Basically as the title reads.
The upgrade dynamics in this game seem very bizarre. For example, trying to tune. low-ish end car with better tyres takes it from, say, a C class to a low S1, there the far becomes absolutely shockingly slow for its class because it’s heavier/very under powered.
Therefore, the way to correct this and bring it to the top of a class is to put a bit more power in and put better platform upgrades in, right? Wrong. Sure, you can put all the handling upgrades in you like, but you get, maybe 20pi points for it? So then you’re having to stuff the engine with twin turbos and extensive engine upgrades. Ok, so scrap the tyres. Sure. Then end up with a car that’s slippery and vague.
The result is an 800-1000hp mess that’s wayy too powerful for its chassis to cope with. On previous games, my philosophy was to tune a car to no more than 2 classes above standard, and that’s just not possible on FH3. On top of that, because of racing online etc, ever car was tuned to its top-of-class rating (B|500, etc), and it’s a habit that has stuck since the days of FM2. In this game, it cannot be done. An example, the 2017 Ford GT comes standard as an S2|914 (numbers could be off, this is from memory), and with an AWD system, 910hp, racing tyres, and every upgrade possible, it’s at around an S2|970 (or so). This probably aggravates me more than it should, but the principle stands.
Now, perhaps I’m just too sensitive to change and haven’t got used to the new system. Maybe my desire that every car I owned had to be to the top of its class is too OCD-ish. However, am I the only one which thinks this upgrade system has a very odd dynamic about it? I’m not declaring T10 change the system, I just fail to understand, that’s all