Not necessarily. Some of these cars don’t use a clutch, and 1 or 2 of the race cars are a bit faster with TCS on.
Uh, isn’t that the point of a competition? The only gripe I have with it is the rules changing so close to the start of the competition. I’m also worried about getting placed with plebs who forget to brake and total my car in a race, so I guess it’ll be a test of a few skills you’re not used to using all the time.
This will be very interesting going into T1 at Cata National with no line.
I urge everyone to re-evaluate your braking points when going from a standing start, as someone has mentioned, you will be braking at a different point then if you were on a hotlap. As for when you are on a hotlap, my tip would be to watch for the 5 flags on the right hand side after the pit lane exit. Braking when the 2nd one disappears from view (in chase cam near) is a safe braking point.
As for having suggested line turned off. It isn’t called the elite championship for no reason. The best drivers should be able to adapt to whatever conditions are provided to them.
I understand the intention behind not having the line on. However, Forza has reiterated time and time again, they want good close racing. I just feel as though having the line demotes this, especially in the earlier rounds of the races. There will be those few people who actually practice not having the line on and be fine. I am one of those that have been practicing my brake points and looking forward to racing. However, I fear for those not knowing where the braking point is and without the line, are lost. With no line on, sim damage and a random grid order, some very fast drivers could very well be taken out of the race in the first corner rather than displaying what skills they actually possess. I urge T10 and Gfinity to reevaluate this decision in an effort to promote better, closer and most importantly, cleaner racing.
Will they though? I don’t think the good players should have to suffer because of another player’s incompetence. They need to either A. Separate the good racers from the bad racers immediately, or B, just leave all assists unrestricted and then force the line off at offline events, which presumably only good drivers will be able to go to anyways. Heck, all the top drivers so far have either matched or beaten their PBs with the line off, so making inexperienced drivers a much bigger threat in the races by forcing them to go without a line is going to cause chaos. Kind of a big price to pay to pander to butthurt assist elitists IMO.
Suggested line setting are either Braking or Full. Neither can be used. Braking line is only on corners, full is a line on the entire track. It won’t make you awesome or anything. It is not necessarily the best or fastest line you can take, more of a reference. If you were to follow it exactly you will set a very poor time.
I think taking the line away is a good thing as it will aid to less chaos and better virtual racing in general and in the longer run. Before you shoot - my experience in hoppers shows that a lot of new [and some not so new] players race with the line on, but on most circuits when the cars [ two or sometimes 3 next to each other] approach the first corner, 80% of the drivers suddenly can’t see the racing/braking at all due to the cars ahead packed close together. So now they start guessing the braking point, either braking to early [and get hit from behind] or break too late [and hit the cars in front]. This apply equally for the next few corners too. So with no braking line, people are forced to learn to look at different braking signs that will be visible all the time. If people are willing to learn and practice new ways is another question as GTR Rossi has said, but they don’t practice breaking anyways with the line on. I always raced with the line on just for reference, but now adapted quickly and am actually now faster without the line.
That being said, I think that it’s a bad time for this change to be applied which can cause many good players to miss the boat. Keeping in mind that each region is capped at 192 racers, perhaps the Rivals [without the line and with a required lap time or something] could have been used to qualify for the races. That way people will not only be taught better skills and will know the track, but also would allow skill levels to be grouped together for the races.
PS. For the newer guys and others struggling with the breaking lines, there’s a good video for this track and car by JSR Devon on YouTube and a livestream by F4H Super GT.
Well put! I still have my doubts about the races and randomizing the grid, however, I was just in a public hopper and forgot to turn on the racing line. Being on a track I have had no practice with, I was hitting good braking points right out of the gate. As players become more comfortable without the line on, I think we’ll see even faster laps being put down.
As for the way Season 3 is set up, I too feel as though they should have kept it like it was in seasons 1 and 2 and used rivals to qualify for the regional races. Take the top 150 or what have you from each region in rivals and then group them by fastest time would have been a great idea. This format of separating rivals and races in just crazy. Here’s hoping they get it right again for season 4.
The Forza RC finals have always managed a 1-lap qualifying session before each race. As there will be a marshal present in all of the S3 races, I’m not really sure why this isn’t being done this time.
Although, it could be argued that completely random lobbies and massive pile-ups at turn 1 is more true to the franchise
rewind dirties your lap always and obviously when you use it, otherwise cheating would be all over the place. You can run with it on but cannot use it to cheat your way to getting a clean lap. It’s for practice. Unbelievable.
Well duh. I don’t think you understand my question.
It’s super technical but according to the rules if you have rewind assist set to ON the clean lap you ran is disallowable according to the rules.
It’s possible this data is hidden on the leaderboards and gfinity has access.
I’ve been running rewind assist to OFF according to rule book. It’s been a long process but I’m finally seeing huge gains. Eventually I’ll stick the lap my split times show me at.
Again though, if it isn’t allowed then why didn’t they force it off along with the line? Clearly they could’ve done so but chose not to. Regardless though, a ghosts data only shows assists for braking, stm/tcs, auto/manual/manual clutch, and whether a ghost for the lap is uploaded and what tune was used. I find it highly unlikely that Turn 10 programmed a way to see if people had rewind on in anticipation of a tournament with a last minute rule change 2 years after the game’s release.
The official warning that appears before you start the rival also does not mention rewind. If they find it that big of an issue then they will force it off in the next rival. Otherwise, just race on.
This is why I’m asking. The official warning and actual rivals settings conflict with stated rules on gfinity.
My thought is the hidden data (if it exists) has been around since at least FM5. My thought is that they could have graphically displayed this data but realized that such info doesn’t really matter for 99.9% of rivals events. Odds are a rivals event such as this was never preconceived.
I just want official confirmation. My hands will be thankful.
My bet is that the person who wrote the rules has little to no idea how Forza works, the exact same reason that whole “3 people per team” rule was a thing until many players called it out.