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ETPC: Even at with all power diverted to engines and not missing a single gate, level three is still crushing me.
Its more important to shoot down targets then to go fast. Every turret you shoot gives +2 seconds on the clock. If you hit all 6 turrets on a platform, that's +12 seconds. There have been a few times when I've been able to finish a course with more time on the clock than I started with.
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ETPC: Even at with all power diverted to engines and not missing a single gate, level three is still crushing me.
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Ryan333: Its more important to shoot down targets then to go fast. Every turret you shoot gives +2 seconds on the clock. If you hit all 6 turrets on a platform, that's +12 seconds. There have been a few times when I've been able to finish a course with more time on the clock than I started with.
Excellent advice. Shoot as many targets as you possibly can (but not at the expense of missing a gate, since you're docked 15 seconds). Speed is really not all that crucial, as you're expected to be able to get through it with a Y-Wing, which is pretty slow. Indeed, if you find yourself going so fast that target fly by you, starve your engines of some more power (especially in the A-Wing). It's counterintuitive, but it works.

That said, the proving ground -is- tough. I've done all four several times (though today I keep PROVEN.PLT and TRAINED.PLT files so I can skip right to the tours and still have a pretty uniform), and my nerves are shot by the time I finish level 8; target fire gets pretty intense.

Also, as previously mentioned, the gates are just holograms, and can be shot through. They can also be flown through, and this counts as a pass for the gate in question, including the flap at the top (though -not- the bottom of those with a base---those are solid). It may also help to adjust your roll between platforms so that the next platform is always "down" when you approach.
Post edited July 30, 2017 by JKing