Forza Motorsport General Discussion Thread

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From official Forza forum:

The 2022 Cadillac CT5-V Blackwing, which will be discounted in the Showroom as a Spotlight car, has been part of the game roster since launch. Players may notice the 2014 Cadillac CTS-V Sport Wagon appearing in game menus but not available to collect. This was due to constraints in development. Our plan is to include this car in the Showroom in a future update. State tuned for an announcement (likely after February).
 
My problem personally is not the FOMO - I've been quite happy with the FH4 and FH5 FOMO for the last 5 years...

The big problem for me is the amount of time required for 2 cars... Let's say it's around 300 minutes, which is 5 hours. That means ~75 minutes per week and the end result is 2 cars.

In FH5 each new car was often around 20 minutes per week. In worst cases 45 minutes. So that's between 25% and 60% of the time required in FM23, for at least 4 cars. Just think about it for a sec: At least double the cars in (usually far less than) half the time.


I do appreciate that FM23 throws most "new" cars straight into the auto show and only 2 are exclusive FOMO, but usually the most interesting new-to-Motorsport cars are FOMO-locked and the reward-per-time feels really poor.
If the career wasn't time gated, I wouldn't have an issue. With the open series, I can knock those out in a couple of days. The time-lock on the featured races is just unecessary in my opinion. But, other than that the carrot on a stick approach for the locked cars is fine. Once I get the car, I am usually off to Freeplay to build it up, tune it and run it.
 
We did this for our league's first full season on FM8 using the BRZ. It has a factory aero kit that looks kinda race-y, slicks and no engine upgrades, and we ran "sport" suspension to limited tuneability to be more "spec" car-ish. Ended up kinda low B-class, the somewhat draggy rear wing seemed to help make the draft a bit stronger so it made for a pretty good race car and we had some good battles with it. As usual, slower race cars often make for the best racing.
if you guys plan to make a S2 now with the GR86 on it alongside the BRZ like the Japanese (and seemly the AU/NZ too) i would love to join, it looks and sounds so fun

In my view this is a rather welcome update making the game more complete with these Hyundais (adding 5 models to the already present 2)
now if i am not mistaken the last spory/racing hyundai left are the 5N eN1 Cup to join the touring cars and the (Gen 1 or Gen 2) HB20 Cup as a good starter car racing series

there also has the Elantra Cup, but it would be redundant since the Elentra TCR is already in the game now


 
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If the career wasn't time gated, I wouldn't have an issue. With the open series, I can knock those out in a couple of days. The time-lock on the featured races is just unecessary in my opinion. But, other than that the carrot on a stick approach for the locked cars is fine. Once I get the car, I am usually off to Freeplay to build it up, tune it and run it.
I wonder if the career events aren't time gated out of concerns for the size of the game's install. I wonder how much do the custom posters for the events, and those (admittedly, pretty nice) sequences that play before each championship weight?

In any case, they could have their cake and eat it too, by having every month a highly-sought after car (like the M4 GT3 last month) awarded through non-time gated events that get added to the Builders' Cup, and an oddball obtainable by completing the (time gated) open-class offline series. And of course, both cars available through the Challenge Hub for people more interested in online racing.

This would allow them to still keep engagement numbers high through FOMO, while significantly lessening the burden on casual fans who don't necessarily care about collecting every single car added to the game, but also on content creators and competitive league* players alike.

(Then again, recent Twitter interactions have led me to suspect that if you wrote to the official FM accounts saying something along the lines of "I wanna race in a league with the M4 GT3 but missed it when it was available", or "I have a cool livery idea for the Aston Vantage, but I forgot to do the races when it was up", they'll just send you one?)
 
With the addition of the Elantra N TCR, Forza Touring is probably one of the most complete divisions in the game. It's been fun racing against and with that car and the whole field of other Touring cars being that there's so many to choose from now and they are all closely matched. I believe all we're missing is the Alfa Romeo Mito TCR and then a few previous gen cars like the Chevy Cruze, Volvo S60 and Toyota Avensis.
 
A couple of odd things happened tonight. First when I tried to start the Hot Hatch series I originally picked my VW Golf GTi which is at B600 but I didn't notice that B550 was the limit. The instant it told me I couldn't use the car the connection to the server dropped. Took a little bit to get it back but when it came back it had removed all of the upgrades from the Golf and put it back at it's original C class number.

Next when I tried to start Open Class D races, all of the little windows in the D Class panel indicating if a race has been completed were all filled in and the series showed completed and it showed C class locked. So I went ahead and tried to start D and it let me do it.

I will say there is one positive about this first series in this tour and that is car choice. It took me a little while to pick something out. I eventually went with the featured I30N as I figured it would give me another Hyundai to start building points on and I already have a Veloster.
 
The hot hatch career event is not half bad. I ran a Golf R and had to drop it from 600 as well, but without the hassles you had Jezza. It was pretty fun racing against the AI, and for the most part it was issue free. They still don't respect me if I am on the inside of a turn and, often; to get away without being touched, I have to abuse the track limits. But other than that, no real silliness.

It was interesting seeing the Ai locking and smoke coming off of the unloaded rear tires. I didn't notice any tripoding but seeing that one wheel lock up and a small amount of smoke was a nice touch.

Race wise, it felt like the devs were beginning to cook. The tracks were decent challenges, and the race length was decent. I wish there were more thn just 4 events. Perhaps I need to create a hothatch B/550 macro, and see if I can recreate this combo in single player.
 
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I was noticing this week that if you try to slip up the inside of the AI even with your nose ahead before the corner, the chances are really high that they will drive into you. Then we get a moment of Forza Glue (tm) before you can shake yourself loose.

In a game which is built around starting mid pack and sneaking up through the field quickly, this remains very frustrating. I'm at the stage that I'd probably prefer FH5-style AI for this: They back off a little as soon as you get your nose in front in order to avoid colliding. But ACC AI would be even better: They hold their line and drive parallel to you where possible but will avoid touching you without unnecessarily braking.
 
I was noticing this week that if you try to slip up the inside of the AI even with your nose ahead before the corner, the chances are really high that they will drive into you. Then we get a moment of Forza Glue (tm) before you can shake yourself loose.

In a game which is built around starting mid pack and sneaking up through the field quickly, this remains very frustrating. I'm at the stage that I'd probably prefer FH5-style AI for this: They back off a little as soon as you get your nose in front in order to avoid colliding. But ACC AI would be even better: They hold their line and drive parallel to you where possible but will avoid touching you without unnecessarily braking.
Go for the gap and pull back at the last moment. They will dive and miss you (gravel for them) and then you can safely pass on the outside. Or feint, they always fall for the feint.
 
Irritating things in FM23 number 248...

Every driving game in existence:
When your batteries run out and the controller disconnects during a race, the game pauses.

FM23: the race continues while you take out the old batteries and put in the new ones, losing you the race because you cant rewind sufficiently, forcing you to restart the race.

I was reminded about this when my batteries ran out during FM7. A game that still exceeds FM23 in BASIC functions like this, after 17 months of updates.
 
Irritating things in FM23 number 248...

Every driving game in existence:
When your batteries run out and the controller disconnects during a race, the game pauses.

FM23: the race continues while you take out the old batteries and put in the new ones, losing you the race because you cant rewind sufficiently, forcing you to restart the race.

I was reminded about this when my batteries ran out during FM7. A game that still exceeds FM23 in BASIC functions like this, after 17 months of updates.
I have never had this issue on my Series S using the good ol AA batteries. When they die the game automatically pauses...for me at least.
 
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