Archived from groups: alt.games.need-for-speed (
More info?)
Thanks, guys. I appreciate the answers.
I think I'll skip Underground and see if I can catch Underground 2 sometime
after the holidays.
Thanks again
SC Tom
"Jeff Reid" <jeffareid@hotmail.com> wrote in message
news:W1zvd.32600$ve.13343@fed1read06...
>> I guess the most important question I have is, is the steering like HP2,
>> like using a game pad, or is it incremental (for lack of a better word)
>> like PU? I had HP2 and couldn't stand it using a Logitech Extreme 3D Pro.
>> I felt like I should break out my old Gravis game pad. At least with High
>> Stakes, PU, and the other earlier games, when you moved the joystick to
>> the left a little, the car steered to the left a little, not full left.
>
> U1 and U2 steer normally. HP2 is the only NFS game where it was better to
> pulse the steering on some corners. Rather that trying to remember which
> ones, you could just pulse steer on all of them. Just a quick twist of
> the wheel and back to center would cause the HP2 cars to start rotating,
> as if they had all their weight in the bumpers. I use twin joysticks,
> left for thottle / brake, right for steer, so it wasn't quite as annoying
> as it would be with a wheel.
>
> Although you can get good lap times in NFS High Stakes with normal
> steering,
> the best lap times are/were made using game pads with instant steering.
> When steering is done with pulses of the wheel instantly pegged to one
> side or the other, the High Stakes cars lose less speed when turning,
> and the higher speed results in better lap times, about a second or so.
> The fastest non-game pad player is Larynx, who uses a stick to steer
> and pedals. He wiggles the stick a lot to get some of the game pad
> advantage, and the pedals allow partial braking which helps control
> the cars better as usually the wheel is pegged, the throttle is floored,
> and you control speed with some taps on the brake for most of the
> corners in High Stakes.
>
> NFS Porsche Unleashed had it's quirks as well. It turns out that front
> downforce doesn't do anything but add drag, slowing a car down. Rear
> downforce doesn't improve grip at all, but it does keep the car from
> going as high on jumps or rises. Setting top gear extrememly tall
> reduces aerodynamic drag, allowing for higher speeds, but this is
> only legal on the race cars in the game. Setting the rear tire pressure
> lower than the fronts, like 40 rear, 45 front, allows the cars
> to have lift throttle oversteer, resulting in more consistent and
> better times.
>
> As posted before, my biggest beef with U1 is the shortness of the
> tracks, and so little driver input required on the tracks. A lot
> of the time is spent with the throttle floored, the car in just
> one gear, and bouncing off walls as needed. Not all of the tracks
> are like this, but Olympic, the worst offender, was the most
> popular online track when I was online. The points system for
> online play only awarded points for wins, and running 10 lap
> races increased the points you could win while the max points
> you could lose maxed out at 3 laps. The result was almost all
> 10 lap races at the host's favorite track. This got pretty
> boring. Average "lifespan" of a NFSU online player was maybe
> 6 months. I visit U1 online every now and then and it's gone
> through 3 "generations" of players. The original players from
> the demo days are long gone.
>
> U2's online play is too restrictive. You can only race players
> from your country, and you can't see what's going on except
> by changing your "filter". There's also just one huge
> lobby, instead of rooms like U1, or pits like PU and HS.
> Virtually no chance that you'll see any racer for a second
> time in quite a while. I got online with the demo a few
> times when it first came out. Virtually no one had taken
> the time to learn the track, so wins were easy. However
> it was like playing offline with AI cars. You never
> chatted, and once a race was done, you never saw that
> group of racers again. I quickly lost interest in online play,
> but the offline play has been fun.
>
> For me, there are too many good games out now to spend the
> the time to get good enough to be competitive for online
> play, so I mostly enjoy the offline play. According to
> marketing data, only a small percentage of racing game
> players go online anyway.
>
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