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Disregarding the subjective stuff like the UI & comparison to RO1, allow me to elaborate on your Fuji race experience.
Let me first say that the AI does not rubberband nor was it ever a thing in the Redout series.
The opening tutorial about boosting teaches you how to boost and how to hyperboost, but what it doesn't tell you is that you can stack them together and perform a double boost. If you're not doing that, races will be brutally difficult. If you stack your boosts, you'll rocket ahead of the AI. Hyperboost is rarely used on its own, we almost always double boost when our hyper is up.
Lets talk more about the AI showing up outta nowhere at the end. As I said before, there is no rubberbanding. Instead, the AI routinely boosts through certain track sections to gain a lot of speed. We call these boost patterns; as boosting in some sections yield higher speeds/more distance than others. While the AI is not doing the meta patterns, they do operate in such a way that their pattern can overpower a new player if the player is not double boosting and/or not placing their boosts in good locations.
With all that being said, there's nothing regarding the AI/difficulty that needs fixing. There was a difficulty issue after release, but the difficulty was already toned down once in a prior patch.
There are ships that are more tolerant to heat. Boosting/overheating is tied to two stats.
Durability which influences your max hull and heat gauge. More durability = more hull, faster cooling, and more resistance to heat aka slower overheat.
Thrust is the other half. Thrust affects how potent your boost is and how much heat your boost generates.
With this in mind, a ship with low thrust and high durability will be able to boost for a long time. While it won't win on a short straight, it can make it up over a longer distance.
^This sounds ideal, but the lack of boost potency will become detrimental as you move up. So the name of the game is to balance your ship's durability/thrust ratio to give yourself enough boost potency to stay fast, but enough durability to offset the heat generation.
The AI that was boosting forever probably had a stat combination that favored high dura/low thrust which can be magnified by the ship's base stats as they each have a different base distribution. (This magnification will get smaller as you move up and base stats become less impactful due to better part selection).
I don't have a video of the Fuji trial specifically, but I do have this which shows the same track in an event not much further than the trial. The AI is set to nightmare for me, but you should be able to see the pattern I used on Rainbow Forest.
https://youtu.be/7XcRPYs4780?si=moyJlcUCMBFeStUi
Yes, you can cancel the hyper one of two ways b/c the button is a toggle, not a hold like normal boost. Either tap the hyper button again while it's running, or tap the brakes to cancel it early.
Cancelling a hyper early reduces the cooldown and will let it become available again sooner. The cooldown can range 6-12 seconds depending on how long you let it run.
Best to make sure you're at full hull and a near emtpy heat gauge before double boosting, especially early on when the ships are fragile.
Debatable. Both games have their strengths and weaknesses. If there's anything the majority of the community agrees on though, it's that RO2 feels more like a side grade rather than a successor/sequel to RO1.
I'd say the first game had better tracks and music, but not much else
Obvious exaggeration on the ridiculously unfair aspect and the 45 second boosting. But if it's not for you, it's not for you. RO2's not for everyone.
Noticing your 1hr in RO1 and 1.3hrs in RO2. I think early judgements were made, but that's just my opinion. Maybe you can give RO2 another shot in the future once you complete and master RO1. For now, RO1 has a plethora of content and I highly recommend the DLC's as they get integrated into the main career if you get them early on.
There's a way to try the DLC's without buying them too. If you join a lobby and the host has the DLC, they can take you there without you needing to own it. I have em all so if you want to experience the RO1 dlc's before committing to a purchase, feel free to hollar.
The right control and assist setup can help a lot.
Best parts of 1 is the track pieces variety, no cylinder or pipes in 2 (only the beach DLC has a pipe), rest is subjective.
Overall RO2 is significantly harder but feels more rewarding.
Again, I'll continue playing, as there's plenty of enjoyable games that don't exactly make a good first impression. At the very least, I'm finally over the extremely limited amount of rumble feedback R01 implemented.
But as things stand, as messy and scattershot as RO2 can be, it's still beating RO1 in my world on all metrics, plus it made a much better first impression on me. The game bursts right out of the gate with its hard-as-nails moments, and satisfying handling physics. RO1 will have to do a lot more to earn my adoration.
Italic: I'm talking about RO1
Bold: I'm talking about RO2
glhf