Need for Speed™ Rivals

Need for Speed™ Rivals

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Pursuit Tech Summary
By Wet Valley Mayor
A summary of each of the pursuit tech, their characteristics, and what (directly) counters them.
   
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Electrostatic Field (ESF)
Traits:
  • Generates protective field around the car.
  • Inflicts EMP-like damage when colliding with another car.

Counters:
  • EMP: takes the blow when EMP strikes.
  • Stun Mine: destroys the mine when run over.
  • Turbo

Countered by:
  • Spike Strip
  • Jammer
Shockwave/Shock Ram
Traits:
  • Physically pushes anything with a force.
  • Shockwave: weaker, but 360⁰ range. Racer only
  • Shock Ram: stronger, but front range only. Police only.

Counters:
  • Spike Strips, by pushing them away.
  • Roadblocks
Electromagnetic Pulse (EMP)
Traits:
  • Locks-on to a target within the range.
  • Inflicts damages when fired.

Counterd by:
  • Jammer
  • ESF
  • Spike Strip
  • Turbo (if activated early enough)
  • Evasive maneuver
Stun Mine
Traits:
  • Plants mines firmly into the ground.
  • Delivers EMP-like damage when run over.
  • Shocks spread to nearby vehicles.

Counters:
  • EMP
  • Turbo

Countered by:
  • ESF
  • Jammer
Spike Strip
Traits:
  • Dropped from a police car or helicopter.
  • Punctures tires and inflicts damage.
  • Deflated tires affect performance and handling.
  • Semi-durable: they do not immediately despawn after being run over.

Counters:
  • ESF
  • EMP
  • Turbo

Countered by:
  • Jammer
  • Shockwave and Shock Ram: by pushing them away.
Roadblocks
Traits:
  • Blocks the road ahead with barriers, police cars and/or spike strips.
  • Anything that rams into the police car will crash.
  • Higher levels are multi-layered.
  • Near intersection, blocks the road in the direction of the player.
  • No cooldown between request.
  • If request was denied, the "ammo" will be refunded.

Breakouts:
Which racer will prompt roadblock units to begin chase.
  • Hot Pursuit: after the last racer.
  • Interceptor: after the target. Will ignore other freeroaming racers.
  • Freeroam: after any racer.

Counters:
  • Turbo

Countered by:
  • Shockwave and Shock Ram (requires proper timing)
  • ESF (somewhat)
  • Slowing down
  • Driving off-road
Helicopter
Traits:
  • Blinds racer with its spotlight.
  • Spotlight is visible from far distances.
  • At level 3, drops spike strips.
  • Patrol: follows the police car briefly, then preemptively drops spike strips.
  • Freeroam chase: prioritizes the racer being actively chased.
  • Hot Pursuit: follows the route and prioritizes the racer in 1st place.

Counters:
  • Turbo (delays the racer from entering the cooldown mode of the pursuit)

Countered by:
  • Avoiding its spotlight.
  • Wrecking the police unit that calls it.
  • Jammer (spike strips only).
  • Shockwave and Shock Ram (spike strips only).
Jammer
Traits:
  • Disables all pursuit tech and minimap.
  • Blurs the vision of vehicles.

Counters:
  • Everything, except already deployed roadblocks and helicopters (still jams the spike strips).

Countered by:
  • Attentiveness: checkpoints, healthbars, heat levels, and GPS green road arrows will still be visible during the jam. Radios will still work.
  • Map knowledge: dispatch will announce any racer that triggered a nearby speed camera. Nearby police units may announce the name of the road they are at.
  • Helicopter: it will still follow the racer with its spotlight.
Turbo
Traits:
  • Provides sudden and very rapid acceleration.
  • Cannot be manually stopped when activated.

Counters:
  • Any close-range pursuit tech, by evading them.

Countered by:
  • Primarily Roadblock and Helicopter
  • Any pursuit tech except Jammer
  • Any hard impact