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Reduce of DRS and Boost Power

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medal 5000
2 years 230 days ago
Hey. 
I really like the game. But in my Opinion winning is only possible with keeping the boost for the last round and stay the whole race in DRS Zone. This doesn’t make sence. You can drive as good as possible and better than most other. You have no Chance to win when you’re alone at Place 1 and have the field a few seconds behind you. When you are using the boost perfectly you can get up to 10 seconds, include the drs boost it is up to 12 seconds. This is far away from any realistic. Boost/DRS on Level20 should be as strong  as on Level5 or 6. This will make a lot more fun, and better drivers will more often get better results. It is really annoying to stay the hole race inside the field and stay in DRS Zone, waiting for the last round and hold the boost button like all the others. 
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medal 5000
2 years 229 days ago
agree
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medal 6190
2 years 229 days ago (Last edited by Wholly Crap 2 years 229 days ago)
Every league and manager is different, so to say it's all become a last lap boost fest is wrong, that's what they have chosen to do, that never happens in our league, we can have 3 teams finishing within a second using 3 different strategies with no last lap boosting, or they can be seconds apart, the last lap boost never happens in our league. Just because people choose to do it that way, it doesn't mean it's the best way to win. The idea of the game is to do something different to your competitors to give you the edge, you do that every season and after every update to see if you can improve, a winning strategy one season doesn't mean it's the same the next, I often choose oddball strategies which sometimes work and sometimes don't, copying everyone else to me is pointless and defeats the whole fun element.
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medal 5619
2 years 228 days ago
In my opinion it need to reduce the effect of DRS, and maybe boost. Once just because DRS I lost 8 places in one straight, what's not realistic. You never see something like that in real race.
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medal 5000
2 years 228 days ago
Maybe boost and DRS volume per race could be set by league founder/operator and teams might choose league accordingly. I mean if you can choose the race length and time elapsing speed.. Why not to add those two options. And each league can vote then the numbers for each season....
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medal 4947
2 years 228 days ago (Last edited by Bud Oil 2 years 228 days ago)
Absolutely agree with you... If you choose to make an aggressive strategy being 1st and breakaway you will fail just because you are not in group. Being in group give you 1s faster just because you open DRS.... Regarding the previous update, this one is very very flat... The gameplay and metagame is so flat. I be played a lot of games but I ve never played anything flatter on terms of gameplay and metagame. Make a breakaway now is the most stupid thin you can do and I hate this. This is not Motorsport but cycling manager where the stages are all flat and boost all kers in last turns (who say not doesn't play competitive leagues).  Dirty air now is ridiculous in my mind. The thing at base of this gameplay is the new tire wear.... Now I will explain in 75% format. This tire wear reduces the possibility to make different strategies. The one stop less is useless and to make a breakaway you should be at least 2 laps thinner, but the tire wear can't give you the possibility to make that. Take in example China 41 laps where the S is about 11/12%. You can't make a breakaway in first stint because your tire will be worse in next stints. So you won't be able to appreciate different strategies and it's all a train thing. I don't know why they make this s***. The game was so better before I don't know why they changed
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medal 4949
2 years 227 days ago

Wholly
Every league and manager is different, so to say it's all become a last lap boost fest is wrong, that's what they have chosen to do, that never happens in our league, we can have 3 teams finishing within a second using 3 different strategies with no last lap boosting, or they can be seconds apart, the last lap boost never happens in our league. Just because people choose to do it that way, it doesn't mean it's the best way to win. The idea of the game is to do something different to your competitors to give you the edge, you do that every season and after every update to see if you can improve, a winning strategy one season doesn't mean it's the same the next, I often choose oddball strategies which sometimes work and sometimes don't, copying everyone else to me is pointless and defeats the whole fun element.



Exactly this!
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medal 5000
2 years 227 days ago (Last edited by Skid Solo 2 years 227 days ago)
DRS isn’t the problem here reducing it would just  delay the forming of the train but it would still form.

The numerous changes (track scaling etc) to accommodate 3D are a major cause.  Before 3 D you got trains at races like Italy but they were less common elsewhere depending on how experienced the managers were.  

Tyres need reworking and not just the balance between S vs M vs H etc, but each compound needs to be more sensitive to changing track temps so for example racing at say France in winter would need a completely different strategy to racing there in summer.

The other issue is that with a management game which is basically a maths puzzle from the players perspective, good managers will always solve it.

The positive is that the re-introduction of some dirty air has improved races, but for a lot of leagues the better managers will soon work this out and will all be running similar strategies.  Doing something different may work (and indeed in a lot of leagues) while managers are working out the impact of changes (e.g. one of the big 4 attributes is no longer so important and another more so), but once it’s solved a convergence of strategies will happen.

I suspect that are factors at work in the programming that none of us are aware of and perhaps are a challenge for the developers as they attempt fix the current issues.
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medal 5000
2 years 227 days ago
The only way long term to solve that is to have randomly generating tyre attributes for a league everytime a new season starts and also mask tyre wear in practice early in the season.

I supose you could also have an optional league rule where team get X sets of each tyre for a whole season and have to manage that which might force diffrent tyre strats but you really need something changed underneath in the inner workings.
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