facebook

Welcome guest! You are not logged in on forum, so you may not have access to some features!
To solve this problem
log in or register new account.
>> NFS:SA Booster <<

Ranking Every B Class car for pursuit.

Napisany przez Nabatse, 03-08-2022, 23:04
Ranking Every B Class car for pursuit.

Offline Nabatse

#1
Hi Everyone! Chuun here.
Last year, i have made a thread where i looked at all Class A cars in pursuits, and ranked them how good they are for it. This time, i did the same, but for Class B. 
If you want to read my previous thread, you can check it out it here: https://www.nfssa.com/thread-11777.html
I recommend you to read at least the first section and the comments for the stats if you haven't done it, because there are some things about them which are still applied here, so i won't state them this time. If there's any change or addition i will state it here.

For convenience sake, i copy the basics of the stats and ratings to here as well:
Speed: There isn't much to talk about this one, what matters here is the acceleration, mostly how fast the car can reach 100 km/h from 0 (without nitro). 
Power: How hard the car can hit the police vehicles, or how easy it can kill a cop.
Toughness: How tanky and heavy the car is or how hard it is to flip it for the cops.
Mobility: Maybe this is the hardest part to understand what i mean by "mobility" here, basically how fast your car can change directions from reverse to forward (or vice versa), or should i say how fast the car can launch forward from going reverse. This is a bit different from "acceleration", i mean in pursuits there are some critical situation where you need to go forward and backward rapidly to avoid getting blocked or boxed by the 15-20 cops around you and that's where this comes in play. Or in other words, a car's good/bad Mobility mostly depends on how much Torque it has.
Handling: How well you can stabilize your car during/after the cops' attempt to spin you out. Also, how much the car's base handling can endure going on grass/dirt/sand terrain.
Recovery: How easily you can break out of a "between a rock and a hard place" situation with the car, where resetting the car won't help it anymore (e.g. when they block you from every direction and resetting the car will cause you to be busted). It's mostly determined from the car's Speed,Toughness and Mobility stat.

All stats will be rated from S-F for each car where S=Superior, A=Very Good, B=Good, C=Mediocore, D=Bad, E=Very Bad and F=Almost Non-Existent (in terms of pursuits).
In the end i will attach a little opinion about how the car performed overall in testings, or why i think the particular car is placed there. These are my opinions, maybe you don't agree with me in some way which is understandable. 
I will arrange the cars in order from worst to best, i tried to see all cars as objectively as possible, so the rankings are based on how good the cars are statistically, and the rankings weren't affected by my opinion on the cars individually.


! Important Notes !

I. Since we are talking about a different class now, i feel important to say that the results for most stats are in terms of Class B car standards and NOT in all cars standards. Therefore, e.g. if i give a car "S" rating for Speed, it is not considered the same good Speed as like the Locust's from the previous thread.

II. As like last time, i will rate the cars and their stats in the way how they perform on their max heat level. All of the Class B cars can go only up to Heat 5, which is the easiest heat level of all. Hence some cars may recieve better stats than they actually would deserve in other heat levels.

I'd like to add some more comments to how some stats works this time, in addition to what i already said in the previous thread.
The Toughness is the most complicated out of all of these, because it has many factors to base it of:
1: How well the car can endure the cops hits from any directions without flinching
2: How hard it is for the cops to flip you over
3: How hard it is for the cops to push the car
4: How big/small the car's hitbox is (this isn't as important as the previous 3, but still a small thing that affects rating the Toughness for better or worse)
This is the way how i rate a car's Toughness, but i didn't feel the need to elaborate it last time because rating Class A cars' Toughness is much more simple due to most of them having the same kind of heavy body, so the 3rd factor didn't come up that much to even consider it, and the hitbox didn't affect it too much either. But Class B varies more in this, so now it's needed to explain this further. I say this because some cars on this list have the same rated Toughness, but for different reasons.

The Power stat this time is rated considering how the car can kill the chasing cops as well, not only the roadblock cops. If i didn't do it this way, since it's heat 5, it's very easy to kill the roadblock banshees for every car, all of them would end up with "A" and "S" ratings. No speedbreaker allowed here for the same reasons as last time.
The Speed stat is rated with 0 drivetrain dyno (except for one car), again, for the same reasons.
For the Handling stat this time, i skipped the parts where i tested the cars with slippery and grippy tire pressures as well, i went for trying to find the most balanced tire pressure from the get go instead. Which again, was the one which is usable for normal races well. Other than the few exceptions (elegy,jester,buffalo) where i needed to find a better tire pressure.
I didn't detail last time how i rate the Mobility stat of a car, but if i explained everything else here further, i won't leave this one out. If you understand what i wrote in the basics, there's not much to say, other than it heavily relies on the car's Torque and Acceleration as well, in a 70%-30% ratio. Basically, if a car has a good torque but really bad acceration, it's still considered a decent Mobility. 

The testing this time was done by the followings:
- Testing them inside the 3 cities (LS-SF-LV) for ~45 min (at least ~15 min in each individually)*.
- Final testing, the 1 hour pursuit, killing as many cops as possible in the process and finalizing the stat ratings and my opinion on the cars.
*This time i lowered the spent time in cities, because it was unnecessarily long last time as well. 15 min in every city is more than enough to see how good a car is there. Also i skipped testing on the countrysides, because the 1 hour final testing basically covers it (because that's where i'm doing pursuits normally, and it's the place where i can kill the most cops).*
All the cars were in their maxed out state for testings.
And again, the statistics of the final testings: https://imgur.com/a/sWhyHRF

We can begin the list now, again, if you care about only the brief ratings for each car, i made some (actually way better and more informative than last time) pictures which you can access here:
https://imgur.com/a/gxZm8HG
I'm using imgur for these again for the same reasons as last time.


#8: Elegy
Preferred Area: Cities
Speed: S
Power: A
Mobility: D
Toughness: B
Handling: E
Recovery: D
Definitely the worst car for pursuits in B. This car is so bad, i never thought i would suffer this much in testings. In Heat 5 btw, which is the easiest Heat level of all, and which most cars can handle without much problems.
It has great acceleration, and that's the only positive thing about this car. Sluggish turning and terrible Handling, you have to try out many different Tire Pressures to be sure it's the best (or should i say the "least bad") for playing pursuits. You either make it grippy so the cops can't spin you out easily, providing you can't turn on the other hand, making it impossible maneuvering between the cops, or you make it a bit slippery, so you can turn but then every cop can spin you out with a slight impact, there's no good choice here. I had the most success with -3 Tire Pressure, and even that wasn't optimal. It has agonizinly bad torque, it can't even push the paper banshees aside so it's very likely to get in trouble in very short time after a backup has arrived. The Moblity is still a "D", but only because the insane acceleration carries it. If the Elegy had just a usual accelerartion, the Mobility is only worth for an "F". It has big body and great Power, but you can't make use of it, becuase you need to focus on not getting busted from the reasons i already wrote. Becuase of the bad Handling, it's only usable inside cities, but avoid narrow streets at all cost.

#7: ZR-130
Preferred Area: Cities & Countryside
Speed: C
Power: B
Mobility: C
Toughness: D
Handling: C
Recovery: C
The lot of "C"s for the stats should tell that this is a very mediocore car. It's the most boring for playing pursuits for sure. And i'm not giving the stats "C" purposely because i'm biased on this, it is indeed that mediocore. There isn't much to talk about, it doesn't have any traits that makes it interesting even a little. Some cars are absurdly OP that it is enjoying to just mess around with them, or some other have bad habits/horrible defects, but even they are interesting to play in a weird masochistic way, just because they require different playstyles. But the ZR doesn't have anything, outside of a light body which the cops can push easily, but that can't put you in close situations either unless you pay no attention. There's no point playing with this, you have way better choices if you want success, and it doesn't give you any challenge either. All the close calls i had during the testings was only because i got so bored of it, i lost focus many times, and even with that i didn't get busted. I think that sums it up how this car performs. 

#6: Jester
Preferred Area: Countryside
Speed: D
Power: C
Mobility: B
Toughness: C
Handling: D
Recovery: B
The Jester has a lot of similarities with the ZR in terms of usefulness. It's better in some cases and worse in others. It has really good torque, but its slow acceletation drags its Mobility down dramatically. With a decent acceleration, the Mobility would easily be an "S", but that's not the case sadly. Other than the miserable Speed, the only main weakness is the Handling, it's pretty hard to stabalize the car after the cops hit you in the back and spun you out. Thanks to these the car is actually not as boring as the ZR, because it gives you a slight challenge at least. It has bigger hitbox as well, which makes it much easier to bruteforce out from a "boxed in" situation on the open area, but making you a bigger target for the cops to ram you. The Toughness is a bit tricky for this one, i gave it a "C" in the end, that's the most realistic. Most of the time it feels like it has "B" Toughness, but in other times it feels like a "D". There was a lot of situation when it tanked out the hoard of cops after backup, even some Heavy SUVs as well with ease, but in other cases, it felt like i'm driving a paper car which the banshees just pushed with no effort, it is just that weird. It is as good inside cities as in countrysides, but not a good choice for either of them. It hates the non-concrete terrain for countrysides, and the big hitbox with slow Speed and weird Toughness make it annoying to use in cities.

#5: Buffalo
Preferred Area: Cities
Speed: C
Power: A
Mobility: A
Toughness: A
Handling: D
Recovery: B
The Buffalo is the perfect example that good Mobility and Toughness aren't enough to be a good car for pursuit. Like the Elegy, it is one of the most stressful cars to use, even in Heat 5, but it's a bit more tolerable. 
Very agile, and it's really hard for banshees to flip it over, but the fact that this car turns slower than a deseased snail makes very hard to maneuver between the hoards of cops, adding this to the bad Handling it has, it becomes really stressful playing pursuits with this.  It's a bit hard to use in cities as well, you really need to get used to this car if you want it to be good.
Essentially has the same core issues the Elegy does. Though it traded the insane Speed for more Mobility which definitely helps it better, it's way easier to recover with it, which is the only reason this car isn't terrible but still, it requires a lot of patience to free yourself from the constant tough situations the cops put you in.

#4: Super GT
Preferred Area: Countryside
Speed: B
Power: B
Mobility: C
Toughness: B
Handling: C
Recovery: B
The car which is the best for races among the Class B cars, is only a decent car for pursuits. Doesn't have any major benefits, nor core issues, it's an above average car. Its biggest weakness is the slightly bad Mobility thanks to the bad torque, and the Toughness. This car could be flipped over by the cops with ease, and the Heavy SUVS can and will take advantage of this. The best way to handle this car on pursuit is if you play defensive, trying to avoid most contact with the cops. You have to play in large open areas and never go inside any city unless it's absolutely necessarry. Good Recovery and Power, it doesn't have any problems breaking out of the pile of cops, it just could have been better. It's still hard to kill Heavy SUVs in roadblocks, and the car has a bad habit of climbing up on the banshees, so be aware.

#3: Beamer
Preferred Area: Cities & Countryside
Speed: C
Power: S
Mobility: D
Toughness: S
Handling: B
Recovery: A
This car is so DUMB for Heat 5 pursuits.. i both love and hate it at the same time. This car goes against everything which is logical in stats. No Speed? No Mobility? Who cares about these, when you have massive body? The fact that the beamer can tank out all the paper banshees makes it an absolute beast. In any other heat level this car would die in no time, but thanks to heat 5 being the easiest with the lightweight banshees, this car is amazing just because of its Toughness and nothing else. The banshees can't do anything with it, they can't flip you over (sometimes they even die sooner to their attempt before they can flip you), and they can't box you in because you can just break out by pushing them to the sides. This is why the Recovery is A, realisticly in any other heat levels it would be just a "D", because the tanky body is not enough by itself.
It's one of the very few cars that supports an aggressive style of playing, it's rare to get punished being reckless. Though, it requires much experience in pursuits, so it's defnitely not a casual friendly choice, but once you know what you are doing it is the most fun to use.

#2: Mamba
Preferred Area: Cities & Countryside
Speed: A
Power: B
Mobility: S
Toughness: C
Handling: A
Recovery: A
It's the Class B's Locust, it has amazing Mobility and a great body to push the cops away and recover without any problem. It's surprisingly a very good car for pursuits, with one annoying issue, which is it flips over REALLY easily. This isn't even the Toughness's fault fully, you can make it roll over yourself just by turning too much as well, which can happen very often. Because of this, this car requires 100% concentration. One slight moment not paying attention can end you up in a flipped up state which will cause you to get busted most likely. The car has a really high skill floor, with an even higher skill ceiling in terms of pursuits, you have to know when and how much nitro you use, and need to react quickly and know when you have to reset. 
One strange thing, after you reset with it, it really struggles to get to 100 km/h, you have to give it a -4 drivetrain dyno at least and it will be fine. This is probably the only car where minus drivetrain actually matters for the better. It goes perfectly fine on non-concrete terrain even with -8 tire pressure, they might spin you out most of the times but this car doesn't care about that, it stabilizes easily. It has decent Toughness as well, it can endure most hits from the cops with ease, only suffering from the rolling over i mentioned earlier, and from being lightweight the cops can push you effortlessly. It has everything that is needed to be a good pursuit car, only depends on the player how good they can use it for pursuits. 

#1: Sultan
Preferred Area: Countryside
Speed: A
Power: B
Mobility: S
Toughness: A
Handling: B
Recovery: S
This car can be summarized in one sentence: "AWD is overpowered for pursuits". This fact alone makes this car the best, statistically. Having access to AWD alone grants the car good Mobilty and for some reason Power, because it makes it easier to destroy cops. (In fact, the AWD is the only reason the SUVs are viable for pursuits as well). Combine this with a car which is already good normally, having a good acceleration and big body, and basically you got the best car for pursuits. Not to mention how good it is in heat 5, where the paper banshees are easily pushable to the sides with its big body (just like in the beamer's case). The "S" Recovery comes from the easy heat 5 as well, again, if we talk about heat 4, it would be just a "B".
Though, all the weakness the Sultan has come from the same reasons that make it good for pursuits. Since it's AWD, it's more slippery on non-concrete terrain, hence it's harder to stabilize there than in the case of an RWD. This would mean it is better to use inside cities, but the car's other main weakness prevents this as well, which is the big hitbox. The Sultan has the widest hitbox out of all Class B cars, it's very likely to get stuck inside cities with it if you don't pay attention on positioning yourself, and the insane Recovery can't carry you all the times if they push you to the wall. It's hard to use in LS and LV due to the narrow streets, but it's somewhat fine in SF. Definitely the best car for casuals as well, it's very easy to use for unexperienced players. 


Special thanks to:
-Raven for testing.
-Barto for testing and helping in some minor things for this thread.
Project duration: 2022 05.16-08.03
(っ^◡^)っ
[Image: 1e6820d12e2cf626a315b8c2ce154bde0c2ab0b9...468_hq.gif]


Reply

Offline Raven.

#2
that's a useful thread, gj
[Image: 6153b647692f921e44bb35cc3a665fa2.gif]
Reply

Away qrur

#3
my reaction to this thread
[Image: 20220401_110100.jpg]
[Image: e0c66af550d87.gif]
Reply


Forum Jump:

Users browsing this thread:
1 Guest(s)