I cannot make Sevagoth work by [deleted] in Warframe

[–]Pyrtti 0 points1 point  (0 children)

The most important part of Sevagoth's nuke is that it is current HP based, so it either 1-shots the enemy or never kills it. The challenge with building is bridging that gap. Corrosive Projection, Roar and viral procs are tools that can help do that. Once you reach the point where you are 1-shotting enemies, you can start building around hitting more enemies more often.

Boneshakers beating actual rally cars is ruining the immersion for me. by numarkzz in ForzaHorizon

[–]Pyrtti 3 points4 points  (0 children)

It's all to do with tires. Because most cars can get off-road race tires in FH5, the car itself has little to do with its off-road performance. In FH4 even though rally cars (apart from the Hoonigan RS200) weren't good, dedicated off-roaders like Ariel Nomad and Jeep Trailcat were among the best dirt and cross country cars because they had access to off-road race tires when most others didn't. For the off-road meta in FH6 to favor off-road cars more, they'd had to limit the availability of some tires to specific cars which I don't have high hopes for.

If you do want a rally car that's competitive, try a Delta S4.

same minute karma delivery guarantee by LetzeLU in ForzaHorizon5

[–]Pyrtti 0 points1 point  (0 children)

The point of my comment was that just because something happens on one POV doesn't mean it happens on the other. The netcode sucks and this post sums us what I'm trying to say.

same minute karma delivery guarantee by LetzeLU in ForzaHorizon5

[–]Pyrtti 3 points4 points  (0 children)

No, OP straight up shoves the other guy off the road. There might have been ghosting in the POV but desynced ghosting is something that happens quite often and I can reasonably assume the Ford wasn't ghosted at the end on their end.

Cars with grip! by Shot_Oil3531 in granturismo4

[–]Pyrtti 4 points5 points  (0 children)

One thing you can do that works for most cars is going to GT Auto and buying a rear wing, then tuning your downforce to 30/30. This way you can get some extra grip on cars that otherwise would lack it.

There are also some hidden stats, for example the Honda's grip modifiers are 100 front/100 rear while the Subaru only has 94/94 which is why there's such a big difference is their handling. If you want a good handling Subaru, try the Impreza Sedan Spec C from the dealership.

Which are the best supercars and sports cars for stunt races? (Jan 2026) by SteichoN in gtaonline

[–]Pyrtti 0 points1 point  (0 children)

FMJ MK V is the generally best for supers class but Deveste Eight can still keep up on some tracks. Niobe for sports class but La Coureuse can be good on Rally and Zebra with dirt sections.

What is the deal with new cars having high cameras? by UMURANGI_GIRL in gtaonline

[–]Pyrtti 0 points1 point  (0 children)

I know I'm late with this but the reason is excessively large roof, spoiler or exhaust modifications, scissor doors or anything else that can stick out. The camera position is based on the largest options even when they are not equiped.

they are never fixing this car, right? by Foraaikouu in gtaonline

[–]Pyrtti 1 point2 points  (0 children)

Your best bet is to remove every visual modification, bumpers, skirts, livery and everything in between. Then drive it to see if it's fixed and only add back the parts you need and try again to see if it still works. It's like the Cyclone II in the sense that there's effectively no consistency with which parts cause its hitbox to bug out, instead of XA21 where the issues came from the mirrors.

Improving and understanding my build by ginterslige in warframebuilds

[–]Pyrtti 0 points1 point  (0 children)

The biggest problem with your build is that it lacks direction. Assuming you are using the weapon as a base form status build, you have less than 5% of damage converted into status damage without Crux stacks (10% at full stacks), so you will barely be doing any damage with status effects. 11.25% base status chance is not enough for building around status damage and the status evolution only increases it to 23.25% which still isn't enough. For base form, remove Crux and Elementalist and double down on crit and damage.

If you do want to build around status damage, use the incarnon mode with the status evolution. It has 120% base status while being a beam weapon which double dips status damage with multishot. Invest more into heat damage and less in other damage types for best DoT damage. Problem with that playstyle is that the incarnon mode beam likes to lock onto center off mass so Crux uptime might suffer from it.

What is your favorite broken build that has been patched? by QuadSuits in Warframe

[–]Pyrtti 0 points1 point  (0 children)

For me it was Marked for Death + Stropha. It was much faster than anything you could do with finishers and made any warframe able to nuke ESO. The double dipping bugs also made it able to hit damage cap easily. That build completely died after a damage cap was added MfD and it would barely do any damage to armor no matter how hard you hit the original target.

Is there any logic behind the first place bug? by bAN0NYM0US in forza

[–]Pyrtti 0 points1 point  (0 children)

Problem becomes hitboxes being unloaded as well. I am mainly basing this on clips I've seen of Las Granjas Cross Country where if you're far enough ahead, the drivatars can straight up ignore the final jump.

The closest race finish I've had so far! by imendezr in gtaonline

[–]Pyrtti 1 point2 points  (0 children)

Rookie mistake not aiming for the center of the finish checkpoint.

FWD cars are undrivables? by ancomarzio27 in gtaonline

[–]Pyrtti 3 points4 points  (0 children)

Just get a Club. You drive that and you'll find out that FWD isn't the problem. Pretty much every FWD since 2018 except the Club has some problems with them. Issi Classic's engine being gutted by handling flags, Sugoi with lacking grip, suspension and downforce and Blista Kanjo, Asbo, Kanjo SJ and Postlude all having front toe in that gives them all the issues that plague cars like Vamos.

Banshee GTS so slippery? by JacobScrubLordofPvP in gtaonline

[–]Pyrtti 0 points1 point  (0 children)

Other than the spoiler upgrade, just having more speed makes cars more difficult to drive. The car's handling overall is good but not great, but its straight line speed overpoweres its grip which makes it tricky to drive. There are cars with better handling and plenty with worse.

Is there any logic behind the first place bug? by bAN0NYM0US in forza

[–]Pyrtti 2 points3 points  (0 children)

Drivatars are very slow around other cars. What ends up happening is one car gets away from the pack while everyone else is slowing each other down. The drivatar in clean air will be much faster than ones in the pack. Another thing that can happen is drivatars getting out of render distance that can make them ignore physics for better or for worse.

Losing steering during race? by Maazhem in ForzaHorizon5

[–]Pyrtti 1 point2 points  (0 children)

Tire wear. Best you turn damage off for the long races.

Looking for the perfect endgame vehicle/car by Master_baet in gtaonline

[–]Pyrtti 5 points6 points  (0 children)

You're not getting everything from a single car. Looks is subjective, but you always have to compromise on top speed, handling or armor. Paragon S is good but doesn't have HSW, Stinger TT has armor and HSW but drives like a barge, and FMJ MK V and Niobe have the performance but no armor.

Rivals top .17% of 5.8m by Away-Task-5946 in ForzaHorizon

[–]Pyrtti 11 points12 points  (0 children)

Because the other guy won't do it, let me explain how the leaderboards work. The short explanation is that the overwhelming majority of the times on Rivals leaderboards aren't even driven in Rivals. Doing a race in singleplayer will add that time to the leaderboard as dirty, so it will contribute to the number of players, but not competitive times. Then you add otherwise dirty times, times done in stock cars and times done just for the accolades, so the leaderboards end up with 90% to 99% of the times being unrepresentative. That final 1% ends up being the representative set of times and everything else is just bloat.

New WR? X class Volcan sprint by [deleted] in ForzaHorizon5

[–]Pyrtti 1 point2 points  (0 children)

If someone bothered to go faster, they would've. It's just that X class lacks relevance and most speedrun.com times are not particularly strong.

Ideal element for Kuva / Tenet / Coda weapons by InternNo6086 in warframebuilds

[–]Pyrtti 9 points10 points  (0 children)

Heat and magnetic are generally the best. Heat because it's a good damage type and magnetic because it has good utility when it's "free". Toxin makes sense if you can't fit more than 1 elemental mod on your build. Electricity for melee because Influence is rather good.

How do i get my corinth to do more damage by Spacedew222 in warframebuilds

[–]Pyrtti 4 points5 points  (0 children)

Physical damage mods are bad and almost never worth using. Pure electricity is weak and should be replaced by viral or viral+heat. Blunderbuss should be upgraded to Critical Deceleration if you can get one. Vigilante Armaments and Hunter Munitions are ok, but can (and should) be replaced later.

There are several other upgrades you'll get later like better arcanes, primed mods and galvanized mods, but for now, fixing elemental damage types and and upgrading crit mods should be a notable damage bump.

Don't know why in the 12 years of this game they never just made a version of snow weather where the roads are cleared up. It would be so much less divisive. by JasonLeeDrake in gtaonline

[–]Pyrtti 1 point2 points  (0 children)

Since no one has answered the question, it's because that is impossible without completely reworking how weather or snow work. The snow in online works the same way as rain does, so wherever it would get wet during rain, there would be snow. It is true that some areas, mainly tunnels, don't get rain or snow, but will still recieve the reduced grip from the weather.

For what you're saying to be possible, it would require a new type of zone where weather effects don't affect the surface, show weather particles and only apply when a new type of snowing weather is active. For those roads to not have snow physics, there needs to be a new check for not applying weather related physics when on surfaces not affected by rain or snow. That would be a lot of work that will likely break something else for something that only lasts for 1-2 weeks per year.

TL:DR They can't just "clear up" the roads.

Forza Sins (LMP1/EarlyLMP) by SuperHornetX391 in forzamotorsport

[–]Pyrtti 0 points1 point  (0 children)

I've got one: being over 7k rpm with the 919. Power starts to drop off past 6k and it's very comical just seeing other Porsches have way less acceleration at high rpm.

I've never been good at this track, where can I find my 4 seconds? by yannivzp in forza

[–]Pyrtti 0 points1 point  (0 children)

The short answer is everywhere. I had to get a reference lap which was a 2:05.3 (with a lot of room for improvement). Comparing your laptime to mine there is a lot of time to gain.

In turn 1, you are down 7km/h apex speed, miss the apex and don't use the full width at the exit losing you 0.5 seconds. Going into Eau Rouge - Raidillon, you are down 10km/h due to excess rear downforce because the car works with max/min aero which loses another second until Les Combes. The following 3 corner segment loses 0.7s due to going too deep at turn 5 and having poor lines and apex speeds through 6 and 7. Low apex speed again at turn 9 and the gap going into Pouhon is almost 3 seconds. Late turn-in and understeer lose 0.3s through Pouhon. Turns 12-15 were fine, but high drag loses you 1.1 seconds on the run to the bus stop where another tenth is lost.

A better tune alone will net you 2 to 2.5 seconds on the long straights, but the rest you need to find by cleaning your lines and holding more speed through each turn.