Forum Discussion
@eI-nombre wrote:
Had a few different questions that all got merged into a single thread so have tried to clean it up a bit here.
What effect do the upgrades actually have?
Ok so yeah, trying to ignore Captain Obvious answers here but what do improvements to individual stats actually do? Top speed i guess is pretty straight forward but I was wondering whether it also affected the acceleration, i.e. is acceleration proportional? Like is it a case of 'you will get to 50% of your top speed in 2 seconds' and therefore also depends on the top speed stat or is it just 'you will get to 60mph in 2 seconds'? Also how do the changes to nos actually work? Do they make it more powerful, last longer or just refill quicker or something? Does anyone know? Just wondering as although it seems like a kind of stupid question at first, it's potentially a bit more complicated than at first glance and I remember the stat values in NFS:World used to do all sorts of weird stuff that nobody really expected.
@eI-nombre Top Speed = Increases a car's top speed and only top speed
Acceleration = Reduces the amount of time it takes a car to generate speed
Nitrous = Up for interpretation (Either increases Nitrous Power, increases Nitrous Duration, or increases Nitrous refill rate) (I think it increases Nitrous Power)
I remember the stats in NFS World.
In the Tier days, the car stats LIE!
In Car Classes, the car stats still lie but they lie less. lol
@eI-nombre wrote:
CCX vs LaFerrari?
Just wondering which car people think is better out of these two? Obviously the CCX has a higher PR but it's biased to top speed which isn't all that handy. My maxed out R35 (886) is currently quicker than my CCX (889) because of the Nissan's acceleration. As the grind to level up hyper cars is a major ballache, I want to try and make sure I focus on the better of these two. although having said that, the limitation of only being able to get the Ferrari BPs in special events is another spanner in the works if i chose that.
To provide a better answer to your question, can you post screenshots showing your car stats for your Nissan GT-R (R35), Koenigsegg CCX, and Ferrari LaFerrari?
@eI-nombre wrote:
Handling difference
s in BRR?
I've been using a maxed out R35 in BRR (although I've kind of reached a plateau with that car so have sort of given up until i can get something better) but it definitely feels like it performs differently in BRR to all other races. The handling seems heavier and less responsive and I was just wondering if anyone else had noticed it or if I'm just making it up.
It seems odd that there would be a difference between different events but I've never really had much of an issue avoiding traffic and road blocks in normal races and then all of a sudden in BRR, it seems to have become more difficult.
The cars you use to race in Blackridge Rivals handle the same as when you use the same cars to race in Campaign, Tuner Trials, and Tournaments.
Car Physics don't drastically change in just one game mode.
This is what I call "The Placebo effect".
You think the cars' handling is worse, but it's still handles the same in reality.
@eI-nombre wrote:
Quicker to drift/nos or just go straight?
This has been something I've been trying to work out for a while now. I'm really borderline on one or two of tuner trials hunter races as to whether I win or not. I could just upgrade the cars a bit more but i can't be bothered because i know i can win without doing that. Anyway, sometimes I can win fairly comfortably and other times i just don't seem to gain quickly enough and it seems to be down to whether i drift a lot or not.
So what i was wondering was, is it quicker overall to drift everywhere (even on straights) which slows the car but then gives you more nos, or is it just better to drift the corners and straighten up for the straights to make the most of the smaller amount of nos that you've built up? Perhaps its not actually that simple and just depends on how strong the nos stat is on your car, although it sort of feels like the individual TSP/ACC/NOS stats don't really have a massive impact.
All I'll say is it's quicker to drift everywhere to gain more Nitrous.
The bad thing about drifting is it reduces your grip and you will be more prone to crashing.
If you crash while drifting, then you're through!
@eI-nombre wrote:
Tips for Fastlane etc Events?
For Fastlane events and anything similar, I've always just used all my tickets to advance as quickly as possible and then any leftovers I've used for picking up extra materials and cash (or whatever its called in these events). Took me a little while to realise there was a No limits board on here so was having a look round other unofficial forums and people on one of these were suggesting that they were actually deliberately losing some races so that they could grind cash for crates quicker (i.e. longer races with lots of opportunity to jump/drift/draft but would not be repeatable once you'd won them).
Is this generally a good way of doing things? With only 5 tickets, this seems like a potentially risky strategy as you may find you spend so much time losing races that you don't have enough tickets to advance, ending up having to spend gold on refills more often. Is it worth doing it this way or is this just more for those that either have more tickets from VIP points or those that don't mind blowing gold on refills?
The people that suggested losing on purpose to farm Event Credits must had already completed the events for a specific chapter, so they used their extra tickets to farm Event Credits by losing on purpose.
They mostly do this for the first 2 chapters of the Special Event.
For example, say a player has completed everything in Chapter 1 in a Special Event.
That player then does 5 Replayable races in Chapter 1 and wins them. However, the player purposely loses on the 6th Replayable race in Chapter 1 to farm Event Credits with their Special Event tickets.
The player will then generate a ton of Event Credits by losing the 6th Replayable race over and over again before Chapter 2 opens.
- 10 years ago
TheRealJony wrote:
@eI-nombre wrote:
Handling difference
s in BRR? I've been using a maxed out R35 in BRR (although I've kind of reached a plateau with that car so have sort of given up until i can get something better) but it definitely feels like it performs differently in BRR to all other races. The handling seems heavier and less responsive and I was just wondering if anyone else had noticed it or if I'm just making it up.
It seems odd that there would be a difference between different events but I've never really had much of an issue avoiding traffic and road blocks in normal races and then all of a sudden in BRR, it seems to have become more difficult.
The cars you use to race in Blackridge Rivals handle the same as when you use the same cars to race in Campaign, Tuner Trials, and Tournaments.
Car Physics don't drastically change in just one game mode.
This is what I call "The Placebo effect".
You think the cars' handling is worse, but it's still handles the same in reality.
I don't agree, I have noticed this behaviour as well. I believe this is because of the game mechanics. I mean, there are lower tier cars with PR like 300, and there are super and hyper cars close to 1000. In order we have a playable experience from start to finish, game mechanics has to handle that. Speed increases, of course, yet the normal feeling stays just about the same. But there are exceptions... for example, during a Campaign (Underground), do you remember some of those transport missions? You drove your BRZ with PR like 280 and now got an AMG with PR 800 - did it feel the same? Hell no! It was smooth and quick... but you can take your full CCX to chapter 1 and won't get that feeling again, will you? Similarly, once facing a too good an opponent, your driving suddenly felt sluggish, while it was ok in a race one before. And since @eI-nombres R35 falls behind its opps PR-wise, he gets that slow and lazy handling again, even though the car may be a good match otherwise.
- 10 years ago
Thanks for the respones @TheRealJony. Screenshots of cars below (not really done anything to the Ferrari yet). Interestingly, I noticed today that although the R35 has a lower overall PR, the game still recognises it as a better car. The game still defaults to the CCX at the selection screen as its got the highest PR but for the race I was looking at at the time, it said it was medium difficulty with the CCX score coloured yellow but the R35 with the lower PR was showing as easy/green.
With regards to the handling differences in BRR, I'm well aware of the placebo effect which is why I still have my doubts. However, while I'm not entirely sure I follow @HeretikJirka's logic, if someone else thinks they're experiencing the same thing, I do feel like I may not be imagining it. Admittedly it does still seem weird that they would change performance for a specific event though.
As for the nos/drift vs going straight thing, the having less control while sliding isn't so much of an issue as that's just a case of practice. I have noticed though on some cars there seems to be a noticeable drop in revs at a certain point depending on how tight the drift is/how far the back end is out. Staying within this and keeping the revs up feels like it maintains speed a bit better but it may just be the engine sound making it seem like the car has slowed down.
- TheRealJony10 years agoHero+
@HeretikJirka wrote:I don't agree, I have noticed this behaviour as well. I believe this is because of the game mechanics.
@HeretikJirka You're driving mostly on pavement in Blackridge City during a Campaign race.
You're driving mostly on pavement in Blackridge City during a Tuner Trial race.
You're driving mostly on pavement in Blackridge City during a Tournament race.
You're driving mostly on pavement in Blackridge City during a Special Event race.
How do you explain the car physics suddenly change when you're mostly driving on pavement in Blackridge City during a Blackridge Rivals race?
Now if we were comparing driving on pavement (a street race) and driving on dirt (a rally race), then there would be a difference in car physics.
When driving on pavement, you have a lot of traction / grip and you would be less likely to spin out.
When driving on dirt, you won't have a lot of traction / grip and you would be more likely to spin out.
Even if this "handling problem" does exist in Blackridge Rivals, it wouldn't be game mechanics.
It would be called handling bug. And this should be fixed ASAP as it affects gameplay immensely in Blackridge Rivals.
Cars are supposed to handle the same if the racing environment for every game mode is the same.
@HeretikJirka wrote:I mean, there are lower tier cars with PR like 300, and there are super and hyper cars close to 1000. In order we have a playable experience from start to finish, game mechanics has to handle that.
Again, this is car physics.
Cars are tuned accordingly to match their respective classes in the game.
You don't expect a Street car with 600 PR to outrun a Hyper car with 1000 PR...
Besides, cars are tuned accordingly to give a unique experience for each car. If all cars were tuned the same, then the gameplay experience would be very boring.
@HeretikJirka wrote:Speed increases, of course, yet the normal feeling stays just about the same.
With more speed, it means faster gameplay.
With faster gameplay, it means better feeling.
The game gets better when we progressively go faster in the game. That is why the rewards are so little in the beginning, but the rewards are huge later in the game.
This is "Need For Speed", where we are supposed to go as fast as we can.
@HeretikJirka wrote:But there are exceptions... for example, during a Campaign (Underground), do you remember some of those transport missions? You drove your BRZ with PR like 280 and now got an AMG with PR 800 - did it feel the same? Hell no! It was smooth and quick...
Thanks for proving my point that it's car physics.
Cars are tuned for their classes in the game.
@HeretikJirka wrote:but you can take your full CCX to chapter 1 and won't get that feeling again, will you?
Of course I won't have nearly as much fun doing anything in Chapter 1 (or anything in other chapters) repetitively than doing it for the first time.
Take Marcus King's race as an example.
Taking him on for the first time must've been intense as it's your first time experiencing the Koenigsegg CCX in action and that you're only one race from completing everything in Campaign.
Now after winning against him for the first time, you feel accomplished after completing everything in Campaign. However, you only got 2 Koenigsegg CCX blueprints from winning. You have like 30 something Koenigsegg CCX blueprints to go. You, then, race Marcus King over and over again and the feeling of winning against him quickly evaporates.
@HeretikJirka wrote:Similarly, once facing a too good an opponent, your driving suddenly felt sluggish, while it was ok in a race one before.
I don't get how opponents who are better than you can affect your driving.
If you lost to an opponent who's better than you, then all you need to do is improve. You just need to get better. That's all there is to it.
Besides if this statement is actually true, then your driving would absolutely be deteriorated when you get match-maked to race against my ghost car.
And I totally doubt your driving would be deteriorated by my ghost car.
@HeretikJirka wrote:And since @eI-nombres R35 falls behind its opps PR-wise, he gets that slow and lazy handling again, even though the car may be a good match otherwise.
I also don't get how an opponent's PR can determine whether el-nombre's Nissan GT-R (R35) gets good handling or bad handling either.
If someone's car is much faster than el-nombre's Nissan GT-R (R35), then all he has to do is get a car that's just as fast or faster than the opponent's car.
His GT-R (R35) handles the same, regardless whether his opponent's PR is higher or lower.
Opponent's PR does NOT determine your car's handling.
@eI-nombre wrote:
Thanks for the respones @TheRealJony. Screenshots of cars below (not really done anything to the Ferrari yet). Interestingly, I noticed today that although the R35 has a lower overall PR, the game still recognises it as a better car. The game still defaults to the CCX at the selection screen as its got the highest PR but for the race I was looking at at the time, it said it was medium difficulty with the CCX score coloured yellow but the R35 with the lower PR was showing as easy/green.
@eI-nombre What really matters is these (from the most important to the least important):
1. Acceleration
2. Nitro
3. Top Speed
Acceleration is the most important, followed by Nitro (I think it increases Nitrous power), and last would be Top Speed.
PR doesn't mean anything much. It just determines how good your cars are overall, taking all three factors in consideration.
For example, a car could have a 801 PR with 8930 Top Speed stat, 5031 Acceleration stat, and 4131 Nitro stat. (I'm making these numbers up.)
Now, here's what I think about your cars:
Continue to drive your Nissan GT-R (R35) at the moment while farming for blueprints and upgrading your Koenigsegg CCX.
Your GT-R (R35) has better acceleration and nitro stats than your CCX and LaFerrari.
Your CCX needs more upgrades to be competitive.
Your LaFerrari is out of the question. It's missing quite a number of stars to be competitive.
@eI-nombre wrote:
With regards to the handling differences in BRR, I'm well aware of the placebo effect which is why I still have my doubts. However, while I'm not entirely sure I follow @HeretikJirka's logic, if someone else thinks they're experiencing the same thing, I do feel like I may not be imagining it.You're the second person (third would be HeretikJirka) I've seen here that claimed cars handle differently in Blackridge Rivals.
Now I still say cars handle the same in every game mode. However if a total of 5 people say cars handle differently in Blackridge Rivals, then that would be enough for me to believe the handling bug exists in Blackridge Rivals and should be dealt with immediately.
The handling bug definitely ruins gameplay in Blackridge Rivals if it does exist.
Ah the good old days...
Remember the speedbug and slowbug in NFS World?
The handling bug reminds me of those bugs. lol
@eI-nombre wrote:
Admittedly it does still seem weird that they would change performance for a specific event though.
It's really absurd that car physics just "change" in one game mode.
You're racing in the same areas as you do in other game modes. How are car physics not the same in Blackridge Rivals?
That doesn't make any sense.
@eI-nombre wrote:
As for the nos/drift vs going straight thing, the having less control while sliding isn't so much of an issue as that's just a case of practice.
I chose to drift in a Blackridge Rivals race, took a jump I didn't want to take, and collided on a bridge.
I couldn't control my car nearly as good as driving without drifting, so I took the jump when I didn't want to. That race costed me 50 SP.
Oh well. I'll get those 50 SP back in a couple of hours. 😉
@eI-nombre wrote:
I have noticed though on some cars there seems to be a noticeable drop in revs at a certain point depending on how tight the drift is/how far the back end is out. Staying within this and keeping the revs up feels like it maintains speed a bit better but it may just be the engine sound making it seem like the car has slowed down.
Wow, I'm impressed. You actually figured it out. lol
Drift very slightly to avoid losing speed and gain Nitrous in the process. That's how it's done. 😉
- 10 years ago
@TheRealJony maybe I've put it wrong, but it seems you missed my point. I do not believe cars behave differently in Blackridge Rivals, and hope I've never said that. My point was that the feeling, or handling, if you want, is RELATIVE - that is, when facing much stronger opponent, your handling now gets slow, so as to simulate the negative difference in car power. There are not many opportunities to see this behaviour, but Blackridge Rivals with good skills but worse car may be one of them.