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122 Wheel Nut

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  1. Gasly being high up is fine post-driver swap. The STR suits him much better than the undrivable-unless-you-drive-like-an-idiot hunk of junk that is this year's RB, and now that Kvyat's back to his torpedo ways I'd even wager he's carrying the team and doing quite a bit better than Albon was in the same car. Vettel should still be at the top and a fair bit ahead of Hamilton and especially Verstappen though. With Raikkonen's form fading he's been far and away the best driver in the second half of the season, especially on race day. Leclerc, on the other hand, definitely needs to be bumped down beneath both of them, as his tendency to take a page out of Rosberg's book and set his car up solely for qualifying is a huge reason why he's been losing badly to Vettel lately despite the car literally being mandated by Marchionne before his death to follow the same philosophy as the 2018 Alfa, which suited him perfectly.
  2. Coffer

    Undercut overpowered / AI strategy poor

    The AI hasn't come up with unique strategies of any kind since F1 2010 (when the wear was just as negligible as it was IRL). In the old games they were hardcoded based on the combination of the car's tyre wear and the driver's tyre wear stat (with your teammate occasionally being able to emulate your strategy by overriding the former stat using your stint lengths), while in the new games they don't even bother using the driver's stats in the calculations anymore. It's just laziness.
  3. Strictly the FIA's fault. Nobody else is interested in the license because of the costs involved and because of the FIA's demands. Simple as that. Kunos, SMS and the like have all repeatedly rejected the offer. The one time a developer accepted an offer for a license that CM was holding (WRC), the FIA happily handed it over to them and took it away from CM. The FIA should've learned something from that, but sadly they did not, and so this is what we're stuck with. I'd love to see a studio like Reiza collaborate with the guys behind Motorsport Manager to put out a racing-management hybrid with Sega's support. The end result would probably put CM in serious financial danger.
  4. Coffer

    Hidden handling effects

    I'm referring to the fact that their behavior is identical to some of the absolute worst kerbs CM have done over the years in the F1 games. Some of them are still not fixed to this day, and of course, they only affect players because the AI's infinite weight counters their tendency to kill you (even with the kind of input that would be seen as conservative in any pure sim).
  5. Coffer

    Hidden handling effects

    Yeah, the F1 games' innate gamepad TC is a thing in this game too. Painfully apparent with no assists, especially if you change the sensitivity and linearity to 100 and 0 respectively. Car control is trivial and uninteresting, with the only thing causing you to lose control being the classic autospin kerbs, which the AI has no issue with because of their infinite weight.
  6. Different physics. The AI is bound to cheat sometimes because of that. It's one of the few things I'm willing to partially forgive CM on, mostly because of just how awful the current gen consoles are compared to PCs (including on the CPU front, which cripples any possible calculation-heavy AI we might get and is a big reason why we've got things like simplified AI physics and whatnot).
  7. Coffer

    GRID 2 mp vs. GRID 2019 mp

    Codemasters and good patches don't go hand in hand. 1.1 is comically poor for how late it is, and the F1 games have universally suffered from having patches lacking in substance followed by development being ended in less than a third of the year for the last 5 years now. The only exceptions to the rule have been Dirt Rally and its sequel, and both of those were handled by the much more competent B team. I can also forgive Dirt 4 because that one was badly affected by the FIA revoking CM's WRC license, and the B team tried to compensate for its loss by implementing an overly ambitious system in just a few months.
  8. This would be fine if qualifying wasn't badly imbalanced (sometimes unbeatable, sometimes way too easy). With reverse grids, you're far from the only one who's struggling, so that only leaves the first race as being a problem, and that one is mostly randomized (apart from your low starting position) upon entering the series so you can quit back to the menu and restart if you get, say, Rick Scott and Fernando Alonso on the front row like I did one time.
  9. Coffer

    Patch 1.1 Notes

    Heads should be rolling all across the company, frankly. The only ones who are doing a good job are the guys in charge of DR2. This isn't a small company, yet the amount of communication, content and fixes that are put out for both their freshly released game and their flagship series (F1) is more akin to what you'd see from an indie game dev.
  10. Coffer

    A.I. Slow Acceleration in Rain !!!

    The AI is atrocious in qualifying in Monaco but strong in the race... ...if you don't take advantage of the infamous Codemasters Nouvelle chicane cut. That alone gains you a second and will completely destroy the AI, and you can get away with it even with strict corner cutting rules. This is one of those cases where a "nerf" is completely balanced out by the usual AI balance, which, as I mentioned earlier, is deeply inconsistent because they're not playing with the same rules as we do.
  11. Coffer

    GRID 2 mp vs. GRID 2019 mp

    It wasn't rushed out. Games don't start being developed the moment they're announced. CM just thought they could grab a quick buck and put as little effort into it as possible. Common trend in gaming these days.
  12. Coffer

    A.I. Slow Acceleration in Rain !!!

    It's inconsistent because the AI doesn't play by the same rules as the player (in terms of the physics), so it perceives there being too much or too little grip a lot of the time. Before the latest patch, it usually was the former, with the added caveat that even in identical conditions on the same track the AI would sometimes not give you the same results. Don't expect any changes until the next generation of consoles.
  13. The other day I made a video showcasing what the game would've felt like with even just the music and voice lines from the original GRID. I feel like it strongly justifies many of my arguments as even small touches like these make the game feel significantly more memorable, but then given who seems to be in charge of the GRID project I'm not at all surprised that the game doesn't even have this much.
  14. Coffer

    Patch Notes for 1.15 – Discussion Thread

    Strongly agree with this, but you'll have to tell that to Codemasters as they've always gone with their current approach, even as far back as F1 2010. How they decide which pair of AI teammates to make strong and which to make weak is generally completely random to the point of being nonsensical - Verstappen isn't great in my eyes, but it makes no sense for him to be a below average driver in this game or in 2018, and the same goes for Ricciardo. Hamilton, too, absolutely deserves at least a 0.98, if not joint max stats along with Vettel, but he's quite a bit slower and even slower than Leclerc, Raikkonen, Perez and Weber, which is just as ludicrous. It's almost like they take how easy or difficult to drive a car is (which is... purely subjective for the most part) and base the driver stats off of that, but inexplicably they do it the other way around as the Red Bull and Merc are far easier to drive than the Ferrari, yet Vettel has max stats and Leclerc is also one of the best drivers in the game, both of them having higher stats than Hamilton and Bottas and way higher than Verstappen, Gasly and Albon. The old games had a hidden mechanic where if a driver performed above or below expectations in a season, their stats would change the following season (this applies to the cars too). In my old F1 2013 run, for instance, Alonso in S1 inexplicably had a very long run of failing to get out of Q1 and then finishing outside the points or even crashing, culminating in Massa, of all the people, outscoring him by over 50 points. Because Massa also finished 2nd in the championship, a single point ahead of Hamilton, and contributed to Ferrari beating Mercedes by 1 point, Ferrari wound up with the best car in S2 while Mercedes dropped a fair way back and Lotus dropped to tier 2, with the last tier 1 slot being taken by Sauber whom I joined for S2. To put it mildly, Massa scored more than twice as many points as Alonso in S2 and put his car on the front row every single race, only ever being beaten by Vettel and myself. This sort of dynamic system is something that the new games would greatly benefit from, and I don't understand why it's not present here as it would fix many of the problems with the inconsistent driver stats.
  15. Very much worth it. Many of the more understandable bad reviews are there for one of 3 reasons: VR: largely fixed by now Racenet: the always online functionality is undeniably awful, but these days there are only problems on Sundays when there are significant periods when RN is down the paid DLC model: understandable for those who were misled into thinking the season pass would include all future content and not just the first 2 seasons, and understandable for non-British Europeans and those in Japan as the DLC prices are the worst for them, but otherwise the content is absolutely solid and you can pay just for the individual bits of content that you want, like locations and cars (you can, say, skip the RX stuff if you don't want it) The game itself is a good step up on DR1. The tarmac feel is still bad, but other than that the handling model blows WRC 8's out of the water. The communication from the developers is much more serious than with GRID and F1 2019, mostly because the ones developing DR2 are part of the B team, aka Codemasters' only competent team. Ignore the complaints about rehashed content - the vast majority of it is redone from scratch and well worth the investment.