I found this interesting. I decided to do an experiment. Apples to apples comparison FH3 on the top and FH4 on the bottom. The exact same parts on the exact same car in both games. I figured with the new hypercars in the game the pi would change for cars, I was a little surprised at how much.
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Wow very interesting. What is your conclusion, better or worse?
A different set of cars will have optimal upgrades just maxing out at class limits,
or just that you need different optimizations - but a previously meh car starting out at A 799 could perhaps be upgraded to a performer now.
Or, the limits have moved to make more cars S1/S2/XXX and just ridicoulusly fast and unplayable for causual players.
It depends on the which side of the spectrum you are on. I like using streetcars over hypercars so the pi shift allows more mods on street cars while more hypercars will qualify for leaderboards. I’m not sure how much rwd cars are affected (will be doing that soon), but it should allow a good balance of power and handling.
As cars get faster, if the leaderboards are limited to 998 like in FH3, it makes sense they need to shift everything else downwards to allow the faster cars to be eligible for the leaderboards.
I still wish the PI balancing was closer to the Motorsport games. Motorsport has 2 more PI classes then Horizon which help narrow the performance gap between classes, and the way it is balanced there are some cars right at the top of S1 in FH3 that are mid A-Class in Motorsport.
I have done in depth analysis of FH4 VS. FH3, and FH4 VS. Fh2.
TL:DR version is that the PI in FH4 is much more similar to Fh2 than FH3. Grip upgrades are not “penalized” /weighted as heavy as they were in FH3, so builds should be much more balanced.
It looks like the days of C or B class V12 1500hp rockets on stock tires are behind us.
You just answered my biggest question/concern about FH4. Thank you.
The abbreviated version:
FH4 seems more similar to FH2 in terms of how tire upgrades and engine swaps affect PI.
V12s and big HP upgrades raise PI levels much more than they did in FH3.
The long version:
I got my start in Forza with FH3. I played the game, collected cars and “maxed” a bunch of cars out just for fun. One day I decided to try the Rivals feature and realized there was a whole new world of challenge in trying to climb to the top.
Thanks to this forum, I found the weekly rivals challenge hosted by HLR Moss, and became hooked.
Now one of my favorite Forza pastimes is building and tuning cars to be competitive on the rivals leader boards.
I’m not the best but I am in the top 1% of every race in FH3, and many I am in the top 100, and I have even been in the top 10 in the world on several races.
All of that to say I have some idea how to build and tune a car.
Fast forward a year or so and I had pretty well accomplished all I had set out to do and I bought FH2. I was amazed at the difference in the upgrades PI and how much more enjoyable the cars were to drive at their given class max levels.
Now that FH4 is here I was greatly hoping they would tweak the PI system to return it more to like it is in FH2, meaning that big hp upgrades would raise the PI more and that tire upgrades wouldn’t cost as many PI as they did in FH3.
I decided to compare a few cars from the recent demo against their counterparts in the older games. Below is a breakdown of the cars, the parts and the PI cost. Also included are a few comparisons of various builds in each game.
(having issues with Excel at the moment. I’ll upload once Microsoft finishes repairing it)
It’s insane how much more enjoyable to drive FH2 is, right?
I tested last weekend all tyres on all cars to see what sort of Sprint times I’d get out of them and handling is back to being important again. Semislicks and Race tyres were pretty even in A Class, so depending on track it’s either going to be power or handling.
The most important class for me, however, is S1 as it has the most enjoyable cars to drive in FH2 (so many cars that can compete against each other). The reason for that was that Top rival cars were also all about handling, the PI system didn’t allow for crazy tuning differences like in Motorsport. That SEEMS to be the case again. To be really sure I’d need to test Sportscars/Supercars yet in S1, but those are not available. Well at least the op 2005 WRX from FH3 is there to do many testing.
I think FH4 is going to be mix out of FH3 and FH2! We get the same horsepower (or close to) levels like we did in FH3, but can use better tyres at the same as well.
Edit: I think I need to add is that, I did all my test with AWD swaps. I like AWD in the Horizon series as it reminds me of a game called NFS World. Saying this, because alot of people hated the needed AWD swap in FH3 to cope with those horsepower levels. Do play FH2 like that as well, but the reason being that I think that the physics of RWD cars are rubbish to race there.
I’m surprised that I haven’t seen anyone else mention it on here but i have noticed that the trophy truck from winter and the fiesta GRC from spring are both rated R999 in the pause menu. This is odd not only because of how highly they’re rated but also because they’re rated “R” class which was never a class in horizon and was never that high in Forza Motorsport.
Also the McLaren Senna is rated to a different PI in Autumn to Summer (higher in summer) which would suggest either different setup or a PI system which changes season by season.
I don’t know whether it is exclusive to the recent update or whether it was like that before, but I only just noticed anyhow.
Sorry if this has been mentioned before and I don’t post topics often, but it’s certainly something that I haven’t seen posted here or anywhere else so it seemed a good idea to make this post.
Edit 1: Screenshot if you wish to see: https://xboxclips.com/TomS675/screenshots/957a3ea3-f19c-4372-9299-01e0ecd2e25b
(It’s the same for the fiesta GRC… You’ll have to trust me on that one)
Edit 2: I don’t understand why this post have to be moved here as I was commenting on a completely different aspect of the PI system which surely considering its extreme peculiarity deserved its own thread?
The R999 glitch has shown up in FH2 and FH3. Likely caused by leftover code from the Motorsports game’s PI class system.