. *Please click READ MORE* for info on *Corrections, Stat Lies, Turn/Intermediate Viability,* and *Advanced Mechanics* *Fake Stats:* Here's an interesting blog post. The "fake acceleration stat", while incorrect, may not be as dishonest across the board as I claimed. Haven't tested this myself so I cannot confirm nor deny its validity. (www.deviantart.com/clok-roo/journal/Debunking-the-So-Called-Honest-Stats-of-CTRNF-809760245) This blog is essentially a hypothesis of why the original game's acceleration stat bar visuals makes some form of sense - because the amount of acceleration changes at different speeds. Stats in Nitro Fueled line up very well with CTR99', and the actual stat values of CTR99' were pulled from actual data values using 3rd party tools. Source: (twitter.com/Ctr4everC/status/1117724997701853185?s=19) Again, I haven't tested this and can't confirm that deviantart link at all. *The main mechanical changes in Nitro Fueled that cause different stat balance to CTR '99:* - less momentum out of powerslides - max speed with blue fire is different based on speed value - airbraking doesn't kill reserves - differences in downhill mechanics, less effective speedghosts - froggying (except on slow patches) doesn't help maintain speed - dropping fire causes near instant drops in speed, rather than gradual (this is why u-turn killing reserves in Nitro Fueled would be brutal) - differences in hopping - fire always additive (keep fire whole race) Not saying CTR 99' was objectively better, just explaining things I didn't talk much about in the video. *Viability of turn online:* Due to the large speed difference between having and not having blue fire, keeping fire for long periods will net you a huge lead regardless of stats. But when people with different stats both keep blue fire, the speed character will win by a large margin. Speed is of course a bit more difficult, but not by a lot considering u-turns. CTR Online is quite front-advantaged (talked about this in item balance video, but boils down to back players getting hurt by items and losing fire much more than players ahead). This means that if you are skilled and lucky enough to break away from the black hole of items, holding a lead isn't as difficult as catching up. So essentially all characters can technically be viable on tracks with only one-two blue fire pads (where if you're the only one keeping fire for whatever reason, you are secured victory), and other tracks even without blue fire due to the chaotic nature of online. But even then, the advantage of stats will come into play when there is more than one in the running for victory. A bad stat will set you at a pretty big disadvantage. *Viability of turn on specific tracks:* Turn/all-rounders can be useful on tracks like Cortex Castle. Their low blue fire speed is still a lot better than no blue fire, so consistency can be king if these stats help you maintain fire. But Accel's turning is still good, and u-turns are effective for making up for lower turning even with the speed class. Speed/accel are also still ideal because they're your best bet at escaping the item spam at the start and breaking away. Consistent skilled players get the most bang for their buck if they can hold blue fire with low turn. But Accel is a safer pick and all-rounder/turn can be viable in the case of tough tracks. Thunder Struck follows this trend, but not so much Hot Air Skyway (much simpler turns), Electron Avenue (plentiful blue fire), or non blue-fire tracks. *Corrections on acceleration:* Acceleration isn't that important because getting hit by items and slightly touching walls don't kill your speed a significant amount, you're not going from 0 to 100. Going from 0 to 100 speed (void resets and start line doesn't count since you get fire) is far and few between because very rarely are you fully crashing into walls. As well as this, noone worth their salt is driving from 0 to 100.. they are powersliding
Thanks for adding my post here, mate. Not for the exposure, but for the post itself and its contents. Really makes me feel like what I'm doing has been worth it. :)
@@N8veJay Yeah. Better than just wildly complaining about something you don't like that doesn't impact the actual gameplay. (Doesn't matter whether you hate micro-transactions or just shrug it off; do they make the game less fun to play? I do believe the answer is "No.")
@@Senpaipls253 Ummm... I main Pura (Handling character) as well, mate... But when you look at the online time trial leaderboards AND the majority of online players, it's clear that there is at least SOME bias towards certain characters and character classes. I mean, look at the last Grand Prix; almost EVERYONE I raced was using Ami.
@@Senpaipls253 It applies to more than the specific edge case (two equal players) I presented. In all situations, stats will result in a lower or higher final time. For example sometimes you'll get black-holed by the pack's items and lose, but even then, your class pick will increase/decrease your final time. Whether you're far in-front and alone, or infront with alongside a few others, or you're racing someone with less or greater skill, stats always have a large impact.
RavenlyDreamer , i use it so I have the moral high ground when i lose. I’m not the one using an optimal class after all ;P Also Sabretooth Pura is so cute I die
RavenlyDreamer , If you’re supposed to stop using them after a certain point, then I don’t think it’s a good business decision for them to keep making skins for a useless class. After all what’s the point right if nobody gets to see them. That’s why Beenox should try to fix the classes from their perspective at least business wise. They invested the time making those, where’s the return if nobody wants them? But gameplay wise, it is a bit dead boring if you’re surrounded by the same two characters during grand prix that people have to use with good stats.
Honestly, I like that, why would a game that brags about including a ton of characters would do it if the goal is mastering it until you can only use a small portion of them? I wanna race with characters like Pura but they're just so unnefective
I have no trouble beating N.Tropy as Ripper Roo, at least on a handful of tracks. You do seriously need to know what you are doing and how to make the most out of the game mechanics though, you can't expect to consistently beat him off power slides alone. A few tips: 1. Keep Blue Fire as long as possible on Blue Fire enabled tracks. This will require knowledge of how the reserve system works. Wait as long as you can before triggering your power slide boosts to get the most out of them you can, and try to make sure you trigger one of these whenever you go over a speed booster. Know when to make use of jump boosts and when it's better to just drift boost. 2. Air Brakes can be a lifesaver if you know when to use them and how to make the most of them. They are absolutely paramount to preserving blue fire around certain turns on certain tracks. 3. Hold brake (Square on PS4) and down+left or down+right on the d-pad or use the analog diagonally down, and mash L1 or R1 (Jump) to turn around tight corners easily when regular air braking isn't possible, such as in the difficult turns in Turbo Track or Dragon Mines. This will take some practice to master, but give it some time and you will get the hang of it. 4. Know the level shortcuts and take them. Especially if N.Tropy doesn't. You are going to need to shave as much time as possible. 5. If you are unable to beat him on the current level you are attempting, try another. The difficulty of beating N.Tropy differs from track to track, even when playing as higher tier characters.
@@diamonddust0297 You must be exceptionally skilled then. I still stand by the idea of "buffing" their turn radius, it only makes sense they have more control while power sliding.
@@diamonddust0297 yeah, I think I'll try that! Thanks for the hint. I pretty much already gave up on turn characters completely even though I like the characters themselves. I just haven't really felt like coming back to turners since getting smashed online while using them. Speed at least usually let's me either get one of the podium stands or even just compete for it.
Speed will always be the fastest class because you can just U-turn sharp corners. Couldn't agree more about the drifting in a straight line thing though, turning characters need a wider turning range and should be able to snake just as well as speed characters. And leaderboards already need a reset considering almost every map had shortcuts that have been patched, or even better they could just review ghost to see if they're legitimate times, if not wipe them.
I would probably balance it by making it easier to obtain and maintain blue fire for lower tier characters, and harder to obtain and maintain blue fire for speed characters. Basically, the slower the kart moves without blue fire, the easier it is to get and keep it. This way, the slower characters would more consistently keep up with the faster characters, while the faster characters would require mastery of the various mechanics to make the most out of blue fire and blaze past the competition. Faster characters would have more risk, and be rewarded for proper execution. Slower characters would have less risk, but also less reward without being punished too unfairly.
@@Crow_Rising This is the intention behind the suggestion that u-turns should drain reserves at a higher rate. Speed classes, who rely on u-turns to take corners well, would need to sacrifice some reserves for good turning.
Not gonna lie... I can EASILY well powerslide straight with turning characters like Polar in ORIGINAL CTR.... but in here... getting the 3rd boost without touching the wall is for no reason difficult or wasting a bit of time after getting 3rd boost since you started to drift off a bit away from the track instead of going straight... Also guys.... is it just me.... or I was able to jump from different char stat between every race in OG CTR easily with no issues... but in Nitro Fueled... when I pick Tiny... race and then pick Coco or Crash.... im starting to make WAY too many mistakes that I normally wouldnt make.... touching the walls too many times, not getting 3rd boost, etc... mind you..... i have good 15 years of experience OG CTR since I loved that game as a kid...so i hope it not JUST me....
They don't care they are too busy living inside their own butthole and praying this game to sell more since it didn't sold as estimated for very obvious reasons. One day I hope someone fixes this god forsaken game and releases it fully on a physical copy for PS4 so I can play it in peace if not their loss. I am fine with the original games so far unless something better comes along.
ok that turning character wide powerslide angle idea does sound pretty intuitive, if the game got changed like that i might actually play turning for once
Shes useful in battle mode. Low turn: Hits nitro/tnt/beakers, cant dodge easily Average turn: Has good chances to evade but will get hit eventually High turn: You can turn corners and dodge almost everything. Even with this vid, I still play all characters from Beginner to Advanced. I dont actually suck as any but on some maps the Advanced can hit walls. Thats annoying. I 99% of the time dont slam into a wall as Liz/Pura/Others. Bash me all you want but I play every difficulty and character. Not gonna change my mind.
I reeeeeally want that Engine Swap idea because I love Ripper Roo as a character and I really want to be able to play as him decently, he is my favourite Crash boss, too bad he is a turning boy
beginner class is unplayable, these characters should be able to turn well, instead they turn in the corner while powersliding which makes the player try to correct the line through corner and sometimes it's not possible to get 3 boosts because of that. their speed is also abysmal
@@in_light_in_me Beating a recording that was specifically made to be beaten by every character because the person recording it is making mistakes intentionally isn't a good barometer for how good a character is. Of course Pura can beat N. Tropy when he's abruptly stopping near the fork in Dingo Canyon or ignoring a shortcut on two laps after taking it exactly once. It's just as much a puzzle as it is a time trial, and the way you solve it is figuring out how to optimize N. Tropy's route.
I think one good stat change to balance the game would be tying acceleration to reserve gain. Basically the higher the accel. of the character, the more reserves he will gain from boosting.
@@obvfw This is something not even metagaming, you use this in the time trials, it is part of the base game no super special meta, everyone does things often even by accident.
We should be able to select between the 4 stats to not depend on characters or karts (example: Pura or Polar with speed stats) so we can race with any character with any stats on any kart
Literally the perfect solution but if Beenox doesn’t want that then they should at least tune all the stats to actually be those stats. Crash is my favorite character but I play Crunch all the time because it’s the only way to win
It’s frustrating not being able to swap stats. Liz is my favourite character but I can’t use her online as she’s too slow. I have to main with Tiny or Ami for this reason.
Same, My favs are Polar, Ripper Roo and Megumi, but everytime i play with the two first i lose in online, i hope in future they give us a option to select the stats by the default ones
@@imochiboy7306 ikr..... I would love to use Polar, Pura, Ripper Roo and Velo.... but just cant cause advanced characters shit on the beginner characters... the only way you could win if you get lucky with items but..... pfft.... that doesnt count...
@@deoxysandmew2162 not really true perse, on blue fire tracks, a handling character can easily come out on top without item luck, as long as you're skilled enough (I know this cause I use Pura most of the time, I typically finish top 3 every game at the least)
@@ultimate4800 I disagree. When keeping blue fire.... you're still at the mercy of an RNG. Clocks can EASILY fuck you up and get rid of your blue fire 90% of the time... Unless you have a shield.... but lets be honest.... i like never get fucking shields... so to me... with beginner characters... are totally at the disadvantaged... especially when going against an insanely skilled N.tropy players... and you mentioned... only when there is blue fire..... so... again... winning with beginner characters just feel situational... I've found online a very good ripper roo player... but he couldnt do ANYTHING to catch up to me on "TINY ARENA", cause we both had same amount of skill it seemed... but only statistical difference.. (I was N.tropy) and there was NO item interference in that race from what I remember... So regardless.... use beginner characters only to troll or show off... otherwise... they are nearly useless.... (Cortex castle is best application I can find)
I’ve spent over 800 Hours on both CTR, CNK and Nitro Fueled. Yeah, CTTR is not even worth speaking about, but anyways... In Nitro Fueled, some adjustments are required. If Beenox really wants to take care of the game, major changes must be done, at least in favor of the majority of the fanbase. Many of your ideas are great, and i hope some of those might be a reality someday. Turning Characters, for now, are situational characters for an incredibly small number of tracks (in Deepsea Driving, basically, and maybe Prehistoric Playground), it’s really sad actually... Also, the reason i prefer Acceleration Characters is because there are the best waifus in this category. Megumi is the purest creature on Earth, Tawna is Bae, Coco is great in general... and then, there’s N.Gin, by far the sexiest living thing in the Universe.
Agree with all this. Big issue with every grand prix is lobbies are just so stale. It was Ami/Megumi, now its Baby T/N Tropy. I dont think beginner class is complete trash though, just very situational. For Deep Sea Driving/Tiny Arena/Cortex Castle I win 90% of the time with Pura because so many players go for all out speed not realising an actual race is much harder than a TT due to items being all over the place and the added pressure of competition. Good video though, agree with your improvements. Was shocked about the Balanced class. Never knew they were so slow but I'd always felt it was odd how they drove.
I only use n tropy because he's hard af to unlock but they need to take items out but allow players to bump into you items are rng I'm trying to get a wr on slide Coliseum and I have a 1 44 but due to items I lose online
I will actually rob you as a beginner online. One of my friends plays Liz, she always uses a nitro boost item to run over faster people. Her playing a "shit" character to community backfires in online. People msg her that she sucks for playing with Liz on Electron Avenue, being miles and miles from others. Yes, those peeps usually play their prestige N Tropy but cant keep USF. She mains Megumi tho, and destroys people like that. "U PLAY SHIT CHARACTERS!!!" Watches this: "So, I main a poop of high speed and max acceleration? Eh, idc. My phone battery lasts longer than the love of their parents."
@@omarthrallenhagen5371 Correct, but finding players of that level of skill tends not to occur too often for me at least, and there's always a chance they'll get clocked while you have a shield or something.
Polar Bear is one of my favorite characters, I tried really hard to play the first half of the game on medium only using Polar as my character. I really struggled, I never played the original PS1 version, so this was my introduction to the game. I had the worst time trying to learn how to powerful slide. I couldn’t do more than 2 Bursts without slamming into a wall. After struggling for hour in Tiny’s Arena, I finally switched to Dingodile and beat the rest of the game without any difficulty. Despite winning, I was extremely distraught over this. I hate that Game developers make characters that are complete throwaways. Every character should have an equal chance at being the best. Even more frustrating to watch, was the AI Polar Bears in some tracks gaining speed way faster than Dingodile!... Rude. It’s like a slap to the face. Here’s this cute character that’ll never be this good in actual game play.
While the difficulty makes the game a lot more fun than the original (where bots were way too easy once you got good), it's unfortunate that they compensate their severe lack of skill with heavy use artificial stats. I wouldn't mind some artificial stats, but it is just so blatant. Not a huge deal to me, but it's definitely odd. Especially if you want to try and learn from the other racers, it just doesn't work.
Once I decided to troll people with Polar and Pura online.... and surprisingly got bunch of 1st places with them. :3 Few 2nds given I started getting targetted HARD.... and few 3rds...
this actually made me sad. Growing up, Ripper Roo was always my favorite character but I just couldn't use him in this game at all...this video finally told me why!
That was honestly soul crushing to see, I love Crash and set out to complete all time trials as him so I would hopefully be able to compete online. If these stats are true you're at a significant disadvantage in every way.
This game needs engine swap so badly it's mindblowing. Also leaderbords resetting is not even an issue since they need to do that anyway for the countless glitches that have been abused and patched later. Amazing video I agree with practically everything you said. Plus the addition of the Spore soundtrack was super cool!
I totally agree with this, as a player that uses beginner characters, especially Pura, the muscle memory isnt 100% for turning, and I find myself having to constantly readjust if I go to powerslide and boost the 3 times, because the kart just gets thrown into turning rather than holder a straighter line than I remember being able to do.
Wow so I have been maining Intermediate characters thinking that they were at least decent only to realize that they’re some of the worst characters in the game. Edit: I just beat hot air skyway’s Nitros Oxide with Fake Crash
Don't underestimate them. While you aren't going to be topping any world records on them, in the hands of a skilled player they can still dominate online lobbies and clear all of the time trial records against N.Tropy and Oxide.
@@Torturephile I wouldn't say that. Only thing balance has that turning doesn't is slightly fast speed, but you can hardly tell the difference in racing anyway. Turning not only have max turning but their Accel recovery is really higher make them a more safer and reliable pick than Balanced.
Well I disagree with the video. I cleared time trials as Pura and Crash and Im ass kicking lobbies as Isabella and Liz. Its hilarious how people judge stats instead of understanding pros and cons. I for gods sake can drift in a straight line as beginners. While I cant turn shit as advanced. Intermediate (5/7 and Accelerators belong here) are lets say great. If I had to make a very tight U turn, who would be effective out of Liz, Komodo Joe, Megumi and Papu? Obviously Liz cause she can avoid hitting the wall if she drifts and jumps. Joe would touch and slide against the wall. Megumi would either slam into the wall or slide against it. Papu would slam into it.
I think a simple solution would be just to buff them to reflect their stats, that alone would fix so many problems, this should be brought to beenox’s attention.
I have been playing for some time. And nowhere was it to me introduced that characters have different stats. What I thought was true was that characters don't have any stats at all.
The game needs a lot of fixes, and you've made a lot of good points. Unless you're playing classic, you should be able to tweak the stats of a character. If I want to play Polar, I should have some ability to come in first
Woah, I didn’t even notice this despite playing the original. Thanks for this video. If I ever get back into this game, I guess I better stop playing as Crash.
They probably have a mountain of suggestion bin ideas now. The champion kart ppl bitching on Twitter if I was them I wuld be bent af they never even use them now n kids who are only like top 4% or like top 20k with they screenshots like where is it while the ppl on the top 100 weren’t being dicks like that. One lil buff to turn characters wil change the tide there are some ddddddddddeeeeeeadly Liz , polar and Gentleman ripper roo ppl who give me nightmares. Ripper roo kid sauced up a top 10 kid so bad he just AFK’d the next race I had never seen that kid lose besides the times I beat him by a hair in an itemless showdown. he is a god n these ripper roo kids are innnnnnnsssssssane bro
I knew something was off! Playing Classic roo vs New roo. I do hope they fix the issue. Its hard when you want to play your favorite character and they suck.
Well unfortunately people care about the little things instead of this, but I’m sure if we gather a group we could convince people to reach to beenox & fix this
There are like 3 levels where I prefer using turning characters because I couldnt beat my times on it. I think deep sea driving was one of them. And the reason was it qas so much wasier to maintain blue fire. Now you could lose if you were racing against a speed character who was so good and some how managed to maintain blue through the whole 3 tracks, but just remmeber who many obstacles are there, it would be really hard for them not to lose blue fire
I think the Warp Orb is a large reason why online seems to be so unbalanced. No, not because there are 3 of them out at all times. Because this game's equivalent of a Blue Shell, the item meant to take down the person in 1st place... can be outsped completely! You can fire a Warp Orb before lap 2, and the person in 1st will likely finish the race before it even hits them. (Depending on the map.) This coupled with the fact that it hits almost everyone else on the way there means that, even if it hits 1st, everyone that is capable of catching up to them got hit by it too. The only person that benefits from it is in 6th/7th/8th place, and probably isn't good enough to catch up to 1st.
Yeah, items are quite ineffective as catchup items. When I see videos of people being chased by 6 warp orbs and then finshing, all I can think of is how easily their lead was built because all these players were damaged except for the guy in first. If you're interested in my other thoughts on item balance, I have a video on it.
Wow, you actually made the class balancing video? Nice. I totally agree with everything here. I'd love an engine select feature as well, just as long as the other classes can be usable, and I love your idea of changing Turning's drift radius to be straighter. CNK did that, and they were way better there partially because of it. I know Turning's meant as the beginner class, but that's no reason for it to be so lacking overall. And obviously Balanced needs to reflect its displayed stats more than anything, considering how badly it sucks as the generalist class it's clearly intended to be. Now, I don't fully like the idea of having to nerf a class to bring it in line with the others (since it's more fun to buff others than nerf one) but at least you've gone for some reasonable-sounding nerfs that bring the class more in line with the original game, that wouldn't hinder the class too badly if they're played well enough. I'd be fine with these changes across the board.
I've unlocked N.Tropy and I can't use turn characters at all anymore. When I try to boost drift, I end up ripping right into a wall because the turn is so harsh. I want to be able to use my boy Ripper Roo, so I hope they do something.
Ok so as a past CTR player back in the good old days i picked up CTR nitro fueled around a month ago, now i really love the game Beenox really outdid themselves but there is alot that needs to be fixed in the game, First thing is the difficulty in controlling the kart when you power slide now back in CTR PS1 days i used Cortex and i was a very good player got full completion on the game and was like a bullet on every track but for some reason with this game when i use Cortex i find it hard at times to control the kart when you power slide also the same for other characters and like pointed in this video they need to fix the attributes for the characters because i feel thats the reason, Next is invisible walls on certain tracks, and then the overall online Which needs a well needed update aswell.
If this about the stats is true, most likely this is yet again a quick fix because game is rushed... just like the poor physics and unfortunately huge number of bugs ruining tracks. Can only pray these things are fixed. Also as much as I enjoy U turns using blue fire I honestly would prefer it was revered to the original for the sake of not making all other characters pretty much worthless.
Its sad that this game was published by activision and feels so unpolished and cheap and lacks modes. The fact that they were too lazy to implement the iconic dynamic race flag moving background says a lot about how they just wanted to rush this game out for a quick buck. Give this game the time and budget of a COD game and you wouldve thought nintendo made it.
I agree... the U-turn + Blue Fire = OP At first.... when I played this game.... I thought.... "no way they did that..." But no... they actually did.... and made tracks with Super Turbo Pads..... pretty much busted... oh and dont you love when the EXTRA/BONUS/NEW racetracks ALL have super turbo pads?!? ... Back in a day it was.... Get as much reserve boost as possible before hitting super turbo pad.... hit it... and then: - Dont hit/touch anything - Dont brake - Dont boost (not even hop/jump boost) Otherwise.... you lose your Ultimate Sacred Fire... In here.... U-turn/Air break doesnt make you lose it... Boosting makes you keep it longer and feels far more powerful in general... probably given to the new controls... im just hopin that someday.... SOMEDAY.. there will be a balance patch for this game.... but is it really going to happen? .... cause I dont....
@Lloyd Johannessen Yes indeed... the most fun and fair race track from new bonus tracks. And hence why.... im always getting 1st place unlike with the previous 2.
Nice analytical vid!!! Currently playing the original PS1 game on PS3 until I get my hands on a Switch. (Or the PC port if that ever happens....) Picked Pura because he was labeled "beginner," and after finishing most of Adventure Mode, I suddenly feel like Pura's turning and speed is...weird. Fighting for first place seems hard because it never really feels like I gain much speed, despite learning to powerslide almost everywhere. I try to drift into large opening turns and most of the time I wind up sharply bumping into walls, or having to jump and reset my drift....
Thank you for touching on this as I have only seen a handful of others touch this topic but not a lot of attention is being given to them. This needs to be fixed by the time the next Grand Prix rolls out.
having that engine switch you mentioned would be enough to solve it all i reckon. "i cant play X cause their stats are trash" isnt an issue, and no one is "op" if everyone is ;) but lets suppose that isnt an option: buffing countersteering of turners would make them even harder to control around corners without using a wheel/joystick to be specific on the angle you want but using a wheel/stick could not be a worse idea when youre forever needing to make quick changes in order to get the countersteering off perfectly on time (actually how would u-turns with a wheel work anyway...) i would highly argue against any nerfs as nerfs just straight up aren't fun. no one likes seeing things they like made worse. take the dota approach and buff everyone else instead lol. i love this game and would hate to see it lose its playerbase over nerfs. that said, they could "bug fix" acceleration. note that there is a certain speed that must be reached before any sliding can commence, so if any changes to acceleration were to happen, id say just make it more noticeable from the crash/weapon. high accel could boost immediately whereas low accel could feel like going uphill with a clock on for a bit or something like that and take a good second to build to the prerequisite slide speed so that you couldnt immediately jump back into boosting - noticeable and meaningful. wouldn't have any impact on time trials, just races, which would help bring advanced into line in that sector (should be some risk/reward tradeoff in a race - if youre untouched it wouldnt make a difference ggez, but you need to survive the dogpile first and get ahead). not a buff/nerf per se, more like a bug fix to make the stat do what it was originally supposed to do. BUFFS I'D SUGGEST: raising the speed of all the other classes to be closer to the advanced (but leave them untouched) would be welcome (biased, i pretty much play pura only lol) make the blue fire speed equal for all so anyone holding blue fire would be on relatively even footing. beginners would still have the disadvantage of being slower until they get there (fair enough too) but at least they wouldnt slowly drop away from any advanced once they get there #balance?
You're right about it being harder to get a moderate powerslide countersteer angle with d-pad. I still think it would be worth it regardless even if you had to intermittently tap outwards. Maybe holding down/up+right during a powerslide could give you that more moderate angle, so d-pad could still easily get it (or diagonal-down gives a tighter angle). I agree that nerfs aren't ideal, but I think that given powerslide momentum was in the original it seems like an oversight more than anything. I think CTR should feel as smooth as possible and not like CNK in aspects that it did worse. For u-turns I've already stated my opinion on in the video, but having the same speeds at blue fire is another option for closing the gap. To nerf low accel, yeah, they'd have to change the curve so it's slower at the start before the powersliding speed area. And they'd also have to make item hits actually slow you down more. I'd definitely consider this a nerf, but it's one that wouldn't effect time trials at all and just make the accel stat make more sense.
@@jc66266 but i also liked CNK :'( but in terms of the moderate turn curve i just get horror visions of the zigzagging and extra blisters around the sides of my thumb. my thumb had a pressure sore for a good week or more after the first time trial session id hate to think what would happen having to make even more adjustments lol
I love how you went on cortex castle to test accel stat as i did on the og with ram adresses years ago lol. Same conclusions too as accell is useless as fuck, my goodness it felt so weird
I fucking knew it. I just fucking knew something was up ever since I got this game from launch date. It didn't make sense to me at all seeing that there's a huge fucking roster and yet they have similar stats to each other. It really didn't make sense to me because usually when this kind of stuff appears it means that the kart customization affects your performance on the track similar to Mario Kart and SASRT, but it didn't. It was all cosmetics. Now this vid comes up and proves my guess. Thank you for releasing this. Thank you. Right now, what they need to do is balance the roster is such a way that any character class could go toe to toe against one another because right now it's obvious that people are relying a lot on the speed class to win. I don't have a general hate towards speed classes because I also use them, but my concern is how other characters are being left in the dark because of how much they put you at a disadvantage thanks to the unbalanced stats. It kills the point of having a huge roster when your eyes are always set to look for speed types just to win. Sad.
The only thing that confuses me somewhat about these stats, are that in the original CTR the fastest speedrun in the world is by a dude that played Coco in every race
Accel is a lot easier to be consistent with through the entire track list. Also in CTR99 the lower speed stat made no difference while holding USF, so speed wasn't quite as powerful.
To take shortcuts as well with the turn characters you have to keep a good speed going, whereas with speed characters you can power slide twice and take all of them
I'll admit I've heard people mention Mario Kart's method of tying stats to kart parts and honestly I am NOT a huge fan of that, since it really limits what customisation options I can mash together if I am forced to choose what will instead be more effective for my play style. However, probably the first time I've seen someone mention All-Stars' stat enhancement items and I think that's actually a good alternative that still may provide decent buffs while also not effecting your preferred kart look. All in all good video, I'd say.
Where can I find "more real" stats for some of the other characters? Especially all the ladies. I'm having a more difficult time than I did with the original '99 version. I need all the help I can get!
All of the characters fit into one of four classes of stats. Beginner, Intermediate (All-rounder), Intermediate (Acceleration), and Advanced. So Ami = Advanced, Megumi = Accel, Liz = Beginner, Isabella = All-rounder
@@jc66266 So Ami is advanced meaning she has top speed? and the beginners you say are incorrectly labeled as such. I had thought they're were 2 characters you showed that have "the same" stats but you labeled them with different more accurate stats. my bad. So anyone with 1 of those 4 stats would be automatically really what you changed on the bottom? I'm looking for a recommendation for online so I may be able to place on the podium at least once. I'd be happy with 3rd place. I've only managed to place 4th at best.
@@mickael486Yeah, the bottom values are the right ones, so Ami has the highest speed. I recommend acceleration class as they're overall very strong. There's plenty of guides on CZcams, but here's my list of the important things you need to know. Practicing in time trials (or even adventure) is very useful for learning, too! - *Powerslides.* You can hold inwards or outwards to make a powerslide tighter or looser, so on straights you want a looser slide. Powerslide through the whole track, on straights as well as corners (extremely tight corners are the exception). The third powerslide is a bit stronger, so chain together triple powerslides one after another if you can. Aim to hit every powerslide timing in the perfect range at the end, not before. When you powerslide, an invisible reserve meter fills up a little bit. Reserves drain constantly, but you can counter this and even build reserves by perfect powersliding regularly. If your reserves drops to zero, your fire level (essentially your speed) will drop. - *Maintaining fire.* Build up your reserves (they don't have a cap!), touch the boost pad at the end of Crash Cove lap 1, and continue building reserves to keep yellow fire speed for the rest of the race. Avoid walls completely, since touching them will kill your reserves. Of course you don't need to hold yellow fire the whole track to beat N. Tropy's time trial ghost, but that should be your goal. Pretty important stuff: - *Racing lines.* Take the inside of the track, using the direction of your stick (left or right) while sliding for control. Don't corner walls too tightly so that you'll hit them, just make sure you're not taking the track too wide. - *Shortcuts.* Many shortcuts are going to need a high speed to do consistently. Sewer Speedway you want at least red fire when you jump. For Blizzard Bluff's lake jump, you'll want to keep the yellow fire from the first boost pad by building reserves (actually not too hard if you do this). Some shortcuts are difficult with low payoff, don't bother learning until Oxide (Blizzard Bluff fence jump). - *Offroad shortcuts.* Not all necessary, but all are useful. Coco Park's corner before the tunnel can be skipped by building reserves and spamming jump over the hill. Roo's Tubes mud ending can be skipped like this (nice and easy). Tiger Temple's big grass patches, etc. - *Priorities.* Powersliding and racing lines are prioritised over hangtime boosts. On Tiger Temple for example, don't go out of your way for the big stone ramps.. Stick to the inside of the track and focus on your perfect powerslides. More advanced stuff - *Holding blue fire.* Works the same as holding yellow. It's quite difficult on tracks with only a few blue fire pads. Build reserves, touch the boost pad, keep building reserves. Avoid walls. - *U-Turn.* To take turns with blue fire, or take tight turns like the Dragon Mines spiral, use u-turns hops. Jump, then simultaneously release accelerate, and hold *d-pad* down+side. Just after that, hold brake, be sure to press jump when you hit the ground to keep it going. When you want to exit your u-turn, release brake and then release down. Note that the order is important because if you are on the ground and are holding brake without also holding down, you'll lose fire. If you're getting big air and want to u-turn, don't bother spamming jump. Hope this helps!
.
*Please click READ MORE* for info on
*Corrections, Stat Lies, Turn/Intermediate Viability,* and *Advanced Mechanics*
*Fake Stats:*
Here's an interesting blog post. The "fake acceleration stat", while incorrect, may not be as dishonest across the board as I claimed. Haven't tested this myself so I cannot confirm nor deny its validity. (www.deviantart.com/clok-roo/journal/Debunking-the-So-Called-Honest-Stats-of-CTRNF-809760245)
This blog is essentially a hypothesis of why the original game's acceleration stat bar visuals makes some form of sense - because the amount of acceleration changes at different speeds.
Stats in Nitro Fueled line up very well with CTR99', and the actual stat values of CTR99' were pulled from actual data values using 3rd party tools. Source: (twitter.com/Ctr4everC/status/1117724997701853185?s=19) Again, I haven't tested this and can't confirm that deviantart link at all.
*The main mechanical changes in Nitro Fueled that cause different stat balance to CTR '99:*
- less momentum out of powerslides
- max speed with blue fire is different based on speed value
- airbraking doesn't kill reserves
- differences in downhill mechanics, less effective speedghosts
- froggying (except on slow patches) doesn't help maintain speed
- dropping fire causes near instant drops in speed, rather than gradual (this is why u-turn killing reserves in Nitro Fueled would be brutal)
- differences in hopping
- fire always additive (keep fire whole race)
Not saying CTR 99' was objectively better, just explaining things I didn't talk much about in the video.
*Viability of turn online:*
Due to the large speed difference between having and not having blue fire, keeping fire for long periods will net you a huge lead regardless of stats. But when people with different stats both keep blue fire, the speed character will win by a large margin. Speed is of course a bit more difficult, but not by a lot considering u-turns.
CTR Online is quite front-advantaged (talked about this in item balance video, but boils down to back players getting hurt by items and losing fire much more than players ahead). This means that if you are skilled and lucky enough to break away from the black hole of items, holding a lead isn't as difficult as catching up.
So essentially all characters can technically be viable on tracks with only one-two blue fire pads (where if you're the only one keeping fire for whatever reason, you are secured victory), and other tracks even without blue fire due to the chaotic nature of online. But even then, the advantage of stats will come into play when there is more than one in the running for victory. A bad stat will set you at a pretty big disadvantage.
*Viability of turn on specific tracks:*
Turn/all-rounders can be useful on tracks like Cortex Castle. Their low blue fire speed is still a lot better than no blue fire, so consistency can be king if these stats help you maintain fire. But Accel's turning is still good, and u-turns are effective for making up for lower turning even with the speed class. Speed/accel are also still ideal because they're your best bet at escaping the item spam at the start and breaking away. Consistent skilled players get the most bang for their buck if they can hold blue fire with low turn. But Accel is a safer pick and all-rounder/turn can be viable in the case of tough tracks. Thunder Struck follows this trend, but not so much Hot Air Skyway (much simpler turns), Electron Avenue (plentiful blue fire), or non blue-fire tracks.
*Corrections on acceleration:*
Acceleration isn't that important because getting hit by items and slightly touching walls don't kill your speed a significant amount, you're not going from 0 to 100. Going from 0 to 100 speed (void resets and start line doesn't count since you get fire) is far and few between because very rarely are you fully crashing into walls. As well as this, noone worth their salt is driving from 0 to 100.. they are powersliding
Thanks for adding my post here, mate. Not for the exposure, but for the post itself and its contents.
Really makes me feel like what I'm doing has been worth it.
:)
Thanks for this, I really hope they take this into consideration... this is a really important video for CTR fans to make the game & franchise better
@@N8veJay Yeah. Better than just wildly complaining about something you don't like that doesn't impact the actual gameplay.
(Doesn't matter whether you hate micro-transactions or just shrug it off; do they make the game less fun to play? I do believe the answer is "No.")
@@Senpaipls253 Ummm...
I main Pura (Handling character) as well, mate...
But when you look at the online time trial leaderboards AND the majority of online players, it's clear that there is at least SOME bias towards certain characters and character classes.
I mean, look at the last Grand Prix; almost EVERYONE I raced was using Ami.
@@Senpaipls253 It applies to more than the specific edge case (two equal players) I presented. In all situations, stats will result in a lower or higher final time. For example sometimes you'll get black-holed by the pack's items and lose, but even then, your class pick will increase/decrease your final time. Whether you're far in-front and alone, or infront with alongside a few others, or you're racing someone with less or greater skill, stats always have a large impact.
He touched the point, beginner class is not for beginners...
It is for people who think this game is mario kart
RavenlyDreamer , i use it so I have the moral high ground when i lose. I’m not the one using an optimal class after all ;P
Also Sabretooth Pura is so cute I die
THE FREAKING GAME LIED -.- sniff i loved ripper roo but his not viable for online
b r u h it says for beginners so they can get use to the game and then drive other higher tiers
RavenlyDreamer , If you’re supposed to stop using them after a certain point, then I don’t think it’s a good business decision for them to keep making skins for a useless class. After all what’s the point right if nobody gets to see them. That’s why Beenox should try to fix the classes from their perspective at least business wise. They invested the time making those, where’s the return if nobody wants them?
But gameplay wise, it is a bit dead boring if you’re surrounded by the same two characters during grand prix that people have to use with good stats.
Honestly, I like that, why would a game that brags about including a ton of characters would do it if the goal is mastering it until you can only use a small portion of them? I wanna race with characters like Pura but they're just so unnefective
It's mind-blowing how dumb this is and Benox seems to not care.
Ripper Roo is my favourite character and I can't even use him to beat N. Tropy on any tracks time trial shit sucks
@@RainDaemonic it's not impossible tho. i beat tropy's ghost on oxide station using a character with the same stat as roo:)
@@RainDaemonic strong agree. What other driver uses his foot to steer? Ripper roo has been my favorite since I was a kid but god he sucks.
I have no trouble beating N.Tropy as Ripper Roo, at least on a handful of tracks. You do seriously need to know what you are doing and how to make the most out of the game mechanics though, you can't expect to consistently beat him off power slides alone.
A few tips:
1. Keep Blue Fire as long as possible on Blue Fire enabled tracks. This will require knowledge of how the reserve system works. Wait as long as you can before triggering your power slide boosts to get the most out of them you can, and try to make sure you trigger one of these whenever you go over a speed booster. Know when to make use of jump boosts and when it's better to just drift boost.
2. Air Brakes can be a lifesaver if you know when to use them and how to make the most of them. They are absolutely paramount to preserving blue fire around certain turns on certain tracks.
3. Hold brake (Square on PS4) and down+left or down+right on the d-pad or use the analog diagonally down, and mash L1 or R1 (Jump) to turn around tight corners easily when regular air braking isn't possible, such as in the difficult turns in Turbo Track or Dragon Mines. This will take some practice to master, but give it some time and you will get the hang of it.
4. Know the level shortcuts and take them. Especially if N.Tropy doesn't. You are going to need to shave as much time as possible.
5. If you are unable to beat him on the current level you are attempting, try another. The difficulty of beating N.Tropy differs from track to track, even when playing as higher tier characters.
To be fair, high-turn characters are by far the most useful in battle mode, so there's that at least.
Ok but, who the hell plays battle mode ?
@@keon200 me
@@keon200 Yep, we only play battle mode just to complete challenges or if a friend want to battle with you, which we reluctantly playing it
You'd be surprised at just how good you can be online with a turning character despite being up against balanced or speed.
@@gabeitches87 turning is trash without items and blue fire
The most important thing is buffing the weak characters. There is absolutely no reason for it to be this bad!
Yes
Turning characters get better item boxes.
@@diamonddust0297 You must be exceptionally skilled then. I still stand by the idea of "buffing" their turn radius, it only makes sense they have more control while power sliding.
@@diamonddust0297 I use liz too and I have to work extra hard to keep up
@@diamonddust0297 yeah, I think I'll try that! Thanks for the hint. I pretty much already gave up on turn characters completely even though I like the characters themselves. I just haven't really felt like coming back to turners since getting smashed online while using them. Speed at least usually let's me either get one of the podium stands or even just compete for it.
I love how the beenox solution was, all characters can use speed now
Speed will always be the fastest class because you can just U-turn sharp corners. Couldn't agree more about the drifting in a straight line thing though, turning characters need a wider turning range and should be able to snake just as well as speed characters.
And leaderboards already need a reset considering almost every map had shortcuts that have been patched, or even better they could just review ghost to see if they're legitimate times, if not wipe them.
I would probably balance it by making it easier to obtain and maintain blue fire for lower tier characters, and harder to obtain and maintain blue fire for speed characters. Basically, the slower the kart moves without blue fire, the easier it is to get and keep it.
This way, the slower characters would more consistently keep up with the faster characters, while the faster characters would require mastery of the various mechanics to make the most out of blue fire and blaze past the competition. Faster characters would have more risk, and be rewarded for proper execution. Slower characters would have less risk, but also less reward without being punished too unfairly.
@@Crow_Rising This is the intention behind the suggestion that u-turns should drain reserves at a higher rate. Speed classes, who rely on u-turns to take corners well, would need to sacrifice some reserves for good turning.
Basically dont care who disagrees with me, but I can drift in a straight line as anyone and everyone
@@thetrollwhonevertrolled6298 People who can't drift in straight lines with turn need to git gud.
Not gonna lie...
I can EASILY well powerslide straight with turning characters like Polar in ORIGINAL CTR.... but in here... getting the 3rd boost without touching the wall is for no reason difficult or wasting a bit of time after getting 3rd boost since you started to drift off a bit away from the track instead of going straight...
Also guys.... is it just me.... or I was able to jump from different char stat between every race in OG CTR easily with no issues... but in Nitro Fueled... when I pick Tiny... race and then pick Coco or Crash.... im starting to make WAY too many mistakes that I normally wouldnt make.... touching the walls too many times, not getting 3rd boost, etc...
mind you..... i have good 15 years of experience OG CTR since I loved that game as a kid...so i hope it not JUST me....
You're really putting in a lot of effort to just get ignored by Beenox
Lmao
Everyone has to send this to Beenox
very true
They don't care they are too busy living inside their own butthole and praying this game to sell more since it didn't sold as estimated for very obvious reasons. One day I hope someone fixes this god forsaken game and releases it fully on a physical copy for PS4 so I can play it in peace if not their loss. I am fine with the original games so far unless something better comes along.
You can choose any stat class you want now for any character.
"I'm not playing around with minors, these are major"
That was the best clapback I've ever heard to that.
Never been happier to see a “not”
That "No, you're wrong" part is genius
I knew the balanced racers werent balanced at all, they felt too slow for having decent in everything. My poor komodo joe got butchered
*Dammit isabella*
ok that turning character wide powerslide angle idea does sound pretty intuitive, if the game got changed like that i might actually play turning for once
Yeah turning shouldnt just change the angle of turn but instead, like he mentioned, give a wider turning radius. Its just more logical
Crash Team Racing and the Wrath of Bobby Kotick
Pura is my favourite character but his excellent turn just doesn't make up for his lack of speed most of the time :(
Beenox needs to buff turn characters
Many would argue that his "excellent" turning is a hindrance since the game seems to be more about sacred fire.
Thank you for the explanations, I was wondering why my boy Ripper Roo was not getting me anywhere. :(
I cannot beat some Oxide races with Roo :c
That has made me sad because i love ripper roo
h. This post was made by the spyro squad
Poor Liz. She really suffered from being a Beginner, despite her being one of the coolest characters in the game.
I was gutted when I unlocked her only to find out she was turn based.
@@ShadowBerserker454 LOL!!
Shes useful in battle mode.
Low turn: Hits nitro/tnt/beakers, cant dodge easily
Average turn: Has good chances to evade but will get hit eventually
High turn: You can turn corners and dodge almost everything.
Even with this vid, I still play all characters from Beginner to Advanced. I dont actually suck as any but on some maps the Advanced can hit walls. Thats annoying. I 99% of the time dont slam into a wall as Liz/Pura/Others.
Bash me all you want but I play every difficulty and character. Not gonna change my mind.
@@keon200 And this person that I'm replying to is a dick unless he's joking (he isn't)
@@thetrollwhonevertrolled6298 im not a dick. Youre just butthurt.
I reeeeeally want that Engine Swap idea because I love Ripper Roo as a character and I really want to be able to play as him decently, he is my favourite Crash boss, too bad he is a turning boy
5:08
Crash: *has terrible stats*
Crash: Guess I'll yeet myself to space
beginner class is unplayable, these characters should be able to turn well, instead they turn in the corner while powersliding which makes the player try to correct the line through corner and sometimes it's not possible to get 3 boosts because of that. their speed is also abysmal
markycupko turning characters are not unplayable. It’s takes getting used to, but they’re not unplayable.
I've beaten about 80% of the N. Tropy times in time trials with Pura, "unplayable" clearly isn't the right word
@@in_light_in_me Beating a recording that was specifically made to be beaten by every character because the person recording it is making mistakes intentionally isn't a good barometer for how good a character is.
Of course Pura can beat N. Tropy when he's abruptly stopping near the fork in Dingo Canyon or ignoring a shortcut on two laps after taking it exactly once. It's just as much a puzzle as it is a time trial, and the way you solve it is figuring out how to optimize N. Tropy's route.
RIP JcNumbers.
I think one good stat change to balance the game would be tying acceleration to reserve gain. Basically the higher the accel. of the character, the more reserves he will gain from boosting.
Well, accel characters keep the usf more than another class, so they actually dont need to drift as much as a speed character. It's a bonus?
The heck is reserve? Y'all like metagaming too much.
@@obvfw This is something not even metagaming, you use this in the time trials, it is part of the base game no super special meta, everyone does things often even by accident.
@@obvfw Is the invisible power slides and boosts count in the game.
We should be able to select between the 4 stats to not depend on characters or karts (example: Pura or Polar with speed stats) so we can race with any character with any stats on any kart
Literally the perfect solution but if Beenox doesn’t want that then they should at least tune all the stats to actually be those stats. Crash is my favorite character but I play Crunch all the time because it’s the only way to win
Well they did it
It’s frustrating not being able to swap stats. Liz is my favourite character but I can’t use her online as she’s too slow. I have to main with Tiny or Ami for this reason.
Same, My favs are Polar, Ripper Roo and Megumi, but everytime i play with the two first i lose in online, i hope in future they give us a option to select the stats by the default ones
@@imochiboy7306 ikr..... I would love to use Polar, Pura, Ripper Roo and Velo....
but just cant cause advanced characters shit on the beginner characters...
the only way you could win if you get lucky with items but..... pfft.... that doesnt count...
This is sad, Beenox needs to buff turn characters
@@deoxysandmew2162 not really true perse, on blue fire tracks, a handling character can easily come out on top without item luck, as long as you're skilled enough (I know this cause I use Pura most of the time, I typically finish top 3 every game at the least)
@@ultimate4800 I disagree. When keeping blue fire.... you're still at the mercy of an RNG.
Clocks can EASILY fuck you up and get rid of your blue fire 90% of the time...
Unless you have a shield.... but lets be honest.... i like never get fucking shields... so to me... with beginner characters... are totally at the disadvantaged... especially when going against an insanely skilled N.tropy players...
and you mentioned... only when there is blue fire..... so... again... winning with beginner characters just feel situational...
I've found online a very good ripper roo player... but he couldnt do ANYTHING to catch up to me on "TINY ARENA", cause we both had same amount of skill it seemed... but only statistical difference.. (I was N.tropy)
and there was NO item interference in that race from what I remember...
So regardless.... use beginner characters only to troll or show off... otherwise... they are nearly useless....
(Cortex castle is best application I can find)
I want Beenox to hire you
I’ve spent over 800 Hours on both CTR, CNK and Nitro Fueled. Yeah, CTTR is not even worth speaking about, but anyways...
In Nitro Fueled, some adjustments are required. If Beenox really wants to take care of the game, major changes must be done, at least in favor of the majority of the fanbase. Many of your ideas are great, and i hope some of those might be a reality someday.
Turning Characters, for now, are situational characters for an incredibly small number of tracks (in Deepsea Driving, basically, and maybe Prehistoric Playground), it’s really sad actually...
Also, the reason i prefer Acceleration Characters is because there are the best waifus in this category. Megumi is the purest creature on Earth, Tawna is Bae, Coco is great in general... and then, there’s N.Gin, by far the sexiest living thing in the Universe.
Agree with all this. Big issue with every grand prix is lobbies are just so stale. It was Ami/Megumi, now its Baby T/N Tropy.
I dont think beginner class is complete trash though, just very situational. For Deep Sea Driving/Tiny Arena/Cortex Castle I win 90% of the time with Pura because so many players go for all out speed not realising an actual race is much harder than a TT due to items being all over the place and the added pressure of competition.
Good video though, agree with your improvements. Was shocked about the Balanced class. Never knew they were so slow but I'd always felt it was odd how they drove.
I only use n tropy because he's hard af to unlock but they need to take items out but allow players to bump into you items are rng I'm trying to get a wr on slide Coliseum and I have a 1 44 but due to items I lose online
If you play against someone who is really good with speed characters , you get destroyed , even in cortex castle
@@omarthrallenhagen5371 but you have items with the right rng it doesn't matter lost in slide Coliseum I'm top 400 and this guy beat me due to items
I will actually rob you as a beginner online. One of my friends plays Liz, she always uses a nitro boost item to run over faster people. Her playing a "shit" character to community backfires in online. People msg her that she sucks for playing with Liz on Electron Avenue, being miles and miles from others. Yes, those peeps usually play their prestige N Tropy but cant keep USF. She mains Megumi tho, and destroys people like that. "U PLAY SHIT CHARACTERS!!!"
Watches this: "So, I main a poop of high speed and max acceleration? Eh, idc. My phone battery lasts longer than the love of their parents."
@@omarthrallenhagen5371 Correct, but finding players of that level of skill tends not to occur too often for me at least, and there's always a chance they'll get clocked while you have a shield or something.
Polar Bear is one of my favorite characters, I tried really hard to play the first half of the game on medium only using Polar as my character. I really struggled, I never played the original PS1 version, so this was my introduction to the game. I had the worst time trying to learn how to powerful slide. I couldn’t do more than 2 Bursts without slamming into a wall. After struggling for hour in Tiny’s Arena, I finally switched to Dingodile and beat the rest of the game without any difficulty. Despite winning, I was extremely distraught over this. I hate that Game developers make characters that are complete throwaways. Every character should have an equal chance at being the best. Even more frustrating to watch, was the AI Polar Bears in some tracks gaining speed way faster than Dingodile!... Rude. It’s like a slap to the face.
Here’s this cute character that’ll never be this good in actual game play.
While the difficulty makes the game a lot more fun than the original (where bots were way too easy once you got good), it's unfortunate that they compensate their severe lack of skill with heavy use artificial stats. I wouldn't mind some artificial stats, but it is just so blatant. Not a huge deal to me, but it's definitely odd. Especially if you want to try and learn from the other racers, it just doesn't work.
Slamming into walls at Tiny Arena with Polar? LMFAO
Feels good beating everyone online that uses Speed characters and the time trials with good ol' crash
Once I decided to troll people with Polar and Pura online.... and surprisingly got bunch of 1st places with them. :3
Few 2nds given I started getting targetted HARD....
and few 3rds...
@@deoxysandmew2162 #mariokartedinCTR
You can beat only bad players in time trials with crash :/
Well you can win with any character if you are a good player and if you have enough luck with the weapons.
Fake Crash is the only one for me
Translation: *DINGO!! DINGO!! DINGO!!*
this actually made me sad. Growing up, Ripper Roo was always my favorite character but I just couldn't use him in this game at all...this video finally told me why!
Dude, your videos are amazingly informative!
I always wondered why Crash feels so crap to race as.
I'm not very good at U-Turning, so I usually play as acceleration characters.
That was honestly soul crushing to see, I love Crash and set out to complete all time trials as him so I would hopefully be able to compete online. If these stats are true you're at a significant disadvantage in every way.
*hears croc 2 music *
.... Ok it's decided I'll watch (or make my pc "watch") your channel daily, nostalgia is too powerful with you pal.
Mario Kart actually ties its stats both to the veichle and the character
“Beginner class is not a good class for beginners”
Me a Liz main: I see no gods up here. OTHER THAN ME
I’m a Liz main as well
This game needs engine swap so badly it's mindblowing.
Also leaderbords resetting is not even an issue since they need to do that anyway for the countless glitches that have been abused and patched later.
Amazing video I agree with practically everything you said.
Plus the addition of the Spore soundtrack was super cool!
Congratulations for 1K subs!!!
Thanks :)
I totally agree with this, as a player that uses beginner characters, especially Pura, the muscle memory isnt 100% for turning, and I find myself having to constantly readjust if I go to powerslide and boost the 3 times, because the kart just gets thrown into turning rather than holder a straighter line than I remember being able to do.
Wow so I have been maining Intermediate characters thinking that they were at least decent only to realize that they’re some of the worst characters in the game.
Edit: I just beat hot air skyway’s Nitros Oxide with Fake Crash
Legend M same man sucks :(
Don't underestimate them. While you aren't going to be topping any world records on them, in the hands of a skilled player they can still dominate online lobbies and clear all of the time trial records against N.Tropy and Oxide.
That's what occurred to me with balanced characters, but at least they're still usable in races unlike turning ones.
@@Torturephile I wouldn't say that. Only thing balance has that turning doesn't is slightly fast speed, but you can hardly tell the difference in racing anyway.
Turning not only have max turning but their Accel recovery is really higher make them a more safer and reliable pick than Balanced.
Well I disagree with the video. I cleared time trials as Pura and Crash and Im ass kicking lobbies as Isabella and Liz.
Its hilarious how people judge stats instead of understanding pros and cons. I for gods sake can drift in a straight line as beginners. While I cant turn shit as advanced. Intermediate (5/7 and Accelerators belong here) are lets say great.
If I had to make a very tight U turn, who would be effective out of Liz, Komodo Joe, Megumi and Papu? Obviously Liz cause she can avoid hitting the wall if she drifts and jumps. Joe would touch and slide against the wall. Megumi would either slam into the wall or slide against it. Papu would slam into it.
I think a simple solution would be just to buff them to reflect their stats, that alone would fix so many problems, this should be brought to beenox’s attention.
The problem is that speed is going to be op regardless, even with some buffs to other class' stat values.
JcNumbers true, but it would make it more even, and maybe they can make crashing for speeds a bit more consequential
@@mediawatcher9225 If you crash into a wall with high speed, your kart blows up and you do not respawn!
It doesn't matter, I'm a Pura main for life because he's too cute to pass up.
I have been playing for some time. And nowhere was it to me introduced that characters have different stats. What I thought was true was that characters don't have any stats at all.
I’m still using my Fake Crash
The game needs a lot of fixes, and you've made a lot of good points. Unless you're playing classic, you should be able to tweak the stats of a character. If I want to play Polar, I should have some ability to come in first
I also think they should do the garages again
I'll really hope they'll do Spyro a speed characterinstead of balanced
Something tells me spyro might be either "balanced" or acceleration
OctoOcto super low probability of a speed character sadly.
@@FoxThaStoner Yeah spyro doesnt seem to be a speed time or "heavy" as players called them. Im voting acceleration on him
at least gnorc will probably be speed
Nope they made that tiny ass dragon speed class. They know what class is the best
Woah, I didn’t even notice this despite playing the original. Thanks for this video. If I ever get back into this game, I guess I better stop playing as Crash.
Sooo...can someone contact benox and show them this man’s idea
They probably have a mountain of suggestion bin ideas now. The champion kart ppl bitching on Twitter if I was them I wuld be bent af they never even use them now n kids who are only like top 4% or like top 20k with they screenshots like where is it while the ppl on the top 100 weren’t being dicks like that. One lil buff to turn characters wil change the tide there are some ddddddddddeeeeeeadly Liz , polar and Gentleman ripper roo ppl who give me nightmares. Ripper roo kid sauced up a top 10 kid so bad he just AFK’d the next race I had never seen that kid lose besides the times I beat him by a hair in an itemless showdown. he is a god n these ripper roo kids are innnnnnnsssssssane bro
You show this to beenox so they buff the stats for each character they way they used to play like the original.
I knew something was off! Playing Classic roo vs New roo. I do hope they fix the issue. Its hard when you want to play your favorite character and they suck.
Well unfortunately people care about the little things instead of this, but I’m sure if we gather a group we could convince people to reach to beenox & fix this
I agree with adjustments on the 4 different classes but I don’t think the game should be exactly like the original. Some changes were for the better.
Like the original? Meaning no u turning with reserves? Heck
Great video. The feels when you like Liz or any turn character though :( big sad.
I remember kid me used to main Ripper Roo,and i still thought i was good at the game,because no one else i knew knew how to play
There are like 3 levels where I prefer using turning characters because I couldnt beat my times on it.
I think deep sea driving was one of them. And the reason was it qas so much wasier to maintain blue fire. Now you could lose if you were racing against a speed character who was so good and some how managed to maintain blue through the whole 3 tracks, but just remmeber who many obstacles are there, it would be really hard for them not to lose blue fire
Why i always think penta penguin is faster than the other who have the same stats... I just feel it
I think the Warp Orb is a large reason why online seems to be so unbalanced. No, not because there are 3 of them out at all times.
Because this game's equivalent of a Blue Shell, the item meant to take down the person in 1st place... can be outsped completely! You can fire a Warp Orb before lap 2, and the person in 1st will likely finish the race before it even hits them. (Depending on the map.)
This coupled with the fact that it hits almost everyone else on the way there means that, even if it hits 1st, everyone that is capable of catching up to them got hit by it too. The only person that benefits from it is in 6th/7th/8th place, and probably isn't good enough to catch up to 1st.
Yeah, items are quite ineffective as catchup items. When I see videos of people being chased by 6 warp orbs and then finshing, all I can think of is how easily their lead was built because all these players were damaged except for the guy in first. If you're interested in my other thoughts on item balance, I have a video on it.
@@jc66266 Will do, actually
Informative video and has Hurricos music from Spyro 2. Sub
Thank you! I knew there was something off about the stats!
This video aged incredibly
Wow, you actually made the class balancing video? Nice. I totally agree with everything here. I'd love an engine select feature as well, just as long as the other classes can be usable, and I love your idea of changing Turning's drift radius to be straighter. CNK did that, and they were way better there partially because of it. I know Turning's meant as the beginner class, but that's no reason for it to be so lacking overall. And obviously Balanced needs to reflect its displayed stats more than anything, considering how badly it sucks as the generalist class it's clearly intended to be. Now, I don't fully like the idea of having to nerf a class to bring it in line with the others (since it's more fun to buff others than nerf one) but at least you've gone for some reasonable-sounding nerfs that bring the class more in line with the original game, that wouldn't hinder the class too badly if they're played well enough. I'd be fine with these changes across the board.
So Crash is a terrible pick >w< I love him as a main character 0/
And I love Cortex and Trash Bandicoot too:(
I've unlocked N.Tropy and I can't use turn characters at all anymore. When I try to boost drift, I end up ripping right into a wall because the turn is so harsh. I want to be able to use my boy Ripper Roo, so I hope they do something.
Get gud
@@Superbed2 Am I too good?
Ok so as a past CTR player back in the good old days i picked up CTR nitro fueled around a month ago, now i really love the game Beenox really outdid themselves but there is alot that needs to be fixed in the game, First thing is the difficulty in controlling the kart when you power slide now back in CTR PS1 days i used Cortex and i was a very good player got full completion on the game and was like a bullet on every track but for some reason with this game when i use Cortex i find it hard at times to control the kart when you power slide also the same for other characters and like pointed in this video they need to fix the attributes for the characters because i feel thats the reason, Next is invisible walls on certain tracks, and then the overall online Which needs a well needed update aswell.
The ending was hilarious
All around characters are actually just broken
Nice use of Twinsanity music on each part.
Thanks :)
RIP CTR CZcamsr
If this about the stats is true, most likely this is yet again a quick fix because game is rushed... just like the poor physics and unfortunately huge number of bugs ruining tracks. Can only pray these things are fixed. Also as much as I enjoy U turns using blue fire I honestly would prefer it was revered to the original for the sake of not making all other characters pretty much worthless.
Its sad that this game was published by activision and feels so unpolished and cheap and lacks modes. The fact that they were too lazy to implement the iconic dynamic race flag moving background says a lot about how they just wanted to rush this game out for a quick buck. Give this game the time and budget of a COD game and you wouldve thought nintendo made it.
@@keon200 Still wouldn't be good enough probably, seems developers are never given enough time to make these games.
I agree... the U-turn + Blue Fire = OP
At first.... when I played this game.... I thought.... "no way they did that..."
But no... they actually did.... and made tracks with Super Turbo Pads..... pretty much busted... oh and dont you love when the EXTRA/BONUS/NEW racetracks ALL have super turbo pads?!? ...
Back in a day it was.... Get as much reserve boost as possible before hitting super turbo pad.... hit it... and then:
- Dont hit/touch anything
- Dont brake
- Dont boost (not even hop/jump boost)
Otherwise.... you lose your Ultimate Sacred Fire...
In here.... U-turn/Air break doesnt make you lose it... Boosting makes you keep it longer and feels far more powerful in general... probably given to the new controls...
im just hopin that someday.... SOMEDAY.. there will be a balance patch for this game.... but is it really going to happen? .... cause I dont....
@Lloyd Johannessen Yes indeed... the most fun and fair race track from new bonus tracks.
And hence why.... im always getting 1st place unlike with the previous 2.
I honestly thought it was just me that thought the new game felt a lot easier to play this makes so much sense!!
Now apparently you can apply stats of any driver to any character now. Neat.
Nice analytical vid!!!
Currently playing the original PS1 game on PS3 until I get my hands on a Switch. (Or the PC port if that ever happens....) Picked Pura because he was labeled "beginner," and after finishing most of Adventure Mode, I suddenly feel like Pura's turning and speed is...weird. Fighting for first place seems hard because it never really feels like I gain much speed, despite learning to powerslide almost everywhere. I try to drift into large opening turns and most of the time I wind up sharply bumping into walls, or having to jump and reset my drift....
Thank you for touching on this as I have only seen a handful of others touch this topic but not a lot of attention is being given to them. This needs to be fixed by the time the next Grand Prix rolls out.
9:24 that was unspected for a non comedy video. I like it
Wow! Now that's some good research!!
ive never played or watched this game in my life, yet i accidentally just watched this whole video.
Immediately subscribed after hearing that Spore soundtrack
They should make a cartoon skate game with Crash @ Spyro characters!
4:27 i love the edit, soo smooth and soo funny lmao
I assumed the beginner part of the class meant "No Powersliding"
having that engine switch you mentioned would be enough to solve it all i reckon. "i cant play X cause their stats are trash" isnt an issue, and no one is "op" if everyone is ;)
but lets suppose that isnt an option:
buffing countersteering of turners would make them even harder to control around corners without using a wheel/joystick to be specific on the angle you want but using a wheel/stick could not be a worse idea when youre forever needing to make quick changes in order to get the countersteering off perfectly on time (actually how would u-turns with a wheel work anyway...)
i would highly argue against any nerfs as nerfs just straight up aren't fun. no one likes seeing things they like made worse. take the dota approach and buff everyone else instead lol. i love this game and would hate to see it lose its playerbase over nerfs.
that said, they could "bug fix" acceleration. note that there is a certain speed that must be reached before any sliding can commence, so if any changes to acceleration were to happen, id say just make it more noticeable from the crash/weapon. high accel could boost immediately whereas low accel could feel like going uphill with a clock on for a bit or something like that and take a good second to build to the prerequisite slide speed so that you couldnt immediately jump back into boosting - noticeable and meaningful. wouldn't have any impact on time trials, just races, which would help bring advanced into line in that sector (should be some risk/reward tradeoff in a race - if youre untouched it wouldnt make a difference ggez, but you need to survive the dogpile first and get ahead). not a buff/nerf per se, more like a bug fix to make the stat do what it was originally supposed to do.
BUFFS I'D SUGGEST:
raising the speed of all the other classes to be closer to the advanced (but leave them untouched) would be welcome (biased, i pretty much play pura only lol)
make the blue fire speed equal for all so anyone holding blue fire would be on relatively even footing. beginners would still have the disadvantage of being slower until they get there (fair enough too) but at least they wouldnt slowly drop away from any advanced once they get there #balance?
You're right about it being harder to get a moderate powerslide countersteer angle with d-pad. I still think it would be worth it regardless even if you had to intermittently tap outwards. Maybe holding down/up+right during a powerslide could give you that more moderate angle, so d-pad could still easily get it (or diagonal-down gives a tighter angle).
I agree that nerfs aren't ideal, but I think that given powerslide momentum was in the original it seems like an oversight more than anything. I think CTR should feel as smooth as possible and not like CNK in aspects that it did worse.
For u-turns I've already stated my opinion on in the video, but having the same speeds at blue fire is another option for closing the gap.
To nerf low accel, yeah, they'd have to change the curve so it's slower at the start before the powersliding speed area. And they'd also have to make item hits actually slow you down more. I'd definitely consider this a nerf, but it's one that wouldn't effect time trials at all and just make the accel stat make more sense.
@@jc66266 but i also liked CNK :'( but in terms of the moderate turn curve i just get horror visions of the zigzagging and extra blisters around the sides of my thumb. my thumb had a pressure sore for a good week or more after the first time trial session id hate to think what would happen having to make even more adjustments lol
Thanks for doing this video. I thought i was the only one noticing all of this.
It's just.. he has a calming voice with this calming music n all.. but why I gotta keep seeing my mans fall off the skateboard
Crash isn't balanced very well!
This video explains why I ALWAYS play as Crunch... Oh wait. He is my favourite character!
> Rayman 3 music in the Background
I love how you went on cortex castle to test accel stat as i did on the og with ram adresses years ago lol. Same conclusions too as accell is useless as fuck, my goodness it felt so weird
I fucking knew it. I just fucking knew something was up ever since I got this game from launch date. It didn't make sense to me at all seeing that there's a huge fucking roster and yet they have similar stats to each other. It really didn't make sense to me because usually when this kind of stuff appears it means that the kart customization affects your performance on the track similar to Mario Kart and SASRT, but it didn't. It was all cosmetics. Now this vid comes up and proves my guess. Thank you for releasing this. Thank you. Right now, what they need to do is balance the roster is such a way that any character class could go toe to toe against one another because right now it's obvious that people are relying a lot on the speed class to win. I don't have a general hate towards speed classes because I also use them, but my concern is how other characters are being left in the dark because of how much they put you at a disadvantage thanks to the unbalanced stats. It kills the point of having a huge roster when your eyes are always set to look for speed types just to win. Sad.
"I'm not playing around with minors - these are MAJOR ideas" jesus christ fuck that was good
I haven’t played Spore in years and immediately recognized the space song.
Make everyone all speed! The game plays way better as speed characters but your points are extremely valid great video hope the devs see it
In other words I want to use more characters in time trials zam!!!!
The only thing that confuses me somewhat about these stats, are that in the original CTR the fastest speedrun in the world is by a dude that played Coco in every race
Accel is a lot easier to be consistent with through the entire track list. Also in CTR99 the lower speed stat made no difference while holding USF, so speed wasn't quite as powerful.
To take shortcuts as well with the turn characters you have to keep a good speed going, whereas with speed characters you can power slide twice and take all of them
Can we get a tier list of potential good characters?
We dont often see eye to eye, but this is something I notice as well
Also all characters had the same speed when they reached USF in the old game.
True.
Updated CTR for Halloween event, and the game now has Driving Styles similar to the engine choices in Sonic & Sega All Star Racing Transformed.
Great job! Thanks!!! ❤️
I'll admit I've heard people mention Mario Kart's method of tying stats to kart parts and honestly I am NOT a huge fan of that, since it really limits what customisation options I can mash together if I am forced to choose what will instead be more effective for my play style. However, probably the first time I've seen someone mention All-Stars' stat enhancement items and I think that's actually a good alternative that still may provide decent buffs while also not effecting your preferred kart look.
All in all good video, I'd say.
Thank you! I would prefer engine mods for the same reason.
All i understand from this video is.
Tiny is the meta knight of CTR NF.
Ripper roo is turn class
Ripper roo my favorite character to play as
Sadness noises
I know right? O~O
Should’ve said goes insane (or n-sane)
I have been playing with balance class for so long time actually thinkin it's speed stat is better than the acceleration, they are a lie? WTF?!
Where can I find "more real" stats for some of the other characters? Especially all the ladies. I'm having a more difficult time than I did with the original '99 version.
I need all the help I can get!
All of the characters fit into one of four classes of stats. Beginner, Intermediate (All-rounder), Intermediate (Acceleration), and Advanced.
So Ami = Advanced, Megumi = Accel, Liz = Beginner, Isabella = All-rounder
@@jc66266 So Ami is advanced meaning she has top speed? and the beginners you say are incorrectly labeled as such.
I had thought they're were 2 characters you showed that have "the same" stats but you labeled them with different more accurate stats. my bad.
So anyone with 1 of those 4 stats would be automatically really what you changed on the bottom?
I'm looking for a recommendation for online so I may be able to place on the podium at least once. I'd be happy with 3rd place. I've only managed to place 4th at best.
@@mickael486Yeah, the bottom values are the right ones, so Ami has the highest speed.
I recommend acceleration class as they're overall very strong.
There's plenty of guides on CZcams, but here's my list of the important things you need to know. Practicing in time trials (or even adventure) is very useful for learning, too!
- *Powerslides.* You can hold inwards or outwards to make a powerslide tighter or looser, so on straights you want a looser slide. Powerslide through the whole track, on straights as well as corners (extremely tight corners are the exception). The third powerslide is a bit stronger, so chain together triple powerslides one after another if you can. Aim to hit every powerslide timing in the perfect range at the end, not before. When you powerslide, an invisible reserve meter fills up a little bit. Reserves drain constantly, but you can counter this and even build reserves by perfect powersliding regularly. If your reserves drops to zero, your fire level (essentially your speed) will drop.
- *Maintaining fire.* Build up your reserves (they don't have a cap!), touch the boost pad at the end of Crash Cove lap 1, and continue building reserves to keep yellow fire speed for the rest of the race. Avoid walls completely, since touching them will kill your reserves. Of course you don't need to hold yellow fire the whole track to beat N. Tropy's time trial ghost, but that should be your goal.
Pretty important stuff:
- *Racing lines.* Take the inside of the track, using the direction of your stick (left or right) while sliding for control. Don't corner walls too tightly so that you'll hit them, just make sure you're not taking the track too wide.
- *Shortcuts.* Many shortcuts are going to need a high speed to do consistently. Sewer Speedway you want at least red fire when you jump. For Blizzard Bluff's lake jump, you'll want to keep the yellow fire from the first boost pad by building reserves (actually not too hard if you do this). Some shortcuts are difficult with low payoff, don't bother learning until Oxide (Blizzard Bluff fence jump).
- *Offroad shortcuts.* Not all necessary, but all are useful. Coco Park's corner before the tunnel can be skipped by building reserves and spamming jump over the hill. Roo's Tubes mud ending can be skipped like this (nice and easy). Tiger Temple's big grass patches, etc.
- *Priorities.* Powersliding and racing lines are prioritised over hangtime boosts. On Tiger Temple for example, don't go out of your way for the big stone ramps.. Stick to the inside of the track and focus on your perfect powerslides.
More advanced stuff
- *Holding blue fire.* Works the same as holding yellow. It's quite difficult on tracks with only a few blue fire pads. Build reserves, touch the boost pad, keep building reserves. Avoid walls.
- *U-Turn.* To take turns with blue fire, or take tight turns like the Dragon Mines spiral, use u-turns hops. Jump, then simultaneously release accelerate, and hold *d-pad* down+side. Just after that, hold brake, be sure to press jump when you hit the ground to keep it going. When you want to exit your u-turn, release brake and then release down. Note that the order is important because if you are on the ground and are holding brake without also holding down, you'll lose fire. If you're getting big air and want to u-turn, don't bother spamming jump.
Hope this helps!
Thanks to this video now I know that I should start using Tiger if I want to win some races online
I wish more people could see this video and share it...