![]() ![]() Level 1 roadblocks consist of the relatively small and light Ford Shelby, which can be pushed aside somewhat easily when hit. This will have your vehicle suffer critical damage or be eliminated outright.Īs more racers hit your roadblock, it will be upgraded twice. A racer who hits a roadblock vehicle directly will either crash, or otherwise be rear-ended by the cop who triggered it. To evade a roadblock, you must aim for the aforementioned gap, evade it using a shortcut (roadblocks never appear on shortcuts) or hit a roadblock car on its front or rear to push it aside. No matter its size, there will always be a gap barely large enough for racers to pass through. The roadblock's function is straightforward - to force the racers to thread the needle in between the roadblock vehicles. The roadblock will appear on the minimap of the police players but not for racers, unless they use the jammer. Note the gap on the right.Īvailable for police players, triggering a roadblock will have a bunch of police cars (and other cosmetic-only items) materialize in front of the racers (unless a racer is far enough ahead of the cops). Level 3 is unlocked at 50 successful spike strip attacks. A level 3 spike strip deploys two spike strips at once, further increasing the chances of a hit however, the game considers them only one spike strip, and once one hit is scored, both spike strips disappear. A level 2 spike strip has an increased length and deploy time, making it far more difficult to dodge. Jammers can also cause deployed spike strips to magically disappear.Īs more cars hit your spike strips, the spike strips will be upgraded twice (separately for cops and racers). Never drive directly up against a vehicle that has not used a spike strip in a while. Racers may freely spike strip the cops to shake a pursuer, or each other to try to cross the finish line first.Įvading spike strips can be challenging, but keeping a healthy distance between yourself and a target vehicle can let you evade them before they're launched. When playing as a cop, ensure you do not accidentally spike one of your teammates. However, spike strips do NOT discriminate friend from foe in the case of cops. Spike strips are colour coded based on who launched them: racer spike strips will flash with red lights, while cop spike strips will flash blue. A level 2 EMP will have a decreased lock on time, while a level 3 EMP will have both a reduced lock on time as well as increased damage. ![]() Spike strips also work to disable an EMP lock on.Īs more EMP hits are scored in either singleplayer or multiplayer, the EMP can be upgraded twice (separately for cops and racers). Handbrake turns nearly always guarantee an escape from an EMP. You can also force the target vehicle to overshoot you, as the EMP can only lock onto targets in front of the targeting car. While cops can only lock onto racers, racers can lock onto cops as well as other racers.ĮMP lock ons are most commonly countered as a racer by using the jammer, which interrupts all equipment use. The EMP itself also does a considerable amount of damage, and successive hits (or an EMP strike against a weakened opponent) will usually wreck them and eliminate them from the race.ĮMP is available to both racers and cops. So long as the target is locked when the EMP goes off, the target will be struck with a hard push that can cause them to lose control. The EMP does not fire a projectile, and instead invisibly impacts the target with a shower of sparks. The EMP will fire, valid target or otherwise, after 3-5 seconds. If the target evades, the reticle will turn white. So long as the reticle remains red, the target is locked. Triggering the EMP creates a lock-on reticle in front of your car. The electromagnetic pulse is a forward-firing weapon used against a target in front of you.
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