Forum Discussion
It still works (depending on the tree) that you need to do certain upgrades to unlock another branch, some starting with more branches available from the get go, some starting with only one but its basically the same as before and i wouldnt be suprised if its really exactly the same when you compare the upgrade availability directly..
BUT that doesnt make it better as pretty much all they did since 2020 was change some visuals, add 2 more starting points (midfielder and frontrunner) and very very sublte balance changes, completely disregarding valid criticism (driver stat boosts) and great suggestions from the community.. Not even starting to talk about the horrid state of F2 "careers"..
Now we have very little information on where the car is and how big an upgrade actually is. In certain teams it's much better to upgrade the drag rather than downforce because the drag upgrades give you a bigger increase for the same price or vice versa for other teams.
I also hate how they lock certain teams into terrible upgrade paths that make the car really bad to drive and basically make it underperform until fully upgraded like the Aston Martin car from last year that had a Ultimate rear downforce upgrade really early in the tree that locks you out from rear downforce upgrades and makes the car really bad to drive.
You can sort of fix this yourself with setups but it screws your teammate and means even verstappen could not perform to where the car was in the performance chart. While the mclaren car had a really good upgrade tree that seems to have any AI driver be able to drive well in that team even with bad driver ratings. (And from what I've seen in this years game so far it's exactly the same were certain teams have much more favorable upgrade trees.)
I wish we could see a performance chart for each area rather than just chassis, aero and engine as a whole. In real life the teams have to inform FIA of all the upgrades they put on the car so I think this would be fair for the game to reflect that somewhat.
Like who have the lowest weight, lowest drag profile, most downforce, best engine, best ERS and so on.
The game just lack a lot of information, just like we still don't have speed trap list, that can't be so hard to implement. All you can do is go onboard and watch every AI car to see their speed to know who's fast in the straights. I know you can see speedtrap of cars if you spectate the AI in qualifying but yeah...why not just give us a speedtrap list?
And yeah like you said the upgrade tree is still exactly the same just invisible and even harder to know how to unlock certain upgrades. I don't like the way they remove my freedom to upgrade the car how I want. If I basically want a Williams car that is really fast in the straight but bad in the corners that is really hard to achieve because you often have to upgrade a certain downforce upgrade before being able to reduce drag again.
Is that realistic maybe, is it fun not really. Some upgrades being locked because of not having the required facilities I have no problem with, but locking us into very set paths for how the car is upgraded is what I dont like.
- Meza9943 years agoSeasoned Ace@ImpartialCross06 I dont remember the upgrades ever telling you what exactly they changed in terms of percentage etc. since 2017.. Might have not seen it though
I know your problems with the system, its really far from ideal.. Seeing the performance for each subarea would be nice but in theory its always just pure guesswork IRL even teams informing the FIA about upgrades doesnt give them any indication of how effective these updates are.. IMO the performance chart shouldnt even be this accurate, maybe getting more accurate after certain races and completely unknown at the start of the season (pre season testing)..
The perfect "tech tree" for me would be no tech tree at all but just complete freedom of developing whatever you want, generally smaller steps not the current - getting 2-3seconds faster within one season when IRL its more like about 1 second or less.. So the upgrades should be smaller, for the AI a bit more difficult though but they should just pick random upgrades, higher chances on parts they are lacking at in comparison to others or giving then premade layouts like - more downforce for half a season, less drag, better chassis or whatever, plenty of options to go about it, making it more realistic yet IMO not less fun and its not really realistic that you have to do a DRS upgrade in order to do another front wing upgrade haha so yeah forced developments are definitely bad and there are better ways to go about it.. And dont get me started about a speedtrap chart😂- Apophis-STR3 years agoSeasoned Ace@Meza994 I love the tech trees, although not perfect in terms of the actual pacing of progression in my opinion (usually development should reach diminishing return phrase at the end, but instead we make all the biggest leap there), it just looks so good and neat in terms of its presentation.
- ImpartialCross063 years agoRising Traveler@Meza994 Yeah, thinking about it more you're right about not really knowing where other teams are in terms of performance, and that it's mostly rumors and guesswork by the media.
Yeah, for me too the development is way too quick, even on reduced it takes 2 seasons with no regulation changes for a fully developed car. Should be a bigger difference between reduced, standard and increased RND points.
I think it still would be nice to have a overview of our own car. Like weight and what areas we are strong or weak in. Your sort of have an overview with the performance chart, but it says nothing about like drag vs downforce.
Unless you go into the files and look at the cars, you have no idea where your car is strong or weak. (Or you know that it lacks in chassis as a whole, power or aerodynamics but still.)- 3 years ago
If you complete all practice programs all the time, even at reduced RD, advancement is too fast. I agree
that's why I tend to have the rule of only picking one program per race if you do 23 races and maybe two programs per race if you do 16/10 races
I know they should fix the balance, but there are a lot of settings and limitations we can impose ourselves to keep it interesting; It's a single game; you don't need to max out things you do just because they exist.
I found that doing one program only starting on reduced with 16 tracks, I was barely keeping up with AI (perhaps because I had an unlucky strike of failed upgrades or maybe the combo reduced Xp/team/money/RD), so I decided that two programs probably fit better with the 16/10 tracks schedule, doing all 3 is definitely an overkill resource wise you get too much too quickly.
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