So even great or epic parts will probably have worse performance than the original parts you'll start the new season with. When you design a part in pre-season the game still uses last season's base performance stat. In case you didn't know, you can access part design through in the "home" tab during pre-season. It's incredibly useful for designing what I call "experimental parts" in pre-season. 2 days development time for every million spent is another good one. For an end of season push I also like the instantly upgraded max performance component. I'm a very big fan of the -1 risk and creating a duplicate part. Like Froz I will happily choose a lead designer with a great set of known components over one that only has good stats. Part fixes don't come up for it to be an essential skill and since I don't often neglect the mechanic's knowledge traits I don't put much stock in the chemistry trait either.ģ. With mechanics I look at pit stop skill, their concentration and either reliability or performance. And since her poor wing stats negatively impact her star rating she's a real bargain. She is awful at wing design, but quite good at everything else. When you're competing in the ERS wings are spec, so your designer doesn't need to be good at aerodynamics. ![]() I think there are circumstances where certain attributes are worthless. That said, I usually pick stuff like race trim and tyre performance over any of the mechanic unlocks.Ģ. I also look for better reliability and pit stop stuff. I agree with all the others about useful mechanic unlocks.
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