I think race length should affect XP modifiers. I like the idea of lengthening races, but with no extra XP as an incentive it's kind of pointless.
After lot of playtime I really think AI should be made less ramming-aggressive in Hard/Very Hard modes.
There is no purpose in having Mechanical Damage enabled in Street races because there is no way you can get alive out of the carnage.
And without Mechanical Damage the motivation for clean lapping becomes very low.
Still an amazing game.
I went from CSW to G25 and I am having a blast simply because I feel no remorse in killing G25 (smaller rim diameter also benefits the speed of steering).
After trying the game with CSW, CSR Elite and G25 I still do not understand the Rushy's point regarding wheel support. I am using Multiturn, Wheel weight on 50% and altering steering sensitivity from 2-4, depending which type of cars I am driving (all in default 900 mode). Everything is damn good like that IMO
I just tried Endurance for the first time and I think I'm close to being done with this game
Do the AI cars suffer from tyre wear in endurance?
I think that is a bug and is supposed to be addressed in a future patch. Loore made a note of it in a previous post iirc.
For the sake of your own sanity, reduce the Difficulty by a notch for Endurance (so if Medium -> Easy).
Ravenwest is even more hax in that discipline for some reason as compared to the other race types.
I think they do, at least I think they are getting slower to the end of the race because of that. But what is more important is something else IMO:
Do AI cars suffer from mechanical damage if my car suffers from mechanical damage?
If they would endure mechanical damage in the same way player's car endures it, it wold make much more sense.
Without their mechanical damage - and I am 99,99% sure they do not endure mechanical damage - complete idea of mechanical damage as handicap (challenge) becomes irrelevant, since they can smack me and whatever they want without any consequences and nothing I do can compensate for that.
Saw this picture on the Steam forums titled 'Easter Egg':
@CodiesLoore - care to explain why the dash reads '80085' ?When I was at school this was how one spelt boobs
You guys wash your mouths! Endurance and Open Wheelers are the best part of this game. Street and tuner sucks. ;D
Saw this picture on the Steam forums titled 'Easter Egg':
@CodiesLoore - care to explain why the dash reads '80085' ?When I was at school this was how one spelt boobs
Get the feeling that's an artist having some fun...
One thing I can say about this game is that multiplayer is fun as hell. I didn't have no issue with rammers and it was pretty chill.
I remember totalling AI cars, felt great.
I've also noted that one or more braking marker boards are always smashed at the start of a practice session. Any reason for this?
Yeah it seems like damage is something for online racing because the AI cars are invulnerable jackasses who don't care about professionalism or have any need to worry about their own survival. That is one not very "authentic" thing that has come into view over time.
Hahaha!Get the feeling that's an artist having some fun...
I find both of them very fun as well. The sense of speed when you're going 170+mph down a narrow track on a street race is super intense and can't really be matched in the other disciplines since the courses are much more open.I think I'm a bad person because I'm enjoying street and tuner the most
Everytime I start a practice or a qualifications, I will always have a TON of advance on everybody else for every sectors (purple times often -2 or -3 seconds even) but then when I pass the start/finish I will be very close (inside one second). I can't be that bad in the last sector of every single track can I? This is only for the first lap. After that I will be improving (or not lol) on my own time.
Let me explain this with an example:
You start a session, best time so far is 1:30.00
You pass the first sector, split says you were 2 seconds faster.
You pass the second sector, split says you were 3 seconds faster.
Meanwhile, Nathan McKane finishes a lap in 1:27.5
You pass the finish line, your lap is 1:27, split says you were .5 faster.
Sure but that's ridiculous that it's happening every single practice or qualifications.
Have a read of the CM blog: http://blog.codemasters.com/grid/06/launch-day-is-almost-here/Have there been any hints at what's coming up in the expansions?
Car Packs:
Car packs are exactly how youd imagine, they include new cars for the game and weve currently got three of these planned. Integration of the car packs is something that we know is hugely important to you, and through the feedback youve given us were confident that you wont have any issues with mismatched compatibility. If you have a car pack and a friend doesnt, youll still be able to race together and more importantly, see each others cars.
Mini Expansions:
Again, from the feedback we received we know you dont like individual tracks being made available for DLC and you also told us that you prefer content that adds to both the single and multiplayer experience, so weve done just that for GRID Autosport.
There will be three mini-expansions for GRID Autosport and each will have a specific theme surrounding it. The mini-expansions will each include a selection of new locations, some will include new cars and in some cases new game modes entirely.
Each mini-expansion will also bring with it a brand new addition to the single player experience, so while youll be able to take your new content online, youll also be able to play it offline.
Have a read of the CM blog: http://blog.codemasters.com/grid/06/launch-day-is-almost-here/
The Steam Store says 8 Content Packs at a cost of $29.99 USD/AUD or £23.99 so they'll want to be pretty damn good additions. For reference I paid £14.96 for the limited black edition..
Have there been any hints at what's coming up in the expansions?
I've got a blog article sat ready to go which contains the names of each pack, from there it's not to hard to deduce what will be in them.
Fans of Touring will be happy.
I've got a blog article sat ready to go which contains the names of each pack, from there it's not to hard to deduce what will be in them.
Fans of Touring will be happy.
It's passable at best. It's quite clear that the game's steering is optimised for the short throw of an analogue stick. The steering only feels 'correct' in terms of response if I set my wheel to 270 degrees. If played at 900, I have to fart around with the saturation or linearity sliders, which again only feel right once the steering is responding 1:1 in that 270 degree range. The only benefit of running a higher lock is that you don't get that jarring 'soft lock' at 270, but otherwise it's the same. I hope one day Codemasters make a game with proper 900 degree support.After trying the game with CSW, CSR Elite and G25 I still do not understand the Rushy's point regarding wheel support. I am using Multiturn, Wheel weight on 50% and altering steering sensitivity from 2-4, depending which type of cars I am driving (all in default 900 mode). Everything is damn good like that IMO
It's passable at best. It's quite clear that the game's steering is optimised for the short throw of an analogue stick. The steering only feels 'correct' in terms of response if I set my wheel to 270 degrees. If played at 900, I have to fart around with the saturation or linearity sliders, which again only feel right once the steering is responding 1:1 in that 270 degree range. The only benefit of running a higher lock is that you don't get that jarring 'soft lock' at 270, but otherwise it's the same. I hope one day Codemasters make a game with proper 900 degree support.
Not that good, and am I the only one who thinks that the game looks worse than Grid 2? (on PS3)How is PS3 performance?
Not that good, and am I the only one who thinks that the game looks worse than Grid 2? (on PS3)