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W temacie: Ranking Every B Class car for pursuit.

Odpowiedzi: 2

03-08-2022, 23:04

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

W temacie: Ranking every A Class car for pursuit.

Odpowiedzi: 3

06-02-2022, 20:12

(05-02-2022, 01:32)MatthewChow Wrote: This is some really cool investigation work, but, why class A?
I'd love to have seen this from the bottom to the top, because I'd say this would be more useful for a player starting out and on the lower classes. E and D, specially.
Someone who's getting into the class A probably already has a grip on how pursuit works, and, well or bad, all of these cars are usable.
I hope you do more of these, this was great! GJ

Thanks for your input Matt, i really appriciate it!
To answer your questions: 
Why only class A? Because that's what i found the most reasonable to make a list like this from. When i first think of this idea, i was wanted to start the measuring with class E, and continue with all other class later, but i ended up scraping that idea very quickly. And because of 2 reasons. First, my intention with this from the very start was to tell other people which car is worth to bring for pursuit, which car is better than the other and for what reasons, and making listing from like class E or D or Vintage felt totally pointless, bcs the cars in those classes doesn't vary that much from each other in terms of usage for pursuits, therefore there isn't much to talk about them.
But the main reason i scrapped this idea can be traced back to my main goal with this, "to tell other people which car is worth to bring on pursuit", all cars in this server (except SUVs) can go up to heat 4 when is maxed out, which means all cars which is under class muscle is made obsolete by the Kuruma, and i didn't see the point of making analysis where there's Kuruma on the first place for obvious reasons, and idk Futo on the last place, with all other cars having equal usefulness with similar benefits and defects.

The classes SUV and Muscle are not something that is worth talking about either, all SUVs are good for heat 3 pursuits, all of them for the same reason (awd) and there's buggy which is obviously the worst of all. And besides Buggy, ranking SUVs is a pain because (again) there's isn't much that devides them, they all work almost the same for pursuits , all of them are very slow with tanky bodies, basically heavy hitters. I mean, it's hard to make a detailed elaboration like this from the class' cars individually.
As for muscle as well, nothing much variety there either. These classes worth a brief summary from their class in general, but not a detailed explanation from all their cars individually (at least in my eyes). 

Though i plan on make a list like this from class B, and maybe if i have the time and mood for class C as well, because those classes have the potential to talk about for heat 5 pursuits.

"Someone who's getting into the class A probably already has a grip on how pursuit works, and, well or bad, all of these cars are usable."
Yeah, that's right, those people maybe has the grip of pursuits at that point, but most of those people still won't know how Class A cars work individually, they'd only know which is the best and that's all. Nobody says why other class A cars are bad or good, so i made this list to tell those who care about them more. And typically, most people uses class A or B (maybe C) for pursuits, but mostly A, and that is also a reason why i chose class A for this.

Hope you understand my reasonings.

W temacie: Ranking every A Class car for pursuit.

Odpowiedzi: 3

13-10-2021, 21:13

Hey everyone, Chuun here, back with another useless thread on the forum!
At the start of 2021 i was thinking about taking a little a challenge, and test every A class car in a heat 6 pursuit for 1 hour straight. Some people may know how much i love playing pursuits, or how ridiculous i can be when it comes to pursuit runs, i think i can say i hold a bit of experience in this category to not tell total bullshit. I was trying to test them in every way possible, and noting everything during the process. 
This could be a good guide for everyone to get to know how these cars behave in pursuits, why are they good or bad, which car is worth to bring out for pursuits. Hopefully some players could find this useful. Sadly i'm not a professional, so i only can share my opinions and what i experienced during this fun little challenge, but i'll try my best to elaborate it.

For this list i didn't consider that if the particular car is good or bad for completing the daily milestones because that's irrelevant. You can complete all of the milestones every day with a maxed out Buggy as well, so it's not something that can be considered in my eyes for a list like this, therefore the order for the cars was based of how good they are for long term pursuits. I said this because i don't want to read those "maybe it's bad but it's good for completing the milestones" comments, every car is good for that.
I will arrange the cars in order from the worst to best, i tried to see all cars objectively and for this particular reason i created a spreadsheet thing for myself to analyze each car in different stats, so i can have something to base the order of. 
These stats include the following:

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. (since it's hard to kill the cops that chases you, this stat is mostly determined by the cops killed in roadblocks)
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.

I tried to find those stats that aren't really affected by different dynos, only the Speed and Handling can differ in some way depending on the drivetrain and tyre pressure, but not in a way that can really matter. 
For the Speed stat, you can't gain much more acceleration if you put -10 on every car, or at least not enough to be relevant. In the end, all of the cars were tested on 0 drivetrain for the final ratings, which worked perfectly fine, the car's general acceleration that is relevant anyway. You can't make the slowest Comet fast with -10, same goes for the fastest Locust that won't be slow even on +10 drivetrain. I mean, obviously they will be faster and slower compared to 0, but not enoughly to matter in pursuits.
For the Handling stat, i've tested out different tyre pressures as well, mostly the 3 end values. One that makes the cars slippery, one that makes them grippy, and one that is a balance between the two. I can't say exact numbers on this because the handling is different for every car as we know, but i think you get the idea. As for results, the one that was used for all cars in the final testings was the balanced tyre pressure since it was the one that performed the best, which were the ones that most people could use for regular races with ease.
I assume someone would bring this up if i don't mention, for the Power stat, i didn't consider using the Speedbreaker at all. I'm aware you can make the car heavier using the Speedbreaker (for some  "YEP Game Physics" reasons), therefore you can destroy cops easier, but i didn't use it for the testings and ratings. I thought it was cheating since i wanted to rate the raw power that the car can achieve, also, i usually don't use the Speedbreaker because i forget it even exists in about 95% of the times.

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. I've already said this but i do it again: these are my opinions, maybe you are not agree with me in some way which is understandable. As i said, the ranking of the cars wasn't affected by my opinion on the cars individually.

The testing for all cars was done by the followings:
- Testing them in the 3 main cities (SF-LS-LV in this order) for at least half an hour each.
- Testing them on the Countrysides and in the Desert for at least half an hour each.
- Trying to find the best tyre pressures for the Handling stat and for some cars i tried out different Drivetrains for the Speed stat.
- 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.
*All of the cars were maxed out for the final testings. (except for the Turismo)*
In case if there's any doubters for if i really made the 1 hour final testing with every car: https://imgur.com/a/oPIZl4N

Now i think i've clarified everything we can begin the list now:
If you only care about the stats i made some simple pictures of them which you can access here: https://imgur.com/a/yjKxU7x
(I would upload them here but for some reason the insert picture doesn't work properly for me, and it's 8 pics so i can't make "attachments" for all either, since the maximum is 5.) 

#8: Comet
Preferred Area: Cities
Speed: D
Power: B
Mobility: C
Toughness: D
Handling: F
Recovery: D
Definitely the worst car for doing heat 6 pursuit runs, its lack of Toughness combined with a bit slidy handling makes it really hard to maintain it on heat 6. The problem is not with the handling itself, it's more of the fact it can't handle too many cops ramming it at a time, it'll always spin out entirely no matter what direction they hit you from. It doesn't have much speed to begin with either, so the heat 6 cops are a bit too much for it, though it's somewhat tolarable on heat 5 but this list is not about that. Lord have mercy on if you want to do heat 6 runs with this car. If you are someone who seeks challenges this is the perfect car for you.   

#7: Counthash
Preferred Area: Countryside
Speed: C
Power: S
Mobility: C
Toughness: A
Handling: B
Recovery: F
How can this car be so low on this list with such high stats? Well, its bad Recovery what drags it really down, which comes from the car's large hitbox. Both of its shape and hitbox are very big it makes the car so vulnerable against the pile of cops that arrived after the backup. Though they have a hard time flipping it up thanks to its heavy weight, they just have to block you enough so you can't go forward or backward at all, and you are basically dead meat. Or the other situation this car can't break out of is when only one cop pushes you from behind while your car faces towards a wall, it can happen often and thank to this it's extremely frustrating and hard to use the car in cities and on narrow streets because of the large hitbox. Overall the car would be pretty good for pursuits if there wasn't this huge downside, it has magnificent Power which can be used to kill all the cops in a full 5-6 member roadblock in less than 10 sec, or 15 sec if it consists of Heavy SUVs.  

#6: Turismo
Preferred Area: Cities
Speed: S
Power: D
Mobility: B
Toughness: F
Handling: C
Recovery: A
If it wasn't for its paper-car existence this car would be much higher on this list. It has great accelearation for pursuits (only outclassed by the Locust just by a little) provided with a good Mobility and decent Recovery thanks to its low hitbox. What makes it bad is the non-existing weight of the car. Because of this you can't be aggressive with this car at all, you have to play as defensive as possible by avoiding as much contact with the cops as possible and killing them with only pursuit breakers. For the final ratings i tested it with Street Weight Reduction and it still wasn't enough to handle the constantly ramming cops around you. Though it's a tough car to handle, it's definitely the most fun one to drive on heat 6, it's challenging and an experience filled with adrenaline at the same time, but if you can't endure the stress that may come with it, i don't recommend this car.

#5: Infernus
Preferred Area: Countryside
Speed: A
Power: B
Mobility: D
Toughness: B
Handling: ?
Recovery: C
Where should i start with this car? Maybe with the "?" Handling. This stat is unratable by my definitions for "Handling", so i had 2 choices: either redefine the Handling stat or give it a question mark, but where the problem lies here? In the car's hitbox and mainly in the way its tires are positioned. The front and rear tires are too far away from each other, making a big wide space between them. These are problems for 2 reasons, 1: The cops' pit maneuver is the car's main weakness because of the long ranged hitbox and 2:If one cop can hit the wide gap between the 2 tires and starts to push you, you are literally powerless, you can't turn, you can't go forward nor backward, you can't do anything, you just have to sit there and pray you will end up in a situation you won't get busted, which is not the case most of the time. This is only specific to the Infernus, the rest of the cars will just get spin out after they get pushed from the sides in the same way, allowing you to escape further, and i didn't want to redefine this stat for one car. By my definitions on this stat, it would be a "C". Other than this the car performs good, it's essentially a better Counthash, big body with good power and more importantly, better speed that can get you out of sticky situations more than in the case of Counthash's. Still, the Recovery can't be higher than a "C" for the reasons i told earlier. Maybe it's obvious at this point, but the bigger the car is, the less Recovery it can have. Since bigger body comes with larger hitbox, making you easier for the cops to block you and box you in. 

#4: Bullet
Preferred Area: Countryside
Speed: B
Power: B
Mobility: B
Toughness: B
Handling: B
Recovery: A
Trust me the fact the Bullet has a "B" in almost every stat is not intentional. I can't say much about this car, among all the A class cars, this one is the most balanced in every stats. It's not bad in any way, yet it doesn't excel in any category. Though it has high stats, it doesn't make it easy to use in pursuits. The Bullet is a bit unique for pursuit runs, it's not the typical "good and easy to use" or "bad and pain to use" car. I'd say it's as hard to maintain as the Comet, but unlike the Comet this car has the potential to be good. It requires much experience both in pursuits and with the car in general, but if you master it, it can be as good or maybe even better than the rest of the cars on the list. Even with the many pursuit runs behind me, i can't control the car flawlessly either, and the fact i achieved the worst Kill/Time ratio with this among all cars in the final testing really proves this.

#3: Cheetah
Preferred Area: Cities & Countryside
Speed: B
Power: C
Mobility: A
Toughness: C
Handling: S
Recovery: A
This car was the one that suprised me the most how good it is for pursuit runs. If you don't have the Locust, or you don't like the Banshee this could be the perfect car for you. Although it requires experience with the car, like how it behaves and how to handle it perfectly in pursuits. Its main weakness is it turns over easily if you turn the car too much and it can cause you to be in tough situations often. If you know how to control the car you shouldn't have much problems with it, its Handling is the best among the cars making it easy to handle the cops while they try to spin you out. Also, its great Mobility allowing you to break out even from the toughest situations.

We've reached the big guns now. The 2 cars that everyone says they are the best for pursuits. Well they aren't wrong, these are indeed the best cars in every way, but they have slight problems as well.
#2: Locust 69
Preferred Area: Cities & Countryside
Speed: S
Power: F
Mobility: S
Toughness: E
Handling: B
Recovery: S
To be honest, the Locust is my favorite car to do pursuit runs with for many reasons, but i have to admit its flaws makes the car one rank lower than the Banshee in overall usefulness, but what flaws i'm talking about?
Those who have the Locust may know that this is the glitchiest car of all with the most unpredictible behavior, and that's why it falls down from the Banshee. For those who don't know how glitchy this car is: its tires can bug thorugh walls and ground as well, it's very likely to happen and your only way to get it out is by resetting the car causing you to be busted if you notice it too late.
Though it really lacks Power, that doesn't make it any worse, this car doesn't need to destroy the cops by sheer power.  Its incredible Speed and high Mobility that makes this car really good for pursuits, there isn't a single car in the server that can go up to 100 km/h from 0 this fast. Though this acceleration comes with the cost of the Thoughness, it's really lightweight, even more than the Turismo which makes it really easy to flip it up for the cops, and slam you into the wall if they gang up on you. As some people may know, it goes under all Police Banshees with ease, but it can't stand the SUVs at all.

#1: Banshee
Preferred Area: Cities & Countryside
Speed: B
Power: S
Mobility: B
Toughness: A
Handling: A
Recovery: B
As for the Banshee, the statistically best car for pursuits, it's almost the exact opposite of the Locust. Slower but tougher. If the Locust is a race car for pursuits, the Banshee would be a literal tank for them. Its massive body has the capability to not flinch from the contact with the cops which is a big deal in pursuits. They are unlikely to flip you up most of the time, and you can kill them easily just by ramming them thanks to its tanky body. Its weakness mainly comes from the slow Mobility, which can be annoying sometimes when you need to breakthrugh the pile of cops, some people may not like it just for this reason, but overall there isn't any other problems with the car. For those who don't have much experience in pursuits this could be the best car to start with, it's very friendly for casual players.
Update (2022.07.07) for Banshee:
This car was tested before the Banshee update, which changed the car's collisions a bit, providing some side-effects for the behavior of pursuits. Don't ask me why it's like this, i assume some gta-sa logics happened here, but it's definitely not the the same car as it used to be in pursuits. Thanks for Raven for informing me about this, so i could go for another course of testing for it to update this section.
It's more or less the same car in usefulness, with some buffs thanks to the change. It's more mobile and lighter, feels more balanced now. The Mobility is now a B (formerly D) which really helps in tight situations more and mitigates the car's main weakness it had before, though it lost a bit of its Toughness AND Handling sadly, they are now A (both were S before), which compared to its previous form is way worse, because the Heavy SUVs can flip you over and spin you out very easily, even if it still can tank out the Phantom SUVs/Banshees, it's a huge downside, and that's why the Recovery stayed the same despite the Mobility boost. Its power is still immersive, killing every cops left and right with ease, though you can't play as agreassive as before, for the reasons i stated before.
My overall thoughts on the car itself mostly stayed the same, it's still the best for pursuits statistically, and still the best for players who plays this mode casually. 




Project duration: 2021 03.20-10.13 

W temacie: Some ideas

Odpowiedzi: 4

06-08-2021, 22:36

1.Some thing that would be nice in addition, a pretty good idea.

2.This is an NFS server, therefore things that aren't involve cars or driving with cars (such as activities or minigames on foot) doesn't make any sense to put on the server. There are so much other mta servers for this.

3.As an all time player i can confirm there isn't much to spend money on here and it would be great if there'd be more things in the server i can waste some cash on. The example you gave could be an option, a house (or what would make more sense a garage) that you could decorate in your own way is a cute thing, even if it doesn't serve any purpose whatsoever other than being something customizeable thing.

4.Player skins doesn't matter here at all, it's hardly visible in your car in freerun/races, and literally nobody cares about it. It's unnecessary to add more.

5.More daily activities is something the server could welcome imo as well, anything that can make players want to stay longer on the server day by day by doing more stuff is a key for a living server. Although more daily activies helps this only a little bit, it's still something at least.

6.More cars... why everybody thinks we need more cars.. especially an S class. Yes, add more broken cars to the server that aren't beatable with any other lower class, only with a car in its class, because A class wasn't enough with Infernus and Cheetah. Not to mention it takes months to add just 1 car to the server, because of balancing, modeling, bugfixing, imagine that with 4-5 different cars. The staff isn't big enough at tthe moment to handle this and implement it in llike 2-3 months, this would take like 2 years and when it comes to server updates i think there are much more important things to focus on in that time instead of new cars.

7.More heat levels, sounds cool in theory but again, it's an unnecessary thing. Saying this as maybe the only player on the server who cares about pursuits at all, Heat 5 and 6 is more than enough there isn't any point making a level 7 or 8. Thinking about the fact there'd be more and different cars that chases you wouldn't make the pursuit "gameplay" more fun nor more appealing to play for those who aren't into pursuits in its current state. If we talk about adding helicopters or something like that, that is something, but the way how pursuits work i think it's already pretty unfair for the player to escape or handle the 15-20 cops that comes at you on heat 6, there's no need to make it more frustrating.

8.This was already suggested before countless of times, and it's one fot the suggestions that'll never make it to the server. Try dueling with somebody in freerun and you'll get the idea why. The player synchronization in mta is so terrible that it makes nice ideas like this impossible to implement.

W temacie: Gemini

Odpowiedzi: 9

13-06-2021, 10:28

Definitely a map i'd like to see on the server, i like long-medium length maps in general, but you brought the term "long map" to a whole another level. Also, there wasn't any maps which offered so many alternate routes so far. Tho firstly i misunderstood the concept of the map, based on radar map itself and the reverse arrow at ocean docks, i thought both the start and the finish line is at the same point above Palamino Creek, and from the start you choose either the blue or white route, then later (on the arrow part which indicated "turn around" for me) you come back on the other route to the finish line (which is the starting line as well yes), which would be a cooler concept ngl, tho maybe on a shorter map. But even if that isn't the case, it's still a well constructed map. Good job.

Temat: Ranking Every B Class car for pursuit.

Odpowiedzi: 2

03-08-2022, 23:04

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

Temat: Ranking every A Class car for pursuit.

Odpowiedzi: 3

13-10-2021, 21:13

Hey everyone, Chuun here, back with another useless thread on the forum!
At the start of 2021 i was thinking about taking a little a challenge, and test every A class car in a heat 6 pursuit for 1 hour straight. Some people may know how much i love playing pursuits, or how ridiculous i can be when it comes to pursuit runs, i think i can say i hold a bit of experience in this category to not tell total bullshit. I was trying to test them in every way possible, and noting everything during the process. 
This could be a good guide for everyone to get to know how these cars behave in pursuits, why are they good or bad, which car is worth to bring out for pursuits. Hopefully some players could find this useful. Sadly i'm not a professional, so i only can share my opinions and what i experienced during this fun little challenge, but i'll try my best to elaborate it.

For this list i didn't consider that if the particular car is good or bad for completing the daily milestones because that's irrelevant. You can complete all of the milestones every day with a maxed out Buggy as well, so it's not something that can be considered in my eyes for a list like this, therefore the order for the cars was based of how good they are for long term pursuits. I said this because i don't want to read those "maybe it's bad but it's good for completing the milestones" comments, every car is good for that.
I will arrange the cars in order from the worst to best, i tried to see all cars objectively and for this particular reason i created a spreadsheet thing for myself to analyze each car in different stats, so i can have something to base the order of. 
These stats include the following:

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. (since it's hard to kill the cops that chases you, this stat is mostly determined by the cops killed in roadblocks)
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.

I tried to find those stats that aren't really affected by different dynos, only the Speed and Handling can differ in some way depending on the drivetrain and tyre pressure, but not in a way that can really matter. 
For the Speed stat, you can't gain much more acceleration if you put -10 on every car, or at least not enough to be relevant. In the end, all of the cars were tested on 0 drivetrain for the final ratings, which worked perfectly fine, the car's general acceleration that is relevant anyway. You can't make the slowest Comet fast with -10, same goes for the fastest Locust that won't be slow even on +10 drivetrain. I mean, obviously they will be faster and slower compared to 0, but not enoughly to matter in pursuits.
For the Handling stat, i've tested out different tyre pressures as well, mostly the 3 end values. One that makes the cars slippery, one that makes them grippy, and one that is a balance between the two. I can't say exact numbers on this because the handling is different for every car as we know, but i think you get the idea. As for results, the one that was used for all cars in the final testings was the balanced tyre pressure since it was the one that performed the best, which were the ones that most people could use for regular races with ease.
I assume someone would bring this up if i don't mention, for the Power stat, i didn't consider using the Speedbreaker at all. I'm aware you can make the car heavier using the Speedbreaker (for some  "YEP Game Physics" reasons), therefore you can destroy cops easier, but i didn't use it for the testings and ratings. I thought it was cheating since i wanted to rate the raw power that the car can achieve, also, i usually don't use the Speedbreaker because i forget it even exists in about 95% of the times.

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. I've already said this but i do it again: these are my opinions, maybe you are not agree with me in some way which is understandable. As i said, the ranking of the cars wasn't affected by my opinion on the cars individually.

The testing for all cars was done by the followings:
- Testing them in the 3 main cities (SF-LS-LV in this order) for at least half an hour each.
- Testing them on the Countrysides and in the Desert for at least half an hour each.
- Trying to find the best tyre pressures for the Handling stat and for some cars i tried out different Drivetrains for the Speed stat.
- 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.
*All of the cars were maxed out for the final testings. (except for the Turismo)*
In case if there's any doubters for if i really made the 1 hour final testing with every car: https://imgur.com/a/oPIZl4N

Now i think i've clarified everything we can begin the list now:
If you only care about the stats i made some simple pictures of them which you can access here: https://imgur.com/a/yjKxU7x
(I would upload them here but for some reason the insert picture doesn't work properly for me, and it's 8 pics so i can't make "attachments" for all either, since the maximum is 5.) 

#8: Comet
Preferred Area: Cities
Speed: D
Power: B
Mobility: C
Toughness: D
Handling: F
Recovery: D
Definitely the worst car for doing heat 6 pursuit runs, its lack of Toughness combined with a bit slidy handling makes it really hard to maintain it on heat 6. The problem is not with the handling itself, it's more of the fact it can't handle too many cops ramming it at a time, it'll always spin out entirely no matter what direction they hit you from. It doesn't have much speed to begin with either, so the heat 6 cops are a bit too much for it, though it's somewhat tolarable on heat 5 but this list is not about that. Lord have mercy on if you want to do heat 6 runs with this car. If you are someone who seeks challenges this is the perfect car for you.   

#7: Counthash
Preferred Area: Countryside
Speed: C
Power: S
Mobility: C
Toughness: A
Handling: B
Recovery: F
How can this car be so low on this list with such high stats? Well, its bad Recovery what drags it really down, which comes from the car's large hitbox. Both of its shape and hitbox are very big it makes the car so vulnerable against the pile of cops that arrived after the backup. Though they have a hard time flipping it up thanks to its heavy weight, they just have to block you enough so you can't go forward or backward at all, and you are basically dead meat. Or the other situation this car can't break out of is when only one cop pushes you from behind while your car faces towards a wall, it can happen often and thank to this it's extremely frustrating and hard to use the car in cities and on narrow streets because of the large hitbox. Overall the car would be pretty good for pursuits if there wasn't this huge downside, it has magnificent Power which can be used to kill all the cops in a full 5-6 member roadblock in less than 10 sec, or 15 sec if it consists of Heavy SUVs.  

#6: Turismo
Preferred Area: Cities
Speed: S
Power: D
Mobility: B
Toughness: F
Handling: C
Recovery: A
If it wasn't for its paper-car existence this car would be much higher on this list. It has great accelearation for pursuits (only outclassed by the Locust just by a little) provided with a good Mobility and decent Recovery thanks to its low hitbox. What makes it bad is the non-existing weight of the car. Because of this you can't be aggressive with this car at all, you have to play as defensive as possible by avoiding as much contact with the cops as possible and killing them with only pursuit breakers. For the final ratings i tested it with Street Weight Reduction and it still wasn't enough to handle the constantly ramming cops around you. Though it's a tough car to handle, it's definitely the most fun one to drive on heat 6, it's challenging and an experience filled with adrenaline at the same time, but if you can't endure the stress that may come with it, i don't recommend this car.

#5: Infernus
Preferred Area: Countryside
Speed: A
Power: B
Mobility: D
Toughness: B
Handling: ?
Recovery: C
Where should i start with this car? Maybe with the "?" Handling. This stat is unratable by my definitions for "Handling", so i had 2 choices: either redefine the Handling stat or give it a question mark, but where the problem lies here? In the car's hitbox and mainly in the way its tires are positioned. The front and rear tires are too far away from each other, making a big wide space between them. These are problems for 2 reasons, 1: The cops' pit maneuver is the car's main weakness because of the long ranged hitbox and 2:If one cop can hit the wide gap between the 2 tires and starts to push you, you are literally powerless, you can't turn, you can't go forward nor backward, you can't do anything, you just have to sit there and pray you will end up in a situation you won't get busted, which is not the case most of the time. This is only specific to the Infernus, the rest of the cars will just get spin out after they get pushed from the sides in the same way, allowing you to escape further, and i didn't want to redefine this stat for one car. By my definitions on this stat, it would be a "C". Other than this the car performs good, it's essentially a better Counthash, big body with good power and more importantly, better speed that can get you out of sticky situations more than in the case of Counthash's. Still, the Recovery can't be higher than a "C" for the reasons i told earlier. Maybe it's obvious at this point, but the bigger the car is, the less Recovery it can have. Since bigger body comes with larger hitbox, making you easier for the cops to block you and box you in. 

#4: Bullet
Preferred Area: Countryside
Speed: B
Power: B
Mobility: B
Toughness: B
Handling: B
Recovery: A
Trust me the fact the Bullet has a "B" in almost every stat is not intentional. I can't say much about this car, among all the A class cars, this one is the most balanced in every stats. It's not bad in any way, yet it doesn't excel in any category. Though it has high stats, it doesn't make it easy to use in pursuits. The Bullet is a bit unique for pursuit runs, it's not the typical "good and easy to use" or "bad and pain to use" car. I'd say it's as hard to maintain as the Comet, but unlike the Comet this car has the potential to be good. It requires much experience both in pursuits and with the car in general, but if you master it, it can be as good or maybe even better than the rest of the cars on the list. Even with the many pursuit runs behind me, i can't control the car flawlessly either, and the fact i achieved the worst Kill/Time ratio with this among all cars in the final testing really proves this.

#3: Cheetah
Preferred Area: Cities & Countryside
Speed: B
Power: C
Mobility: A
Toughness: C
Handling: S
Recovery: A
This car was the one that suprised me the most how good it is for pursuit runs. If you don't have the Locust, or you don't like the Banshee this could be the perfect car for you. Although it requires experience with the car, like how it behaves and how to handle it perfectly in pursuits. Its main weakness is it turns over easily if you turn the car too much and it can cause you to be in tough situations often. If you know how to control the car you shouldn't have much problems with it, its Handling is the best among the cars making it easy to handle the cops while they try to spin you out. Also, its great Mobility allowing you to break out even from the toughest situations.

We've reached the big guns now. The 2 cars that everyone says they are the best for pursuits. Well they aren't wrong, these are indeed the best cars in every way, but they have slight problems as well.
#2: Locust 69
Preferred Area: Cities & Countryside
Speed: S
Power: F
Mobility: S
Toughness: E
Handling: B
Recovery: S
To be honest, the Locust is my favorite car to do pursuit runs with for many reasons, but i have to admit its flaws makes the car one rank lower than the Banshee in overall usefulness, but what flaws i'm talking about?
Those who have the Locust may know that this is the glitchiest car of all with the most unpredictible behavior, and that's why it falls down from the Banshee. For those who don't know how glitchy this car is: its tires can bug thorugh walls and ground as well, it's very likely to happen and your only way to get it out is by resetting the car causing you to be busted if you notice it too late.
Though it really lacks Power, that doesn't make it any worse, this car doesn't need to destroy the cops by sheer power.  Its incredible Speed and high Mobility that makes this car really good for pursuits, there isn't a single car in the server that can go up to 100 km/h from 0 this fast. Though this acceleration comes with the cost of the Thoughness, it's really lightweight, even more than the Turismo which makes it really easy to flip it up for the cops, and slam you into the wall if they gang up on you. As some people may know, it goes under all Police Banshees with ease, but it can't stand the SUVs at all.

#1: Banshee
Preferred Area: Cities & Countryside
Speed: B
Power: S
Mobility: B
Toughness: A
Handling: A
Recovery: B
As for the Banshee, the statistically best car for pursuits, it's almost the exact opposite of the Locust. Slower but tougher. If the Locust is a race car for pursuits, the Banshee would be a literal tank for them. Its massive body has the capability to not flinch from the contact with the cops which is a big deal in pursuits. They are unlikely to flip you up most of the time, and you can kill them easily just by ramming them thanks to its tanky body. Its weakness mainly comes from the slow Mobility, which can be annoying sometimes when you need to breakthrugh the pile of cops, some people may not like it just for this reason, but overall there isn't any other problems with the car. For those who don't have much experience in pursuits this could be the best car to start with, it's very friendly for casual players.
Update (2022.07.07) for Banshee:
This car was tested before the Banshee update, which changed the car's collisions a bit, providing some side-effects for the behavior of pursuits. Don't ask me why it's like this, i assume some gta-sa logics happened here, but it's definitely not the the same car as it used to be in pursuits. Thanks for Raven for informing me about this, so i could go for another course of testing for it to update this section.
It's more or less the same car in usefulness, with some buffs thanks to the change. It's more mobile and lighter, feels more balanced now. The Mobility is now a B (formerly D) which really helps in tight situations more and mitigates the car's main weakness it had before, though it lost a bit of its Toughness AND Handling sadly, they are now A (both were S before), which compared to its previous form is way worse, because the Heavy SUVs can flip you over and spin you out very easily, even if it still can tank out the Phantom SUVs/Banshees, it's a huge downside, and that's why the Recovery stayed the same despite the Mobility boost. Its power is still immersive, killing every cops left and right with ease, though you can't play as agreassive as before, for the reasons i stated before.
My overall thoughts on the car itself mostly stayed the same, it's still the best for pursuits statistically, and still the best for players who plays this mode casually. 




Project duration: 2021 03.20-10.13 

Temat: A Battle Pass system.

Odpowiedzi: 5

28-04-2021, 23:38

Hi everyone!

(Irrelevant filler text, jump to the next section if you don't care about it.)
Most of the people who read this are probably aware of the current state of the server, some people say it is because of the lack of updates in general, i would say it's because the lack of gameplay features.
As most people know, the core gameplay in this server consists of doing races or police pursuit (and urls but those can be squashed into the racing category). These are very few things, and can become boring pretty quickly. So what can be the solution for this. Either by adding entire new gameplay features (like little activities, more built in events), OR by improving the current ones, like what the developers did with the police pursuit by adding the milestones to it, making it much more enjoyable to play them day by day. I think improving the current gameplay options is better to do in this situation, since this is a Need For Speed server, the main thing should be racing, and adding new different gameplay features which if they are much more enjoyable will keep players away from doing races. So we should improve the racing system with something extra, to make players go do them more. I think a Battle Pass could do this.

(Main section)
So what is a Battle Pass?
I'm not the best when it comes to explaining things, it's better if you search for it yourself if you don't know what it is, or if you want to know all the details about it. But basically, it's a level uping system that exists beside the core gameplay, and rewards the players in certain tiers they achive by earning experience for each tier by playing the game just normally, in addition to the normal rewards they get. Usually it's broken down to seasons, which lasts for few months, and can contain a complete free-2-play tier list which offers less rewards, with another tier list which requires payment but it gives more rewards to the player in each tier. If the current season ends, noone can retrive the rewards from tiers beyond their current achieved tier, and a new season starts with different rewards to obtain.

How could this be implemented to NFS:SA?
It's very basic, and the server could handle it very easily. Let's say we have 50 tiers for our Battle Pass season, each tier has a required RP level to unlock (let's say hyphotetically 1000 RP for the 1st tier, additional 2000 for 2nd and so on), which can be earned by only playing racing (this includes the Quick Races, Custom Races, URLs and Time Trials) and nothing else (neither diamond hunt or magazine RP is allowed here), the RP amount you gained at the end of the races will be added to your Battle Pass level as well, in addition to your car, stats etc. If you collect enough RP for the next tier, you get the reward out of it (obviously it'd be a one time reward), and you can tackle more races for the next tier for more rewards. The rewards could include the standard bp,vp,$ or more RP or a new unique car if you hit tier 30 in one season, or some exclusive vinyls, anything. I don't say exact numbers on this what it should look like, i could, but i think the developers can balance it more well if they would implement this than a random dude on the internet.

How this could help the server?
I think it could help in several ways. Firstly, it can serve as an additional donate option for the server besides the premium, if people want not only the free-2-play tier list, rather more rewards from the more premiumish tier list, they can pay for it, helping the server more and getting more rewards in return. It doesn't make the server pay-2-win either, since it's an optional thing, and isn't required for any other thing the server has offered before. And if people don't want to pay for the premium tier list, they can go just with the free-2-play side as well.
The best way this update could help is by encourageing players more to play races. Those who haven't unlocked A class yet would have more way to advance, or at the very least they can have something to be happy about even if they lose so bad to others, and the veteran players could welcome it as well, since they could have more ambition to play here, more goals to go for even after getting their dream car, or maxing all cars.

These are my thoughts on this, what do you think about this?

Temat: Automatic Race Lobbies

Odpowiedzi: 2

11-02-2021, 12:43

Hi everyone!

Recently i've been thinking about this thing and i've decided to post it here. So, automatic race lobbies, let me explain (expect a lot of BabyRage moments).
Firstly, let me ask some questions: What do poeple hate in general? Waiting. Let's combine it with some other stuff people don't like and we have a recipe for disaster.
What thing you hate the most about racing here? For me, it would be defenitely the creating and "managing" the race lobbies. Just think about it, for a race, you need 4 players (in an optimal case), out of these 4 the Host gets the worst role in the lobby, having to stare at the screen (almost) all the time waiting for the perfect opportunity to start the race, while the other 3 can sit on their asses, browsing the web in the background and waiting for the windows notification they recieve when the race starts. I know the game will send a notification for the host if the lobby is full, but when i tried this (at least for me) 7 times out of 10 there was always 2 players with me, because the 3rd one already left the time i got back to game (and it was only 2-3 sec), so i don't think this method is that useful. Maybe i'm wrong, probably.
The other thing the Host has to deal with is choosing the race mode and map. One question was always (i mean literally always) asked when i played with my friends or some random dudes on the language chat gathered for a race: "Will you create the race?". This can lead to the fact that noone likes to create the race, even if they don't have to wait much for the others.
Don't get me wrong, i don't think these problems i listed above are big deals at all, creating/managing lobbies and/or select a map for the race are very little things, but after some time they can lead you to a point where you rather wait for other people to create races than you create your own. There has to be a reason why there aren't much lobbies nowadays.

So what would be the solution? Automatic race lobbies.
How it works? These lobbies are managed by "bots" or a script which starts a lobby at 0/4, and if people wants to join they join. The lobbies would start the 5 sec countdown automatically for the race if the lobby is full (as the way regular lobbies works, if a player leaves the countdown stops), or alternatively the players in the lobby could vote if they want to start, the vote passes if all the players in the lobby are agreed to start.
There would be 3 race lobbies managed by this system in the custom race browser, for the 3 "main" race types: sprint, circuit and drift, 1 of each category at a time. The maps (and their directions if possible) for these would be random, and the lap number would be always 5 laps for circuits and drifts (i think it's the most healthy lap number, not too little, not too much). 
All these lobbies are unlimited (don't have score limit), and would be there all the time, if one race starts, there would be another lobby for the same category (if a sprint has started, the next lobby for a sprint race is automatically created, same for cirsuits and drifts). Only this 3 race category because these are the most played ones, i don't think it's necesarry to expand this to all category, otherwise there'd be some dead offroad or streetx lobbies since they aren't played that much.
What would be the benefit of this system?
Firstly, it mostly fixes the "problems" i listed in the first section, but the main thing of this system that we would have race lobbies ALL the times. If you've finished a race you can hop right into the next one without having to create another one or waiting for someone to create the lobby, and most importantly, we would have the knowledge of there are race lobbies at any time we want to race. I think everybody so far have had the feeling of "hmm i want to race now, but there are no lobbies yet/there are 2 lobbies but one of them reqs password and the other one is a category i don't want to join and i'm lazy to create one", so the only option for you is to wait until the right race lobby pops up for you, and noone likes to watch the custom race all the time until that happens.

I don't think this system would be impossible to implement if url lobbies can track the number of players and start the race based on it, and quick race can start random races, and it is possible to have 0/4 lobbies since some mods can create them, we already have everything this requires i think.
And yes, i'm aware of quick race offers similar aspects that i'm suggesting, but quick race isn't capable of solving the issues i'm talking about. Not to mention the cars are random (yes you can select only 1 car of your choice for it, and wait for eternity to find a match with other players' cars), the categories are random, and you don't know which category and map the game will give you, you can't prepare for it at all if you think about it. These automatic lobbies would work the same as regular lobbies, you can join with any car you want, you know the map and the race category you join in, the only difference is noone has to control when the race starts (except for the script). We could include some aspects that the url lobbies have like if you leave-join 3+ times in a short term you have to wait/you can't join at all after that to avoid trollers, or the voting system for the race out of 3 random maps etc. 
I think this is necesarry in a time where the main theme and mean of gameplay of the server is racing, but nobody races because of lazyness and lack of lobbys. 


Thank you for reading through all this mess, pls tell me what you think about it!

Temat: Is the D Class pointless?

Odpowiedzi: 7

23-08-2020, 14:39

Hi everyone!

Today i'd like to bring up a little bit interesting topic that i've been thinking of in the past few weeks.
You saw the title so.. is the entire D class that pointless to buy any car from it?
The Short answer: not completely.
The Long answer: oh boy, we'll get to that later....


But firstly, let me clear some point before we jump right into the this thread, just to be clear.
-I know it's "Class D", not "D Class" but i use the term "D Class" because it's easier for me so please be aware of it. I think everybody still understands what i'm trying to say.

-If i'm talking about "Class Cars" throughout the entire thread i'm talking about the main classes (you know the E-D-C-B-A Class), not counting the Vintage,SUV or Muscle Class because for me, these 3 are just the "joke" or "just for fun" classes. I know the muscle cars can compete with C Class cars, but that's a whole another subject to talk about. Also, i'm not counting the Unique Cars here like the Kuruma cause i think it does much more than any of the non-unique D Classes, it more belongs to C Class rather than D (yes it's a really stupid reason, but that's how my stupid brain works).

-I don't have any intention to roast the casual or newbie players (never had), i'm a casual player as well who just plays for fun, i'm just analyzing the standards what i've seen so far from newbies on the server. I know i'll be harsh about this topic somewhere but i don't want to be mean to rookies. Everybody have gone thorugh the rookie stage, me as well, even today i made horribly mistakes that rookies never do. I agree if your opinion is different from mine just please, don't throw rocks at me.

-And before i forget: take a shot everytime you read "Class", you'll regret it in the end. I know i need to extend my vocabulary, i'm on it.


With that being said, let's get started.

Let's start with some statistic:
Most of us know the fact that maxing out a car from 0 RP takes about 15k RP.
15K RP, the magic number that unlocks the next class after the starter one, just in time you maxed out your first car, sounds good right?


So, is the D Class pointless? For the competitive/pro players: no, it's definitely not. For the rookie/casual players: well, might be.
If i ask the quiestion, "How do you play through this game?", most of the people will say: you gain RP to unlock new classes and eventually you get yourself from E to A class.
If we compare this gameplay to other openworld games, the "going from 1 class to the higher one" method is the "story mode" (if we can call it that), and the rest is for the 100%, collect every car, doing every task, beating the challenges etc.
Most of the casual players are just plays this "story mode", maybe spending more time with other unique cars, but often they aren't into 100% this game, which is fine.
If you are just wants to play the story mode, the D class is fine on it's own, but if you want more than just the story mode, maybe be good at the game by developing yourself thorough the class cars, 
and this is the point where the D Class seems pointless for me.  To be precious, more of a "scam" for new players than pointless.

Let me explain what i really mean here, with introducing a new player: Ödönke. 

Ödönke is a 17 year boy who plays an avarage 2 hours per day, always loved the old NFS games and the GTA series. He is very kind to everybody, and always helps everybody who wants his help. His hobby is collecting stamps.
One day, Ödönke sees a YouTube video about the Nfs MTA server, get excited instantly and wants to play on here immidiately.
He registers his account, and choose his first car, the mighty Primo. He doesn't know anything about this server yet, but he enjoys just playing around with his poor car. He discoveres the nfs sa features day by day, paints his car, goes to time trials for rp, does the daily diamond hunt with the magazines, develop the starter car with every RP he collects, buying every upgrades he can (poor Ödönke doesn't know yet that he spends 2 times more money with buying every single new upgrade, but he doesn't care about it cause he enjoys the game so much.)
At some point he realizes he is close to the next big class, the D Class.
He has 12k RP so now he can ask the wise global chat the ominous question: "What's the best D Class car". Then, Ödönke recieves the answer: "Fortune, Club". With this new information, he decides he'll buy the Fortune, cause he loves RWD cars. Eventually he maxes out the Primo, buys the last upgrades to it and now he is broke down with only 70$ left.
Now Ödönke has to choose 1 of the 2 routes:
A) Grind himself up to 7300$, Buying the Fortune and then move forward to the next new class.
B) Skip the D Class and get right to C Class.
Unfortunately he picks the wrong A route, because he believes that the D Class is much more powerful than the the starter class. So he buys his new Fortune, with no money left to upgrade it, he starts to maxing it on stock in the next races where he lost horribly race after race, he didn't get any money to upgrade the car to even 0/1/0. He is left with a bad experience, so he makes the next mistake, sell his starter (yet maxed out) Primo, hoping for new upgrades to the new car. Unfortunately he has no more Beginner Bonus so he struggles all the way to max out the primo, he succeeds, but he has only 31k RP, and the next class is almost at two times the rp he has, so he starts to grind again. 
He starts the next race, 2 people joins with a maxed Primo and Manana, he is obviously confident that he'll beat them with the 389 Fortune. The race starts, and the 2 other guys leave poor Ödönke last place in the middle of the race even after Ödönke didn't make any mistake until that point. Seeing he has no chance to finish the race even 2nd place, and with the fact he got beaten with the same maxed Primo that he could have, Ödönke rage quits from the race, leaving him with a 2 hour race ban and a worst experience he had in his life so far. In the end, Ödönke ask himself outragously, "why did i buy this piece of ****" then disconnected the server, and never came back since then.
The End.

Moral of the Story: Don't be Ödönke and don't sell your first car, and be more sparing with your money.
Altough, if Ödönke'd picked the B route, he could just skip the D Class, going with the Primo, maxing out all of its aspects/limits that car could have with learning the dyno. With that powered up Primo he could've win more races, collect more money for not only the next C Class car but upgrading it right after he bought it, and with some learned dyno experience, rather than spending the time with maxing out a D Class car (which in the end may not be that good).
When i played through the game, i started with a manana, found the futo and took it thorugh to C Class. Don't get me wrong, i didn't expect that the D Class would be bad, i accidentally skipped the entire D Class only beacuse i didn't find any of those cars appealing to buy based on their appereance (you know, club is just a cube with wheels, cadrona is a blob, fortune didn't have the update at that time etc. so all cars of from D were just "meh" for me), and when i maxed out all D class cars few months ago, i could say i didn't regret that i didn't buy any D Class car at all.
The D Class cars makes so little difference in terms of upgrading from E Class, that it's almost pointless to have any of D Class (when you play thorugh the game of course).

These are my opinions, maybe only me as a dumb shit thinks that the D Class is pointless. But what's your opinion about this?