than the throttle, since the boost carries a force of its own.
    the boost has a force of its own
  5. Turn with the speed you have instead of braking for the corner, because the vehicle sends existing speed in a new direction.
    the vehicle redirects the velocity it already has, with a strength of its own
  6. Watch the two ends of the vehicle when a slope begins, because the front and the back are checked separately for touching the ground.
    the front and the back have separate points for being on the ground
  7. Hold a slide to the end of your turn rather than straightening out early, because a drift boost is graded in three levels.
    drift boosts come in three levels, each reached at its own threshold
  8. Keep the slide going while it is safe, because a higher level pushes harder than a lower one.
    each level carries its own forward boost and its own speed multiplier
  9. Use the effects to know which level you reached, because arriving at a level and holding it are drawn differently, and the light brightens with the level.
    each level has particles for reaching it and for holding it, and its own light brightness
  10. Plan where the boost ends, because a level lasts a set time rather than as long as you like.
    each level lasts for its own duration

Common mistakes

Related entries

Sources

A local copy of the game, read only. The grounding for each step is listed on the technical reference pages; nothing here is estimated.