Usually by applying more throttle you would actually prevent oversteer, not induce it, just as long as you're not breaking rear tire traction, so what you're saying actually makes sense compared to reality. If you want it to oversteer, then lifting the throttle, more often than not would be what you want to do, since that would shift the weight forwards.
I only half agree with this statement Paul. Certainly lifting the throttle is a great way to get the car rotated, and I think rf2 does the best job of all the sims at changing the line of the car based on front/rear weight distribution. But lately, it's been bugging me to no end having the front of the car rotate inward under very light power. I am not here to question the realism of this or question the physics, I am simply saying that it's hard to get a feel for and somewhat unpredictable.
I will use the caterham 7 as an example, only because I have been driving it heaps lately (and other isi cars tend to do the same behavior).
Imagine you are turning into a corner, the front tires are well within the limit, you apply a bit too much throttle, and at the exact same time you feed in counter-steer. You'll get into a fairly stable, easy to control slide. No worries.
Now imagine the same corner, but now the front tires are at or slightly past optimum slip (at this point with very low caster settings, the ffb would have dropped away). You apply only very light throttle, and the front and rear tires seem to break away simultaneously, the rear steps out, and the front of the car rotates toward the inside of the track. To make matters worse, the counter steer which worked so well in the first example is now making things worse, the more you counter steer, the more the front of the car seems to 'tuck in' toward the inside of the track.
I've watched many 'racing fail' you tube videos, and I'm not questioning the realism here. What I'm saying is, if you push the front tires too hard in rf2, it punishes you severely. For example, all other things equal, if you have turned the front tires too much, the simple act of dialing out steering input can cause a gain of grip at the front and cause over steer, which is basically impossible to correct.
In a car like the caterham or skip barber, I can drive them like a mad man, sliding through entire corners etc etc and still getting half decent lap times. What I struggle to do is drive them quickly, while keeping the front tires within the limits. I find it harder to drive these cars smoothly and within the limits at reasonable speed, than I do sliding them all over the place and setting PB lap times.
My point in this long winded post is simply that I wish rf2 had a no nonsense way of letting the driver know when the front tires are at/over the limit, considering how detrimental it can be. Whether it be by improvements to the ffb or by using some kind of canned effect as an assist. Most people out there are running a g27 and imo opinion it's very hard to know when you've exceeded front grip/scrubbing, wheres in other sims its seems like it's a non issue.