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
- A vehicle under you
- Ground with a slope or room to slide
- Enough straight ahead to use the speed once you have it
Steps
- 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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
- Crawling up a rise and expecting the boost, when it has a lowest speed.
- Taking a slope that is too gentle or too steep, which sits outside the angle window.
- Straightening out of a slide early and settling for the lowest level.
- Braking into a corner instead of turning the speed you already have.
- Spending the boost on open ground with nothing to reach.
Related entries
How the game behavesThe boosts a vehicle earnsA ramp boost is a switch of its own, with a window of slope angles.
How the game behavesDrifting a vehicleDrifting is a system with its own switch on the vehicle.
How the game behavesLeaving the ground in a vehicleBeing airborne is a system with its own switch and a lift force.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.