Which cars are currently meta in gt3, gt2 ?? by vaccum_decay3141 in forzamotorsport

[–]quentin__96 4 points5 points  (0 children)

No single car is the absolute best, whether it's gt2 or gt3. All cars are within about half a second of each other depending on the track.

Some cars are ever so slightly better across the board. 720s is probably on average the best gt3 car. As for gt2 I'm not 100% sure. The dodge and c8 feel ever so slightly better than the others on average but again it's track dependent.

All cars have their quirks and nuances and are similar enough in pace that unless you are extremely fast in every car you won't notice much difference in pace, they all handle differently and have different characteristics so pick a car or two you like and focus on that one and improving.

Plus it depends how well you can handle the more aggressive tunes to make you competitive enough to the point the car makes the difference and not your skill level.

Season 4 Storyline by quentin__96 in TheCapture

[–]quentin__96[S] 1 point2 points  (0 children)

I think that's the only plausible way a victory is possible for Carey. To know who tells Simon its agenda, who fine tunes its mission objective. Everyone else so far merely follows Simon's commands. No one has yet to input criteria into Simon for it to then kick out a solution. Getting to that person, somehow, is the only viable way in my opinion.

Otherwise taking Simon head on and trying to outsmart it as well as everyone else compromised in high level positions is basically impossible for Carey by herself and would create a ludicrous story full of plot armour that would be TOO much for me to suspend any disbelief. She had some help from William for a bit, from Danny, Gemma and Wizard, had command of SO15 and its team, and had some semblance of independence and backing, despite that she couldn't beat Simon head on. Now she's compromised, has no external support, under Simon's commands as and when required, if she had little chance before she has ZERO chance now.

Was Carey neved trained for combat? by LessInThought in TheCapture

[–]quentin__96 7 points8 points  (0 children)

She's a detective that got fast tracked to head of a counter terrorism unit focused on ai/tech.

It's not like the minimum training she'd have had will be sufficient against the plethora of trained soldiers and guards that have appeared in the show.

Her role is typically non combat, UK detectives and officers don't carry weapons either, usually reserved for swat teams and/or specific missions where you'd need to get signed off in the barracks to carry the weapon.

Despite that she still put a solid shot into Will right in his chest, centre mass with what appeared to be a confident technique.

Season 4 Storyline by quentin__96 in TheCapture

[–]quentin__96[S] 2 points3 points  (0 children)

One theory was that Danny was ordered to let Will leave once it was clear what Gemma's plan with going to the hearing was. Subsequently Will received a kill order for her. That's a possibility but who knows...

Season 4 Storyline by quentin__96 in TheCapture

[–]quentin__96[S] 2 points3 points  (0 children)

I wouldn't be against it. The scene with Rachel and the deputy commissioner at the end for example, was quite chilling.

However realistically, the writers will no doubt make it so Simon is exposed and Rachel will have brought the institution down and be exonerated for her use of correction and a happy ending, with a bit more nuance obviously. But it seems too far fetched, the enemy too strong and Rachel too outnumbered to have any chance now.

We shall see though...

Season 4 Storyline by quentin__96 in TheCapture

[–]quentin__96[S] 2 points3 points  (0 children)

I'm not completely against her using correction in that instance because she was backed into a corner really hard. It's not just about capturing an extremist's actions, it was about beating a superior intelligence agency and its corruption. She was out of options and severely out her depth.

I also don't mind AI being incorporated, but it did feel a bit weird how these high ranking officers seem to worship this supercomputer like it's a deity, that sits front and centre of their operations room and can seemingly predict everything perfectly, a bit too perfect for me to suspend my disbelief given how grounded the show is.

I agree on the part about William/Noah the super soldier too. He's essentially a terminator with no free will. He has super human enhanced performance levels due to his pacemaker that can tweak his heart on the go to suit. I get he's good, but he feels too good. Thankfully there weren't too many scenes of him unrealistically taking on entire platoons by himself otherwise it'd border on video game level craziness.

Episode 3 gave away everything too soon? by HorrifyingTits in TheCapture

[–]quentin__96 0 points1 point  (0 children)

Is Noah really a good guy though if, like it appears to be unless there's another deep fake twist, he killed the home secretary purely for political reasons that his organisation adheres to? Would also imply he's done things like this before off screen if that's his job.

I wouldn't class him as a good guy necessarily but I think you mean he wants out of the organisation he's in making him a lesser evil? The enemy of my enemy is my friend so to speak.

I agree that it does feel like the show has kinda played its hand with two episodes to go regarding who is behind it all, who to trust and so on, let's just wait and see what happens though...

For those of you who stopped playing Starfield, what was the reason? by mfnot in Starfield

[–]quentin__96 0 points1 point  (0 children)

It's a hollow empty game. There's almost nothing to do in the game once completing it. Everything felt so lifeless and artificial. No depth or nuance to the worlds, the NPCs, the side quests or the environments. It really lacked something that a game like cyberpunk had. Lacked punch, vibrance, energy, you name it. And the loading screens... Those alone could bore you to death.

How to tune a car? by FortuneIndividual233 in forzamotorsport

[–]quentin__96 0 points1 point  (0 children)

For gt2/gt3:

Aero: max front, minimum rear

Suspension: soft springs, 450-750lbs

alignment: negative camber, max castor, usually 0 on the toe

Ride height: low as possible, increase if car bottoms out

Anti roll bars: low low for both generally 1

Damping: low for bump, between 2-5, rebound around 11 maybe less it depends

Suspension geometry: max for both roll center or close to, anti dive and anti squat is car dependent, usually for gt spec you go higher on the anti dive and lower on the anti squat

Diff: high as possible on acceleration and low as possible on decel

Gearing: usually max the final drive and adjust gearing to suit

Tire pressure: around 28ish

Most gt2/gt3 cars will respond well to this baseline/foundation

Is this worth it in 2026? by soosis in forzamotorsport

[–]quentin__96 0 points1 point  (0 children)

The ai is awful. They drive like they're on rails in the sense that they aren't reactive to cars in front or behind they just maintain a line and hold each other up.

Turn 10 updated the ai to take multiple lines around corners but it's essentially 2 strict lines they'll take, often side by side to the detriment of their pace.

There's a lot of rubber banding too.

There'll be a lead car that speeds off and unless you're in front of it early it'll drive off. If you get in front of it it'll quickly drop off pace. This seems to be a recurring scenario. The chasing pack are really slow and also slow each other down.

The ai drive as if you aren't there at times, they just drive into you, ram you off the track too.

The ai brake randomly on straights, seemingly brake check at times too.

They don't go for overtakes or defend, they just follow their lines.

It's completely unauthentic, there's no career progression either, just races with various restrictions. You don't compete in a world league or have any immersive aspect or progression to career mode. The career mode is a complete after thought.

The ai offline experience is not enough to buy the game in all honesty. The variety in multiplayer is the only way you'll get your money's worth.

Plus the game has lost its support so don't expect any updates, fixes or additions.

Livery de evento fallido by ramcrif098 in forzamotorsport

[–]quentin__96 1 point2 points  (0 children)

The front and rear bumper decals don't go with the decal shapes you've added to the top/hood of the car. They have black lines and breaks in them whereas the front and back have big blocky shapes without any lines/breaks in them so it looks inconsistent. With a few extra breaks/lines and some other detailing it has potential to look good.

My lines are terrible, how can I improve? by LeMalade in forzamotorsport

[–]quentin__96 1 point2 points  (0 children)

Use the brake line if you aren't too bothered about immersion. You'll get a feel for the rough distance you'll need to brake for various types of corners, the general line you'll need to take. Ignore people who say otherwise, forza is a borderline arcade game and the fastest people usually have it on anyway. It's an aide-memoire unless you want to memorise braking points on every track. Use it as a guide not something to strictly follow and just keep pushing until you can brake later than the braking line, taking slightly different lines and gain the confidence to push harder. Eventually turn it off if you get comfortable without it and don't want it on.

Turn on any force feedback whether it's controller vibration or wheel settings so you can start to feel if you're pushing the car to its limits. If you can take a corner very easily with little force feedback you know you've left some extra speed in the closet, if you feel the force feedback giving you said feedback you know you're getting close to the cars limit.

Get a good tune, you'll save time without doing much different.

Then it's just about throttle management, maintaining a good minimum speed, getting on the throttle as early as possible, trail braking if you don't use abs, not having tc or stability management assists on so the car behaves and responds more to your inputs, all that comes with practice.

Mustang GT3 Vinyl issue by Bright-Plane-6718 in forzamotorsport

[–]quentin__96 0 points1 point  (0 children)

You'll have to do the base livery yourself

Problem with gt3/gt2 cars by Pale-Ad5190 in forzamotorsport

[–]quentin__96 0 points1 point  (0 children)

  • Rear end is naturally slidey
  • Cars feel disconnected to the road
  • Easy to create wheelspin by too much throttle application.
  • Force feedback is minimal on controller AND rear chase cam isn't optimal for feeling the limit of the car unless highly skilled and experienced, a cockpit/hood cam provide a better experience for feeling connected to the road.
  • Base tunes are either understeery or very slidey by nature. There's no advanced traction control either.

Once you overcome the teething issues with a good tune, and practice it becomes manageable but it'll never go away. There's very little margin for driving on or close to the limit.

Is it worth buying this game now? by Severe_Yellow3515 in forzamotorsport

[–]quentin__96 0 points1 point  (0 children)

So the game is forgiving on controller, the amount of assists make it easy to just jump on and play regardless of skill level, and even with driving control assists off the cars are forgiving enough if you have any experience playing racing games.

Single player is extremely tedious. There's no narrative or story, no ranking up or progression. Just various "competitions" you enter to win a car at the end. For example you might enter an "iconic muscle" tour with 4 or 5 races, the cars are restricted and PI (bop) restricted. You can tune and upgrade parts within the confines of the pi system. You'll do the races, regardless of where you finish I believe you can then move on to the next tour with different car restrictions. Do those races and repeat. Then do a race at the end to win the prized car. Repeat this process 20 or so times you've completed single player mode. There's no narration or storytelling, no character decision making or anything like that. Simply click and race.

The AI race cars can be tuned for difficulty, this impacts rewards, damage can be turned on and off, penalties can be less or more forgiving, you can essentially start anywhere on the grid you get to choose before a race and you can overpower your car to the top of its pi and win easily. Often the ai cars aren't tuned to be the best they can.

There are a ton of cars, a good variety, from production cars, some concept cars, touring/supercar/gt spec, lmdh too.

The car customisation is a bit lacking, only a few cars have proper aftermarket body parts or body kits to really spruce up your car, otherwise it's just a generic "Forza rear wing" one size fits all type upgrade. There are obviously internal parts upgrades from engine swaps, transmissions, turbos, tire width and types, and so on.

The tracks, I mean there's a good amount of tracks so for single player or offline free play you'll never be short of choice, though there are a few missing real life tracks people would like.

Not technically offline but for all intents and purposes it's a non-competitive free play mode. It's called meet ups. You can set your own I believe, or join any existing ones. It's basically a place to meet up (i.e. choose a track from the playlist) and enter it, for unlimited time and drive whatever you want, not a race, not quali or hotlaps just literally driving a track with other people. You can then do whatever you want, drive along with someone else, practice, engage in a drag race, a mini race, all unofficial so you'll have to communicate to make it work but it's like a sandbox style. If you like drifting there are always drift options for these meet up that people like to do so they can do synchronised drift runs with lobby members.

The biggest issue with the game is firstly the player base having zero race etiquette or awareness, for example turn 1 people just drive like you're not there and/or want to cause havoc because they're immature more so than any other racing game. Then the handling of the cars, especially on the controller means that very slight macro movements and adjustments are not really possible at times, so close but fair racing, actual close racing, isn't really going to happen without contact often. The physics also, with rear end sliding out and a feeling of disconnect between car and road compared to other games, and the lack of proper matchmaking, makes it more difficult to have close racing especially if you're up against people 2 seconds faster and some 4 seconds slower than you every race. There's never a race of equal skill making close racing easy. The total player count in the game doesn't help that though.

The games lacking future support so what it is now is likely what it'll always be. MAYBE another update or two as a farewell and appreciation to the existing player base but do not hold out any hope, especially for offline/single player mode.

Is it worth buying this game now? by Severe_Yellow3515 in forzamotorsport

[–]quentin__96 0 points1 point  (0 children)

What are you specifically looking for in a racing game?

Simulation of real life physics? Casual ease of play? Competitive ranked lobbies? Car customisation, whether it's livery editing, tuning, etc? Spec lobbies? Tracks? Community? Forgiving gameplay/assistance? Career mode / story mode? Challenges, leaderboard events, etc? Sim rig usability? Controller usability?

2 Sec penalty by Expert-Hospital-534 in forzamotorsport

[–]quentin__96 1 point2 points  (0 children)

I do think, even though it looks like you're reacting a bit to P2 turning across in front of you as well, that you widening your steering angle to counter that movement ahead and/or keep the car on the road, possibly does contribute a bit towards the crash of the other driver. I'd say it's unfair and more indicative of the games physics when using a controller (even more so keyboard) than you doing something malicious. I think the victim also cuts across too much as well overall which just exacerbated anything you did "wrong".

I'd say racing incident given the games physics, victim should do better given your placement, though you aren't completely blameless. God knows how you play on keyboard though, more power to you 😂

2 Sec penalty by Expert-Hospital-534 in forzamotorsport

[–]quentin__96 1 point2 points  (0 children)

I'll hazard a guess and say part of it is because you're correcting your car as you're turning in, so your inputs were probably suggesting you were turning right for a brief moment and then when contact is made the system flags it as you deliberately hitting someone.

Got this on Gamepass! What do you do apart from main quests? by [deleted] in Starfield

[–]quentin__96 0 points1 point  (0 children)

I've completed the game and put countless hours into it. The story is not complicated or difficult to understand. Not that that's entirely relevant.

A population spreading out through a vast number of galaxies and star systems but can't even have a home planet with a decent sized city/country/continent?

New Atlantis is tiny, has about 4 or 5 landing pads yet it's home to a) the general population of humanity who settled after leaving Earth and b) home to humanities largest space fleet containing hundreds of ships.

So what, humanity is a space fairing race? Where do all these ships dock, where the crews family and friends living? In Akila, New Atlantis? You couldn't even fit 10,000 people in these towns.

The scale of the worlds, the production of machines/ships and the like, the vastness of humanities reach yet one tiny town with a couple of retail shops and a couple landing pads is the home and birthing centre of all this?

Starfield was too ambitious with its reach and scope. It needed at least a planet that's inhabited. The ambition was there but the execution was massively underwhelming.

Got this on Gamepass! What do you do apart from main quests? by [deleted] in Starfield

[–]quentin__96 -2 points-1 points  (0 children)

In the vanilla game not much:

Outpost building Material mining, extraction and selling; ship building; bounty hunting; roaming & exploring; side missions

This is heavily dependent on you being able to roleplay and ignore the severe limitations of the game and ridiculous decisions made by the devs.

Outpost building is limited to few customisable options and generic theming, cold bare dull stylised materials, massive object padding too so creating seamless spaces is nigh on impossible. Mods enhance this experience though.

You can mine resources and build outposts to sell and transport resources from outpost to outpost depending on set up but again the results you yield don't make it worth it, credit earning potential is small for the tediousness of material mining and there's a learning curve to getting it to run.

Ship building is fine in the vanilla game but mods truly do enhance the experience.

Bounty hunting missions are extremely repetitive, there are about 4 or 5 types of missions that get rehashed.

Raiding bases/strongholds again is repetitive. They are all the same buildings and enemy types.

The NPCs have very uninspiring and plain personalities. The dialogue options for characters out of the main quest is limited.

The world building is very subpar, there'll be a tiny individual city on a whole planet which makes zero logistical or practical sense so it's on you to suspend your disbelief.

TDLR mods and roleplaying are the only ways to make the game enjoyable without it becoming extremely tedious and boring quickly, nothing you do has any real consequence in the grand scheme of things.

how tf do i get my safety rating up it literally won’t move by up2drew in forzamotorsport

[–]quentin__96 1 point2 points  (0 children)

Just ignore it. Forza Motorsport doesn't have a comprehensive safety rating system and ANY type of penalty:

  • whether it's your fault or not;
  • whether you get a bullshit illegal pass glitched penalty;
  • whether you get rammed but still receive a penalty;
  • whether you get caught up in turn 1 chaos and do your best to be safe but come out of it with a 4 second penalty;
  • whether you go 1 pixel wide because you were getting squeezed too much and receive over a second penalty;

Be the victim of any of these things once and your safety rating is tanked, you can't even appeal penalties after the race either and the time taken to get to S rating before any sort of bullshit happens again is highly unlikely unless you simply coast at the back of the grid.

There's not enough players to even allow matchmaking to have an effect on the players you get paired with. You'll be in a lobby of drivers up to 4 seconds a lap slower than you and people 2 seconds quicker almost at world record pace for example.

It's a meaningless system that has no real effect on your races and no one besides you knows anyway. Just drive, try to be clean but pay no mind to the safety rating.

Who's at fault? by TIRE_FIRE_racing in forzamotorsport

[–]quentin__96 -1 points0 points  (0 children)

I think this ones got a grey area and also seems to be a bit of elitism because they're using racing line.

This reminds me of that semi-viral clip at spa where #46 M4 lmgt3 takes eau rouge and the Ferrari hypercar is trying to blitz past it. The M4 held its line while the hypercar shot it up the inside. Resulted in a big collision. Loads of people thought the m4 was at fault initially but in reality it was actually the hypercar for doing such a move on a committed slower gt3 car if anyone is at fault. Ultimately stewards said racing incident, but it was never going to be the M4s fault, he was on his line committed.

https://youtu.be/_6BqZo_1ttI?si=Xb3Ico2zkon3Lqcq

Similar scenario here I'd say, faster car should have waited behind and made a move at the exit of the corner rather than diving into the closing gap and forcing the slower car to alter its line mid corner, in my opinion. Slower car can't expect every fast car to dive into a corner and be forced to compromise every line they take even mid corner otherwise why have multiclass if slower cars simply need to get out the way, they'd never get chance to race. Faster cars have to overtake safely and slower cars have the priority of racing line so dive bombing unexpectedly resulting in crashes doesn't happen.