Even if I win the insane power boost that ai gets when you tap them is infuriating. A lot of wide cars out there on a narrow track. When they hit me where is my boost?
Well, in real life, Monaco is a passing nightmare, which makes this challenge doubly absurd. I mean,
any race where you're expected to be well-matched against your competition and pass 11 people in under 9 minutes is insane, but especially on this track.
Still, it's typical for GT6—you're never involved in real races with the AI. If you were, then qualifying would be available. And if you qualified on the pole, you'd have no real competition (unless they were cheating). It'd be a lot like a 5 lap time trial. (Why
don't they do those, BTW?)
OTOH, you have to sympathize with Polyphony: how do you make an interesting racing event that lasts less than 10 minutes? The solution they seem to like is to have you start at the back of a bunch of bad-driving AIs and pass all of them. I haven't played a lot of GT6's competitors, so I don't really know what the alternative is. (Other than having human opponents, for better or worse, or longer events, which a lot of gamers don't want.) I remember
Forza 1 used to pre-qualify you based upon what car you were driving, but I'm not sure that's a massive improvement.
Honestly, a <10 minute race should be unbeatable from dead last. So there's going to be artificiality baked into this just based upon the format.
I guess my frustration comes from the fact that I don't like wasting my time trying to figure out how to beat a video game. I race in a GT6 league that presents authentic difficulty (SNAIL). So when I have to figure out tricks to beat vehicles that are supposed to be a certain PP, with the same tire I have, but perform much differently, I get annoyed.
Honestly, a lot of that problem (and I share your frustration) seems to stem from Polyphony's badly-designed system of race regulations. PP don't really measure lapping ability very well, as we so often see with the GSX-R/4 or the ZZII. Given that this
is a video game, you'd think that they could just take a preset AI and have it lap a bunch of tracks on their test systems to make a default PP rating for the cars when they're stock that makes sense. Mods present a challenge, given the number of permutations those introduce, but perhaps, after mods are installed, you have to have the system evaluate the PP rating of your car before you can use it in a PP-limited race?
PP rating also need to take handling capabilities into consideration. Suspension setups, tires, downforce... the game currently ignores all of those, which is rather ridiculous. It's why a race car at 600 PP is much faster than a street car at 600 PP.
Alternatively (or additionally), they need to do balancing patches. Not like most games might do by changing the cars themselves but rather by re-evaluating the PP rating of various cars that seem to be over- or underperforming for their PP rating. Perhaps then we'd see more diversity on the Time Trial leaderboards. (Though I would imagine there's always going to be some bandwagoning there.)
Without good race regulations, we're left to guess what kind of car we
actually need in a particular event. "Okay, it
says a 550 PP car, but obviously not
any 550 PP car." The lapping capabilities of a KTM X-Bow at 550 PP are a far cry from a tuned up, say, '01 Acura Integra or a stock 430 Scuderia. But all three of those cars would meet the entry requirements of this event, even though they have nowhere near an equal capability of winning.