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In a game where there's a neat focus on car cosmetics, having cars have what I can only describe as accidental performance differences, means that sometimes picking the car body you like is unnecessarily penalising players.
Also, Argumentum-Ad-Drift doesn't work, considering that slides are still effected by vehicle handling.
Hope they get a balance patch one day.
Your suggestions are way more game breaking than turn radius.
Not necessarily. The wheels you see and the wheels the cars could actually be using could be in different locations. Think of it like a set of real, invisible wheels and another set of visible, but purely cosmetic ones.
I disagree -
If cars are inherently imbalanced based on hitboxes and wheel positioning, then adding in vehicle-specific stats would at least build on that.
It's not easy to have a selection of vehicles all with their own attributes be balanced, but it would at least be an attempt at balance.
What we have now is a set of 3 or 4 cars that have an advantage, and the facade that all cars are equal because the devs haven't done so deliberately.
Statistically all these 'top' cars aren't all that great. There are some bad cars out there, but for the most part all the good cars are a compromise between statistics.
Majority of cars are perfectly viable for top tier play, but feel of the car, hitbox vs visual of the car and general look of the car play an equal if not bigger part than statistics.