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[Forza] Thread Has Hit A Tire Wall
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That was so damn weird. I had a few times where I tried to ram him off the road and I shoved him a couple of feet and then presto! he was on the other side of my car as if I just went through him.
"The Xbox One is always recording the last 30 seconds of gameplay, Penello said. At any moment you can say: "Xbox, record that" and it'll grab the last 30 seconds. Technically, that's happening through a feature called Game DVR."
We chucklefuck now.
My favorite one was i tried to pit him, he didn't move at all, lagged through my car spinning me out, teleported way back behind me sideways as though the pit worked, and then warped way up ahead as though nothing happened.
Internettttt!
Besides, I had seen what happened when Stew tried to protect him at a closer distance and I didn't want my Bentley punted across the course.
Why do you keep lifting?
BECAUSE IM BEHIN MICHAEL
*CRASH*
SEE?
It was somehow both appropriate and completely inappropriate at the same time that our last Forza 4 SBC race was largely clean (save for what I'd say is now obviously a lagging-Veevee-induced spin to poor wrong-division Kilonum). If Michel's car hadn't gone squirrely late for some reason and forced him to DNF, it would have meant 15/15 finished an SBC 'ring race, which would have just been too much.
I don't know if my car sucked extra hard this season or if I was just especially terrible at driving. I certainly didn't have as much fun as other season because I was mostly hot lapping at the back of the pack this season.
Sliding scale PI reduction, i'm telling you. Every lap after midpoint you have to overrev your engine so you lose horsepower.
I prefer the forced pitting. It seems like every time 1st place is over 2k* feet ahead of next place they should be forced to pit
*adjust for whatever distance works out.
Also, congrats, Joe!
Hey thanks ebo! I guess this is what happens when I try to race instead of run into everyone...
Anyway, I'm good to keep doing series in FM4. I've got a few ideas for series with some cars that are pretty balanced.
Didn't some asshole end up finishing like 4 minutes behind the winner or some shit?
Because you guys all did so well with big cars :P
SBC '13 Season 5 - Group 2 Championship for Poor Cool Guys
Don't be too aggressive is the long and short of it. Divebombing corners and various other dick moves like that are never good.
Also do as I say and not as I do. :P
Still getting an xbone (can't wait to play battlefield and destiny) and I'll probably still get this title, because bathurst. Just not as excited about it really.
I found out today my work schedule's changing a bit, though, and my availability at 9 PM on Thursdays will be questionable.
I'll certainly set up a car and join in since I imagine turnout for the 5 club might be slow to start up if we don't get more lurkers and/or new blood to join up. After the 5 club gets going I figured we might also go through the "what night works best for everyone?" process again, see if we stick to Tuesday/Thursdays or change stuff around for those joining us in Forza 5.
I can't help but feel like we need Road America and Infineon in there somewhere. Otherwise, awesome.
I got it now too~
Also, the 28th is Thanksgiving, not the 21st.
good idea
With regards to steering lock, it already behaves this way in F4, although it could be more pronounced in F5. There are lots of times where you will turn better if you don't max the stick to one side.
Oh no, my secrets. <_<
Perhaps I can interest you in my meager selection of pins?
If only i had the dexterity to do such a thing. Lock to lock hooooooo and this is why i can't play sim steering.
Thanks! That all makes sense, and I'll be sure to follow your example 100% of the time. I can't wait to get my hands on this, in fact I've been playing some Forza 4 this week for the first time in ages because I'm so excited.
I played for a bit this week. Unfortunately I'm not experienced enough to answer your questions. However the left rumble trigger actually seemed like it could be useful. I felt like I could feel the traction in my tires. So like if I went around a corner and was losing traction I felt it. It's a strange feeling, and I think it will take some getting used to. I do think that could be meaningful feedback though.
When Forza 4 came out, the first thing I did was turn all assists off and turn sim steering on. At this point, I legit just cannot drive with sim steering off; every car understeers so much with normal steering that I miss every single turn. Sim steering makes mistakes a whole lot more punishing, but it's a lot more satisfying to me.
Would you guys recommend i do this to get ready for competitive racing? What's the ettiquite for difficulty level in these things? The A.I. seems pretty easy most of the time, and I'm sure I'll get destroyed when I start racing all of you. But I'd like to minimize the amount of time I'm being embarrassed.
I'm not sure if I would. I would recommend playing with the assists off because it just plain makes you faster and forces you to learn proper driving techniques, but sim steering is a bit of a different beast to assists. I can run super competitive laps when I'm alone on a track thanks to how much sim steering makes my cars oversteer (loose is fast!), but if you're in a race and mess up, or if someone else messes up and hits you, sim steering really makes it a ton harder to recover.
While I also turned off pretty much everything when I start the game, I don't recommend it for everyone. It should really depend on your own comfort level, and you should come to grips with the general feel of things before you really start messing with them unless you're okay with making large mistakes. I mean, rewind is a thing, so leave that one on while you turn others off.
If you don't already use manual shifting, that's the biggest one to work on because it'll have the biggest impact (seconds a lap, often times).
ABS is usually pretty easy to dump, and teaches you some finesse in the triggers.
TCS and STM can help a lot with certain cars, but ironically they'll also slow you down in the process. In F3/4 they weren't hard to live without, but obviously I can't speak to a game I haven't played yet, so that's a bit of trial and error.
I guess that's about it ...
Perhaps I can interest you in my meager selection of pins?
This. Outside Auto-Brake and Assisted Steering (those are... unhelpful, at best), just go with what's comfortable to start. You'll be more noncompetitive if you spin out every turn and crash into a wall every lap than you'll ever be with ABS, TCS and STM. There were several of us who started out using auto transmission and slowly transitioned to manual as well. Worry about finishing races first, finishing well later or never-at-all-only-care-about-having-fun, which is really the best way to do it. At least in our lobbies, we never force off any assists if people want to use them. It also sound like in 5 some of the touchier cars are now more dependent on TCS and STM, like they are in real life, but who knows what it'll be like after tuning/getting used to it at this point.
Sim steering, at least in 4, is an entirely personal thing. Like Cube, I've had it on Sim since 4's launch day, can't deal without it, some people can't play with it on. Unlike the other assists, it doesn't slow you down either way.
The accel and braking lines can help with that initial learning of the track but you should be able to drop those after playing a while, I personally think they are useless because they are way too conservative speed-wise and are also not always the fastest line either. And in close racing, your view of the line may be obscured or you'll be too focused on it to pay attention to the other things you should be worried about, like what the other cars are doing.
Traction control is pretty pointless on anything B class or lower, you aren't going to have enough power for wheelspin to be uncontrollable. And once you get used to it, you can start dropping it off of higher classes too.
ABS I'd recommend turning off on everything after you get used to the track lines. ABS is ok for learning, but you'll have overall longer braking distances with it on and with the tuning options it's pretty easy to get your brakes set where you can modulate them well even with the gamepad without excessive lockup.
Stability control is also good to keep on while learning because it will help prevent spinouts, including those caused by no TC. But once you get some semblance of car control, it's again kind of pointless and will only slow you down.
Transmission wise, I'd say leave it on auto so you can focus on all the other things first. Once you have all that down, then add in the additional complication of gear changes.
Just leave the rewind on. Money's easy to get so the penalty is not noticeable and you'll just hate yourself for having to restart races all the time. Just remember that it's not there for online races.
We run sim damage all the time, so I suggest you run it at all times as well. Having damage on will train you to avoid excessive contact with other cars. Damage will slow you down and aero damage can't be fixed by pitting, so you want to avoid contact as much as possible. If you hit someone, you could be taking 2 or more people permanently out of the race.
For Sim steering, go with whatever feels better. It's intended for those with wheels, but some like it with a controller too.
As for AI, start on medium. Once you start winning consistently, bump it up to high or pro or whatever the highest is. When you can win or podium most races, and without excessive contact, you'll be decent enough to race people without being stuck in the back. I say most, because going from 12th to 1st in like 2 laps can be a tall order sometimes. If you can't podium against the pro AI, you probably won't be competitive in online races, but we won't turn you away. Well, unless you're so bad you're wrecking people all the time. Only way to usefully practice against AI with the same cars we are running (custom PI limits) is to set up a private online race and fill the lobby with bots. Custom PI limits don't play well with singleplayer.