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2016 Handling is TERRIBLE on Controller

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Sadler said:
Pad is fine, it's just different, harder basically. Take some time to get used to it. Don't drive out of the pits and do a lap like last years game.
Are you serious? Have you actually played the game? Are you competitive at any of the higher levels of difficulty? Not being sarcastic here, I am actually interested.  I honestly don't believe that anyone that plays with pad and competes at Expert or Legend could think that its ok.
Yes I'm serious, I beta tested the game and have had hours on the pad. I'm running on legend with no assists and I'm with my teammate (Manor) . I'm running where I'd expect Manor to be. You have to be gentle with the steering and smooth on the throttle. It took my a while on the beta to get used to it but I'm fine now. 

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Sadler said:
Pad is fine, it's just different, harder basically. Take some time to get used to it. Don't drive out of the pits and do a lap like last years game.
Are you serious? Have you actually played the game? Are you competitive at any of the higher levels of difficulty? Not being sarcastic here, I am actually interested.  I honestly don't believe that anyone that plays with pad and competes at Expert or Legend could think that its ok.
I play on expert with no assists apart from the gears. I did a practice session last night with Hulkenberg and could only get within 7 tenths of perez finding it really difficult at the minute. Gonna play all weekend and hopefully get used to it.

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Anyone saying the handling is better than 2015 must be playing with all the assists on or driving very slowly.  The game is awful on controller. The input is so sluggish if you are driving at competitive speeds.

This is the third thread on the same subject and the game has only been released for a matter of hours, so I don't think its just a minority opinion.....
Totally agree. I'm trying hard to like it but without any assists I find the handling on pad horrible compared to 2015, even in high revs in 5th or 6th gear when it was safe before to have the throttle full on straights without TC in 2015 I'm finding you can still slide off with only the tiniest jerk to either side. 

It's all very well saying buy a wheel or its justice because pads seemingly had it easier last year but I thought they wanted accessibility in the game, I'm not going to buy a wheel to play a game tailored for being used primarily with a wheel when no indication was given beforehand that this would be the case.

Obviously I'm going to stick with it and I love the fact it's unforgiving if you get a wheel off the track and try and just accelerate as usual, but after 1 day's play it's been a lot less fun, a lot less rewarding, and a lot more like playing a sailing simulator than an F1 game than last year's was. Even including last year's bugs.

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Sadler said:
Sadler said:
Pad is fine, it's just different, harder basically. Take some time to get used to it. Don't drive out of the pits and do a lap like last years game.
Are you serious? Have you actually played the game? Are you competitive at any of the higher levels of difficulty? Not being sarcastic here, I am actually interested.  I honestly don't believe that anyone that plays with pad and competes at Expert or Legend could think that its ok.
Yes I'm serious, I beta tested the game and have had hours on the pad. I'm running on legend with no assists and I'm with my teammate (Manor) . I'm running where I'd expect Manor to be. You have to be gentle with the steering and smooth on the throttle. It took my a while on the beta to get used to it but I'm fine now. 
Fair enough. I'm going to stick with it but unless there is some game changes I can't see it ever being enjoyable because of the delay.
Seemingly the only way to catch any rear wheel slip is to counter steer slightly before it even happens, which obviously isn't possible normally but you can simulate it by forcing wheelspin and actually works. 

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Hi,
i play F1 2016 on Xbox One with Controller in Career-Mode.

The first View on this Version is positiv, but the Tyre-Test with Controller i cant realize. If i have a good Tire-Using, the Time is zu bad (normaly 2 Seconds to slow). If i have a good Time, the Tyre-Using is very bad. So i get no Credits.
Do you have Tipps to finish the Tyre-Using-Test successfull without Wheel?

Best regards

Ralf Pressler

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Coming from project cars this handling is very easy still but definitely going in the right direction for F1 game realism, definitely liking it so far

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The handling is a big improvement, if anything I think it's a little bit too easy compared to the last beta, especially traction. Maybe it just takes a while to get used to, if you try to drive it exactly like 2015 you're going to have a bad time! After playing a while you'll find the handling is actually quite similar to 15, you just have to approach the corners a little bit differently, take the weight shift of the car into account before making fast changes of direction and be a bit more gentle on the throttle up to 3rd/4th gear. 

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I play on legend difficulty on a pad with no assists and at first i struggled to put the traction down without spinning but after a little bit of practice i can now regularly beat by team mate and can easily outperform where my car should be finishing  so i just think it's all about getting used to the handling model.

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I wonder if anyone who's mastered the handling on a pad could give a brief description of how they take the second last corner in Australia? It might give a clue as to how you need to drive differently this year.

For instance in 2015 I never had a problem with it: exit the previous corner in 4th gear, accelerate up to high 5th sometimes into 6th staying on the left of the track before darting to the right at about 150 metres, braking at around 100 metres down to 2nd and taking the apex to the left before the final corner. Now if I try that I either just lock up once I'm down to second gear no matter how softly I touch the brakes and go straight on or I manage not to lock up but I'm nowhere near the apex. Anyone able to describe how they do their run in to that corner in those terms or can tell me is my positioning all wrong, am I braking far too late or what?

Might help me as someone who has never driven in real life to understand how the handling has changed, like its feeling that this year you need to have a more in-depth understanding of driving lol

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I'm glad I'm not the only one!

This reminds me of the change from 2012 to 2013.....loads of desirable features but marred by a handling model tweaked seemingly to benefit wheel users (how many YT testers were wheel users?), and a more garish colour palette (do any gamers/testers actually run with calibrated TVs/monitors?).

I also find it odd (to say the least) that running in default car setups, not only am I slower in a (faster?) Merc 2016 car in lap time than with the 2015 Merc car, but so are the AI!! As an example in Russia (2015) the AI on Legend difficulty are lapping slower than they do in Russia on Ultimate difficulty in 2016.....It will be interesting to see if this is the same on longer race runs/different tracks...

I will be putting some hours in tonight to experiment with setups like I did with 2013, but unlike that Edition where the saving grace was the sheer speed/fun of 1999 Ferrari, I fear that having a career mode and safety car won't make driving a grip-limited tank any fun.

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Sashy83 said:
Coming from project cars this handling is very easy still but definitely going in the right direction for F1 game realism, definitely liking it so far
Very much like the handling on Pcars, but to some degree I  think the feel that it gives is not just about the car/steering input. A lot of it is to do with the kerbs IMO. In Pcars these affect the cars much more dramatically than in cm f1 games, and since you put the most steering input in in the corners the fact that the kerbs make a dramatic difference contributes significantly to the handling feel for me.

I just hope if the handling is more difficult and the kerbs impact more significantly then they have included options to reduce the difficulty, because there is a large (and mostly silent as regards this forum) casual user base out there that will punish future sales if handling is too difficult on pad. It would be a real shame if it was, because I thought the pad handling on Dirt Rally was spot on, and in general in the past I have found pad handling on cm games quite good, although not as nuanced as Pcars.

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dirt3joe said:
Sashy83 said:
Coming from project cars this handling is very easy still but definitely going in the right direction for F1 game realism, definitely liking it so far
Very much like the handling on Pcars, but to some degree I  think the feel that it gives is not just about the car/steering input. A lot of it is to do with the kerbs IMO. In Pcars these affect the cars much more dramatically than in cm f1 games, and since you put the most steering input in in the corners the fact that the kerbs make a dramatic difference contributes significantly to the handling feel for me.

I just hope if the handling is more difficult and the kerbs impact more significantly then they have included options to reduce the difficulty, because there is a large (and mostly silent as regards this forum) casual user base out there that will punish future sales if handling is too difficult on pad. It would be a real shame if it was, because I thought the pad handling on Dirt Rally was spot on, and in general in the past I have found pad handling on cm games quite good, although not as nuanced as Pcars.
You're right about that. The vast majority of sales will be to casual pad users who won't post on here because it feels terrible, they will just trade it in for something else after 2 days. The shelves at game stores will be full of cheap used copies and no one will be buying new copies after a few days from release. See this all the time with games that are initial disappointments. 

Its all very well saying 'spend hours and hours learning the new model and you might just be as good as you used to on 15' but honestly if I had tried this game in the shop before I bought it, I would have left it on the shelf.

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dirt3joe said:
Sashy83 said:
Coming from project cars this handling is very easy still but definitely going in the right direction for F1 game realism, definitely liking it so far
Very much like the handling on Pcars, but to some degree I  think the feel that it gives is not just about the car/steering input. A lot of it is to do with the kerbs IMO. In Pcars these affect the cars much more dramatically than in cm f1 games, and since you put the most steering input in in the corners the fact that the kerbs make a dramatic difference contributes significantly to the handling feel for me.

I just hope if the handling is more difficult and the kerbs impact more significantly then they have included options to reduce the difficulty, because there is a large (and mostly silent as regards this forum) casual user base out there that will punish future sales if handling is too difficult on pad. It would be a real shame if it was, because I thought the pad handling on Dirt Rally was spot on, and in general in the past I have found pad handling on cm games quite good, although not as nuanced as Pcars.
You're right about that. The vast majority of sales will be to casual pad users who won't post on here because it feels terrible, they will just trade it in for something else after 2 days. The shelves at game stores will be full of cheap used copies and no one will be buying new copies after a few days from release. See this all the time with games that are initial disappointments. 

Its all very well saying 'spend hours and hours learning the new model and you might just be as good as you used to on 15' but honestly if I had tried this game in the shop before I bought it, I would have left it on the shelf.
I think one of the issues with Pcars on Xbox was that when it was released the default pad controls were awful. I can't remember whether they needed a patch, or they needed a better default configuration, but basically a whole load of people were turned off the game while they got the controls right. My guess is it cost them tens of thousands in sales, and probably more as these people will not buy Pcars 2 either. Now (IMO) the pad control on Pcars is excellent, but of course you don't win back those casual users who have dumped it easily. Another point I would make about Pcars is that the best racing experience by far is in Formula C. Because the handling of the Formula A cars is so difficult, the cars are so powerful. In general I think Grid Autosport with its reduced difficulty handling may reduce the "sim" experience but the somewhat easier handling makes for a better racing experience, rather than just having to focus on getting the car round in one piece you actually have enough margin to avoid other people as well and make the racing better. I guess it is the compromise between realism and fun. I hope codies got this balance right - maybe soon I will find out !

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There doesn't seem to be much subtlety in the steering. It seems to go from a slight movement of the wheel to full lock very quickly. Also, is it just me or is there a slight pause when you turn one way then another? The wheel seems to pause breifly when it gets back to the default centre position.

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@Fourspoons Wow! You draw pretty fast and awful conclusion based solely on your experience with the game which doesn't seems to put things in perspective.

Of course you will not get same handling as Need For Speed, because this is an F1 game... they have to stay true to the sport. It's a simcade game to target a wider audience and in that regard, Codemasters have a record of having done a very good job pleasing both type of players. A vast majority liked the handling model of last year game and so far, based on users score and popular critic reviews, a vast majority like even more the enhanced model this year. If there is an issue with pad settings for saturation and linearity, they will fix it with an upcoming patch, problem solved.

Anyone trading their game the day after because they're not happy with the game's controller response on day one aren't worthy of mentioning, just for the sake of not giving the game a chance, be it an F1 game or any other ones. Of course they cannot please everyone, but keep in mind this is something that can be fixed post release.

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jayp666 said:
@Fourspoons Wow! You draw pretty fast and awful conclusion based solely on your experience with the game which if I base my view on, doesn't seems to put things in perspective. Of course you will not get same handling as Need For Speed, because this is an F1 game... they have to stay true to the sport. It's a simcade game to target a wider audience and in that regard, Codemasters have done a very good job pleasing both type of players. A vast majority liked the handling model of last year game and so far, based on users score and popular critic a vast majority are happy with the enhanced model in this year game. If there is a problem with pad settings for saturation and linearity, they will fix it with an upcoming patch.
You're completely wrong about that, I hate N4S and similar games, I've extensively played every F1 game since GP2 on the Amiga and own both a G920 and a controller but prefer controller. Personally I find the handling a huge step back from last year and I think most of the opinion of controller users on this forum on both PS4 and Xbox agree. 

If I had gone from 2014 to this, it might not have been so bad. I do think its fixable, they just need to make it a bit more responsive and enjoyable to play. How it made it to production in this state beggars belief really.

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JamesG said:
I just got the game, been playing for about an hour - and my first impressions are that it's bloody terrible! How with all the community testing, did everything go so horribly wrong?

Let's go back to 2015 for a second, I felt like the cars were more freeing. Like I had more freedom and control over the steering, and the handling model was great with the slidey cars, properly representing this generation of F1 car with loads of torque. 

2016 feels completely different, the steering speed is sluggish, I can't control a slide because the driver takes 10 million years to counter steer. This is the same problem F1 2010 had, honestly. I also feel like the steering angle is limiting, always putting the perfect amount of steering lock into a corner. 2016 handling - Heavy, sluggish, limiting. No longer does the player have the freedom they did in the previous game. I get on the accelerator a bit hard, spin the tyres up but it takes way too long for the driver to counter-steer it, even then it isn't applying full opposite lock like 2015 used to do. 

Whoever complained about 2015's handling is an idiot, I thought it was perfect as it was. If it ain't broke, don't fix it! 2015's handling on 2016 game would be amazing.

Something needs to be done, I cannot play like this. I want more steering lock! I had a look through the settings but it doesn't appear that you can change that. 
I expected to write this again, so here goes...

"It's not working, we've tried nothing and we're all out of ideas."

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The handling is definitely challenging and at times frustrating but I think eventually when the real good set ups are found it will be really good,having said that as a pad user I definitely think this has the makings of being very much a wheel game as smoothness is definitely the key to being fast on this game and you simply cannot be as smooth with steering input on pad.

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Another complaint is the throttle sensitivity, it goes full when I still got travel left in my controller, and it won't let me adjust the throttle linearity in options, it's greyed out. Makes it impossible to play without TC on as with the slightest touch I'm going into a spin, and medium TC seems to be more than it was in 2015 also. They need a low setting or something.

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mfluder said:
There doesn't seem to be much subtlety in the steering. It seems to go from a slight movement of the wheel to full lock very quickly. Also, is it just me or is there a slight pause when you turn one way then another? The wheel seems to pause breifly when it gets back to the default centre position.
YES. That's what I mean, when you're trying to counter steer something there's a pause, it's quick then where the steering is straightened out it slows down dramatically before speeding up again. That's what we need a "negative" linearity adjustment to make it quicker instead of slower. Why do they only allow you to make it slower in the options menu. I want less than 0 linearity. 

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