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Re: BRR handling difference? - CCX v LaFerrari? - Fastlane tips? - Upgrade effects?

Thanks for the respones @TheRealJonyScreenshots 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.

2 Replies

  • TheRealJony's avatar
    TheRealJony
    Hero+
    10 years ago

    @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 @TheRealJonyScreenshots 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. 😉

  • @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.

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