![]() What if the same scenario, but there is a qualifier? Does that driver know the car then?ĭoes part knowledge have to do at all with the level of knowledge gained during practice? If my main does not acquire knowledge on the practice run does that impact him/her during a race? Your drivers talent and your car should make up for whatever negatives a low attribute might cause.įor adaptability, does anybody know what it specifically does? Yes - I have read the vague tooltip.įor example if you're in a GP with no qualifier and you use a high feedback reserve as one of your drivers in practice, when it comes time to race the car, does your main driver consider it a changed part? Whatever impact it has is situational and small. The least important attribute from what I can tell. It can also swing the other way and give you an outstanding lap and equalize your total race time anyway. Usually I'd put more importance on this, but with our super car we should be lapping half the grid so tapering off at the end shouldn't make much difference.Īgain, with an OP car and a great driver, having a poor lap here and there shouldn't have much impact. It makes your driver slow down the longer the race takes. No need to have it at max, but you probably don't want it really low. I'd fight my way to the middle with a middle car and middle drivers, then the last 5 laps of a race was a monsoon and my +10% on wets that no one else had got both my drivers to 1st/2nd right at the end! I've seen this help numerous times on careers I wasn't slow building. All of the AI will use softs because the practice is hot, leaving you with the only tire bonus on race day. Especially if you can take advantage of the AI's poor practice strategies.įor example, if you see that during practice it will be hot and sunny, but on race day it will be a downpour, do all of your practicing on Wets or Intermediates. ![]() Typically in ERS there is no qualifying so the drivers with the highest points start in the back, so overtaking coupled with good focus are going to get you back to the front.Ī high feedback will get you some very nice bonuses come race day. This should have the greatest impact when driving with maximum aggressiveness, and since every race starts with everyone going Red/Red for the first 4-5 laps, this can have a big impact on making your way to the front (unless a vote has added qualifying) The higher this is the less likely your driver will make a mistake. I've seen Super Softs add 2 seconds when at 75% before. Tire wear will increase your lap times considerably. I prefer Smoothness over the others if I can. I always prefer the top three attributes over all the rest, as they are the ones that directly influence how the driver handles the car in all situations. Here's the attributes in order of importance: Nothing is more frustrating than having a faster car but not being able to overtake. Personal note regarding the below list I prefer overtaking over focus,and would rate it equally with braking and cornering. This guys sums it up nicely, and I generally agree with him. 10% may not sound great, but if you did a 30min race 10% faster, you've saved 3 minutes! +15% on race trim and +15% on the tyre of your choice is much better than +5% on race and tyre. a driver who is high in that stat helps you get bonuses to your race trim and tyre knowledge. In my opinion there is not one single statistic that is more useful than others.Įven feedback can be very important. Focus is important so that your driver doesn't crash lock up and continues to do well. Fitness is also important, for that late race push to over take or stay ahead. ![]() his lap times will vary by 2 seconds or more anyway. If you're really unsure, look to get a driver who is overall good at all the stats.īecause if you have a driver with great, breaking, and smoothness, and overtaking, but has a 0 for consistency. Its not like playing fifa or a sports game, where if you're character is super fast other stats don't matter. ![]() There isn't one stat that is more used than other.
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