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Everything posted by DRT-Apophis
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So I'm not the only one having left hand issue by playing with pad. After playing the game for weeks and literally 1-3 50% races + practice (4-5 on weekends) everyday, my left hand sore like hell while my right is still normal for some reason (just a bit tired) 25% is way too short for me and while I prefer 50% where the races are long enough to get reasonably mix up, it's indeed quite demanding in the long run, I predict 35%-40% would be the sweet spot.
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I noticed they push especially hard on the final 2 laps (103-109% Ai), attacking you with every given opportunities. Just a shame that if you're pushy enough they'll gladly back off (not on the straight though), or else, just imagine the level of tension if you're in a pack of cars on the final lap.
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Excluding practice/qualifying, I actually think the AI here overall are pretty damn great (Can't remember the last time I had so much fun racing in single player mode). Like you said, they just need to be more willing to fight against you in side-by-side situation through corners, then we'll have one of the best in the market.
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5 Small Items to improve long-term immersion in Career and MyTeam
DRT-Apophis replied to Metzgerov's topic in Suggestions
Oh no, so these doesn't change, now i couldn't unseen them. Please Codemaster, do something about this 😞. -
Is Bahrain really that bad? I've heard pretty much everyone said that the AI there is super op...but I've found that their only strong corners are turn 8 & 10, and I still often get decent result on my first season with 105% setting in race, 103% for qualifying.
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Things that I would like to see in this amazing My Team mode (Updated on 24th Sep)
DRT-Apophis replied to DRT-Apophis's topic in Suggestions
This, in most cases they acted more like moving obstacles that actively trying to ruin your practice program than anything else. And, interviewers need to stop acting as if Winter Testing never existed even if the game itself doesn't include that feature. I've included both suggestions on the list and added some details, great ideas! -
Just add a slider for each team so player can adjust their performance individually at the beginning of the season, it'll be a game changer. Imagine Williams being competitive again alongside Mclaren fighting Mercedes and Ferrari.
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Hard to put it into words, but I usually base on the level of vibration feedback coming from the throttle trigger, then apply my throttle and up-shift accordingly (Your thumb will start shifting up as soon as you feel the tire breaking traction, or stay in gear when you feel they could take the abuse...It'll become a second nature) One interesting part is that, sometimes running lower gears which then you shift later than usual (at high rpm) actually eases the wheel spin and made the car more controllable coming out of the corner. I do this in wet condition a lot, may be it's because the engine is more sluggish at low rpm, which results in less flexibility on controlling the torque output. Avoid disengaging the throttle completely when you feel the wheel spinning, try to stay on the throttle and only by adjusting the amount instead, you don't want to shift the weight too much. Able to point and position you car properly (straighten up earlier) which reduces the amount wheel application (turning) while exiting will also help. Everything is linked and needs to work together, can't just focuses too much on one aspect.
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That's odd, SC had been deploying fairly consistently for my MyTeam playthrough, almost at least one (sometimes 2) every race (Not just VSC), I run simulation damage (no mod), 50% race length and 103%-106% AI.
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I use pad without assist and 105% AI, it's very difficult at the beginning (I almost gave up at some point) but you'll get used to it after some practice, try to time you acceleration with gear changes, flexibly change into higher gears and don't use ERS too soon and straighten up your wheel (analog stick) smoothly at exit.
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Used to hate Hanoi, but after I started playing some bgm from the Cyber Formula anime (Devil's Heaven) while I'm chasing down someone, that narrow but super-long straight became my favorite section lol. It fits very well when you're trying so hard to narrowly gets beside them or defending their DRS+ERS boost before entering the hairpin, overflowing with adrenaline and emotions, especially when you have a slower car.
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I've been replaying MyTeam mode over and over to test out different stuff, and just noticed how our teammate's natural ability growth (Not the +) doesn't tide with their acclaim level when they lvl up, the stats just increased on their own over time. Then what's the actual point to level up their acclaim lvl? Is it related to how much acclaim exp they could bring to our team? By the way, for those who missed the discussion about training activities, those only temporarily increase teammate's stat (The + stat) for one race, only the ones from facilities will stay until they left (but will apply to your next teammate).
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Agree, Ai in Spain is ridiculous, at 105% their speed and consistency are insane, through the whole lap there's not a single weakness like they usually do have on most other tracks at the same difficulty settings. Even when you have fresh rubber while they have old, and you could see them sliding on exit, they somehow still manage to maintain a pace where you could barely keep up. I just did one race there at 105% last night and my fingers now hurt like hell (controller), a bit too much imo.
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Agree The interviews have been pretty bad so far, especially when it's stuff not on your favor where they seems to completely missed the mark on what they should ask and how you can answer, it really ruined the immersion when it's all over the place like that. May be instead of having cringy interviews that always repeat itself and have the same person to interview you, they should think of implementing something else that does the same effect.
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Interesting, I haven't got far enough into the career to see that happens, I'm gonna stick with Mick and see how it goes, if he does earn new perks I'll report it back here...it's gonna take a while though, especially how he's not doing all that well at the beginning of the season.
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Thanks, I guess that clears thing up, sounds like the better idea is to just hire new drivers with higher acclaim level than spending precious non-race days to level them up...unless you're dead set into trying to train one specific driver. I do still need more hints or data to see how their results affect their acclaim gain...atm it seems a bit inconsistent.
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I haven't test that area yet but I've been planning to assist my teammate to get the world champion once our R&D reaches certain level. Though I doubt the perk table works for them since it includes interview question abilities which I don't think they need it. Mick just retired randomly from a race where he was 7th place and I was 5th with only 6 laps left, his acclaim decreased a little after that.