Lets talk about classes, and balance.

Alright, here goes. I feel like the classes have been messed up terribly in FH3. How did this happen? Well, they added race cars. Cars that would normally be in R in Forza Motorsport. Nothing wrong with that by itself, but in doing so, the performance ceiling has been raised. What does this mean? PI 999 equates a performance level much higher than it would in FH2. (At least from my understanding of the rating system) So, while playing this game, I’ve found that most of my builds fall into A or S1. A still seems to be at about the performance level of B or so in FM6. Meanwhile S1 appears to be around S2 in FM6. And S2 is pretty much unusable for most cars. The exception is legitimate race cars, which are fine at S2 998. This mostly corresponds with R in FM6. This ends up leaving a bunch of cars that don’t fit anywhere. Quite a few older cars that aren’t that great in A, and impossible to drive in S1. I’ve only found a handful of cars worth driving in B, and could handle just fine in A. In other forza games, these same cars would be much harder to handle with the same class jump.

Anyways, to summarize, A wider range of performance has been added to the game, while still carrying the same amount of classes. This is resulting in the higher classes being extremely top heavy, while many cars can’t hit the top of any class. I think the most reasonable solution would be to add a R class. FH3 is incredibly fun, but has ruined a lot of cars that would otherwise be great to build to the top of their class.

I haven’t really seen any other mention of this, so I’m wondering what everyone else thinks.

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What I hate is D class. I loved the lower classes through out forza, but there really aren’t any here. You can have cars w/600+ HP in D class, such a shame…

So miss the good ole D, E, and even F class days…

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PI weighting is absolutely my number one frustration with FH3.

The number is so far off of an accurate summary of the car’s performance.

Or maybe it is that we completely don’t understand what the number really indicates in FH3.

It hasn’t been communicated to us however.

It seems they changed some things with regard to power and grip.

It seems that they are operating under the premise that adding better tire compounds to a car makes it far superior than it really is. For example, if you take the Meyers Manx and upgrade to race compound you are almost pushing into S1. Really? Just by changing tire compound this car should be competitive with Ferraris and Lamborghinis? You’re not going to make a Civic competitive against Nissan GTRs, Ferrari 488s, and the like just by upgrading tires unless you live in the world of FH3.

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I totally agree with you.

And the info Max posted above really doesn’t make sense. To use your Meyers Manx example, according to the devs explanation, it should keep up with those cars on their imaginary test track by simply changing tires, but we all know it ain’t happening…

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I thought the same when I decided to go for spin in a Volvo 850 wagon. Its slow, bulky and feels like a boat when its on stock tires.
I thought maybe it runs better with a set of new tires. Changing tire compound doesn’t make the car faster, its still the same old slow wagon.
But I was shocked when I noticed that upgrading tire compound puts it in the same class with Supercars like Lambos and Ferraris.

According to PI system an untouched supercar is as fast a wimpy family wagon on sport tires. - Doesn’t sound/feel right, does it?

Of course, they are not going to change the games mechanics.
I spend most of my time playing singleplayer, cause when I go online i get tired of cars drifting 250MPH and bouncing from a wall to a wall like ping pong balls.

This about sums up my experiences online also so I typically stay in single player.

On topic though, I stay in A Class for tuning because trying to balance anything else outside of a stock Isetta isn’t worth the headache. Putting street tires on a Nova shouldn’t put it in the same class as a Viper. That’s crazy.

As a real life owner of a 700hp '65 GTO and lifelong mechanic, anything with more power than my own actual car in a game isn’t enjoyable unless the car is already designed that way (like a Venom GT). Especially, when it comes to trying to tune a balanced car. As a newcomer to Forza, it’s highly frustrating and equally disappointing.

So basically, here’s how tuning reads in Forza:

Select far right options for everything
Race around like hot potatoes in bare hands
Wheeeeeeeeeeee…

No thank you…

That’s not tuning. Maybe back in the glory days of Need For Speed but for a game trying to boast realism?

Epic fail…

Edit:
Oh, by the way, thank you OP for posting this. I have been wanting to post something similar to get some idea HP “limits” for each class.

I agree. I was surprised to see PI 100 in D class and PI500 still being D class. I mean common, for someone who prefers to drive cars in stock form (or close to stock form) this makes a lot of cars useless.

My suggestion for PI :

X 999
R 998
S2 950
S1 900
A 800
B 700
C 600
D 500
E 400
F 300

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That’s a great suggestion! I was torn between topping out S1 at 875 or 900 on my earlier post, and definitely agree with your suggestions for S2 and R classes (though I used S3 instead of R in my earlier post, though they serve the same purpose). I also completely agree with D, E and F classes.

I approve this new PI system. Make it so.

As RPM Swerve stated, the Devs won’t do any changes to the PI (or how the PI increases to certain tuning parts) and Considering that this would be one of the easiest possible changes they could bring into the game.

Seeing how cars behave in S1 and S2 and considering someone like me who likes mostly S1, a new lower limit for S2 of 950 would be the best. Especially since there are so many cars that are just over S1 in stock shape and end up being useless in S2 and also S1 being moslty terrorized by Supercharged V8 Imprezas (I know that there are slowly some others cars being found that can beat them on certain tracks). This would be a good solution.

Not sure if it would solve the domination of certain cars (probably not), but I could imagine that those Imprezas are definietly going to get to their limit of handling capabilties here in this upper region and mixing them into a bigger competitive group of cars.

Yeah, the low class races are so much fun and Forza seems to be forcing them out in favor of more race cars.

I also enjoy buying a low class car and upgrading/tuning it into a lean, mean, racing machine. But so many cars now are only available in their supertuned versions. I can definitely appreciate a Challenger Hellcat, but I miss the old C-class stock Challenger from the FM4 days.

My idea would be:S1: 801-875S2: 876-950S3: 951-998X: 999Those are PI ranges, by the way. I also think D class is too broad and so adding E class (or even F class) would be a good idea too.

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I think the most correct solution would be like this:

D:400
C: 500
B: 600
A: 700
S1: 800
S2: 900
R: 998
X: 999

Of course, that’s not the only part of this. I think PI would also have to be re-calibrated. Whatever the algorithm is that determines that, needs to be far less steep, resulting in a more even distribution. Unfortunately, I also understand why changing this is unlikely.

I also suspect PI is calibrated against DLC cars that aren’t even available yet.

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Thanks for posting that, ManteoMax, but the fact remains the OP is correct about classes being too broad. S2 in particular should be split up into 2 classes. This is quite apparent when the game throws in a 998-PI car to compete against your 953-PI car in a race. Those two cars do not belong together in the same contest. Not even close.

D-class could use a split into 2-3 classes as well. A 400-PI range is kinda silly for a single class.

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The classes are too broad. You just can’t fit 400 cars into 6 classes.

Also, the PI system overvalues handling whilst undervaluing power (hence drag meets being broken).

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What i think has happened is they have made a much needed tweak to pi but have gone too far.

In previous Forza games it was almost always the case that leaderboard cars were the lightest, best handling. The pi system was too kind to handling upgrades and too harsh to speed upgrades.

FH3 has changed this but has gone too far.

I believe it was an attempt to address the leaderboard car issues in prior games.

A smaller tweak would have been better though (in my opinion).

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In FH2 you had enormous amounts of grip on the stock tires of most cars and tire upgrades were virtually pointless. This seems like a classic T10 move where they made a decision and now they’re correcting it by overcompensating in the opposite direction.

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Aye.