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Need for Speed Hot Pursuit Remastered - Guide to Handling Mechanics and Vehicle Recommendations

Written by USS Alaska   /   Nov 17, 2020    


An introduction of HP2010/Remastered’s handling mechanics, and the best TA cars for each tier.

Handling Mechanics and Vehicle Recommendations



Brake to Drift



The most characteristic and vital part of the handling system, this BTD seems mostly like an improved version from Burnout Paradise and also looks similar to Ridge Racer series. However HP2010 emphasizes feelings of weight of the cars, and initial turn-in is quite slower. Anticipating when to initiate the drift is the key to control your racing line.

And there is the rubberband model of drift speed. The larger your angle is, the lower your speed will be. Different cars have different drift angle for the same actual steer angle and different cornering speed. If you can complete a drift without touching your tail to anything else (that will immediately cancel your drift), when you are nearly ending the drift you will be doing 90%-95% of your entering speed, or ~20-30kph lower. The rubberband effect when you reduce your drift angle will cause your car to accelerate rapidly, perhaps even faster than cop nitrous. Which means your speed largely depends on how long you can maintain your drift out of a corner, and the power of your nitrous.

Release and Press Throttle key again on keyboard, or lightly press brake trigger on gamepad to minimize speed loss to initiate a drift. Consider a pull of handbrake in a drift when facing tight corners.

Skilled drivers will time and use up their nitrous right before starting a drift to maximize cornering speed.

Crashing sideways into traffic/road block while drifting will not affect your speed very much, as it will recover in a magic fashion. Exploit it to your advantage.

Nitrous and Gears



All nitrous seem to be constant in acceleration instead of power (in physical sense), thus it is best to use them at mid to high speeds.

Nitrous is gained by: drifting (regardless of angle, favoring small-angle drifts), Racer driving oncoming, near misses (oncoming near misses don’t count for cops), and taking shortcut. The gaining rate seems to be constant across all cars.

All police cars share the same nitrous, which is very powerful but used up quickly, and cannot reach top speed. However they are also free from many behaviours in Racer variant.

Racer nitrous differentiates from car to car in power. It can reach the same top speed as Turbo if used long enough, but:

  • Takes a second or so to reach full power (Avoid spamming nitrous button).
  • Is wasted in the intervals of gear changing (Thus generally cars with less number of gears will perform better under nitrous!).
  • May push the revs higher than usual at the same speed, causing earlier upshifts (It is impossible IRL but this game’s rev counter does not correspond to actual engine speed.)
  • Becomes a problem because the overdrive gears many cars have. These extra gears make sure that every car of the same tier will have comparable top speeds under nitrous/Turbo (280/310/350/380/410 for T1-5 respectively). However many extra gears will make the car slowing, and cannot downshift until below the redline. T4 Murcielago/Reventons and 911 GT3 RS are some examples that suffer greatly from this.

TA Best Cars



Mostly the choices for WR attempts IIRC. Some cars in Cop can be much faster than Racer variant due to improved nitrous and top speeds, and the cars with very high top speeds in Racer will be nerfed in Cop.

For hot pursuits you may need to consider something more durable!

Tier 1

Mazda RX8, Porsche 911 Turbo

  • RX8 has decent top speed and a seamless drifting handling, even capable of straight-line drifting, but turn-in is slightly slower. 911 Turbo has great nitrous, only 5 gears and highest top speed in class, but its drifting is trickier.

Avoid Evo X.

Tier 2

Maserati GranTurismo S/GranCabrio, Carbon E7 (Cop exclusive/removed in Remastered)

  • This class is perhaps the most balanced one, the Maseratis are not vastly quicker than anything else. Carbon E7 has very high top speed even among the cop cars.

Avoid Challenger, 8C Competizione hardtop.

Tier 3

Mercedes-Benz SL65 AMG Black Series, Aston Martin V12 Vantage/Porsche 911 Speedster (only in events w/ highway/many long straights)

  • In capable hands, SL65 can do times that can rival the best of T4 cars. V12 Vantage and 911 Speedster have absurdly high top speeds under nitrous/Turbo (380+kph), can even beat SL65 in straight lines.

Avoid Panamera.

Tier 4

Dodge Viper SRT-10 ACR, Mercedes-Benz SLR 722 Stirling Moss (removed in Remastered)/Lamborghini Diablo SV

  • ACR has the best cornering speed in the class. It has overdrive gears but downshift point is at ~335kph so the loss can be mitigated. Stirling Moss/Diablo SV are better at high speeds.
  • Porsche Carrera GT, Pagani Zonda Cinque are much better in Cop for enhanced top speed and nitrous.

Avoid Ford GT.

Tier 5

McLaren F1/Gumpert Apollo S, Koenigsegg CCX

  • Both F1 and Apollo S have great cornering capabilities and rocket nitrous. I’m not good enough to determine which is faster though.
  • CCX can retain its speed at 400-410, makes it faster on long straights, and the fastest for Seacrest Tour.
  • Koenigsegg CCXR Edition, all versions of Veyrons have very poor nitrous in Racer. They can be actually relevant in cop versions.

Avoid Agera.

Written by USS Alaska.