- Yes full lines and why ?
- Yes but only the braking one and why ?
- No and why ?
I made the same poll for FM community and I wanted to see how it is with the FH community
I made the same poll for FM community and I wanted to see how it is with the FH community
Full lines, I just prefer it.
I use the line as guidance - a sort of middle point, but I don’t follow it much unless there’s no better option
I turned it on right at the start as it helps when you don’t know the tracks and I’m just used to it now.
Painting by numbers? No, thank you.
Full lines from starting the game and never turned them off though never really use them much now
Breaking only because it can act both as a breaking and a racing line + less things on the screen is better and more credits. Also i think the benefits from using it are too big to just not have it enabled. And in the end of the day it’s an arcade racing game, don’t need to sweat too much about taking every single corner with the perfect speed. There’s plenty of hardcore sim racers for that job.
No lines, they just block the view.
I just have braking line on as a general reference point, my actual lines and braking points are always a bit different.
I’d prefer a solid co-driver but braking lines do in a pinch.
I like a clean screen but I hate memorizing a track. Rally is the motorsport I’m most drawn to, by a significant margin. Actually Forza Horizon 5 is the only non-rally racing game I’m actively playing at the moment, with the others being Dirt Rally 2.0, EA WRC, and Art of Rally.
Full if it’s a new track but once I get the hang of the track then just the braking line for reference as my eyesight isn’t what it used to be.
Just braking for guidance. My preferred driving lines are often quite a ways off from the suggested full line.
I should play Art Of Rally again some time, I only have 32 hours on it and I’ve had it since closed beta.
Well there has been the free Indonesia expansion and the paid Australia expansion. Both came with new songs as well.
I mainly use it as my “I want to rally but I’ve only got a short time to play” game.
Listen to that soundtrack on Spotify all the time while playing FH5 though. It fits so well.
Braking only.
As someone who always prefers to drive in behind the wheel view it can sometimes be difficult to tell exactly where the track is going, especially with sharp turns or on custom tracks.
They’re also incredibly useful when racing with friends or doing the Trial so I can get on the brakes early before a sharp turn and not drive someone into the wall and add to any collisions.
Off, even with the new sprint races when they were introduced.
The racing line annoyed me in FH4 because a built and tuned car can often entirely ignore the information that the line gives players, hence I got rid of it entirely in both games.
I suppose I use the mini-map as a substitute for it.
No lines, prefer visually, value as much as possible realism and immersion.
some kind of vague idea of what is coming up, when to brake, but it’s not the most reliable, plenty of places where it’s guaranteed to result in losing the line, bumping, or where braking is completely unnecessary, motorsports 5-7 were better like that, probably horizon 4, too, so I suppose I went in with the hope that horizon 5 would be better than it is but just stuck with it anyway
I use the braking lines. There are almost a hundred courses in this game, and it’s impossible for me to recall the braking and turn-in points, as well as the speed to take the turn, for all of them, even for many of them. This is especially true of the point-to-point courses.
Some of it’s short-term memory issues - I’m an old guy - some the fact that I seldom drive most of those courses until they come up in the challenges.
the only real argument for no-line line is immersion, nobody is setting better lap times because the line is turned off. I liked braking-only for a while, but the way the blue line mixes in on turn-exit helps you know when to accelerate. I ignore the line on straights and long curves, but cornering that requires decel/accel benefits from the line