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I was super excited for Sophy AI's integration into custom races. Hopefully, we'll see the list of cars compatible with Sophy keep up with the rate of the cars being added in updates; I'd hate for Sophy AI to be a bottleneck in the process of having more races in future GT games.
Even on Hard difficulty and Professional AI, I found Sophy AI to be disappointingly slow and rather odd in some areas of the track. Upon inspecting the replay, I realised that, for whatever reason, Sophy AI gets on the brakes incredibly slowly when slowing for a corner. It starts with about half the brake pedal, increasing gradually to only about 75% brake input at most. They do this not only in road cars like the 993 RS CS, but also in racecars like the RX-Vision GT3. That means that they have to brake for corners much earlier than the player, making them easy pickings in huge braking zones. I do find that they're weirdly eager to divebomb the player with their weak braking from a few car lengths back, perhaps with the Max Verstappen mentality of "I made the apex first, I therefore have the right to force you wide past that. Cede or we crash." I'm not sure if that's just a skill issue on my part, but I found it really rather rude.
I also notice that they're programmed to never cross the white lines of the track, even with the inside wheels, despite the white lines not denoting track limits at Deep Forest. It really is a shame, as I was hoping that Sophy could be used as a reference tool to gauge how much of the track we as players can extend, especially for tracks with bizarre limits like Le Mans.
Another disappointing aspect of Sophy is that it seems to be locked to the game's automatic shifting instead of being able to shift cars as per the individual machines' power curves and gear ratios. Put Sophy into a diesel Atenza, and they will rev it out before upshifting, losing heaps of ground to the player. Again, I was hoping that Sophy could be used as a reference tool to gauge when to shift cars with esoteric power curves and gear ratios, like the Nismo 400R for example.
That said, most of my complaints vanished when @Jayzedyy recommended I put Boost on Weak for Sophy races. I was driving the Mustang Gr.3 with BoP on, and I got absolutely eaten alive and spat out, even though I could cut corners more and brake quicker than the AI. It forced me to reevaluate my own driving, and to cut more into my comfort buffer zones just to stay with them. It engrossed me like GT7 never had before, and I am a little hooked! With Sophy AI's purported scalability, I really do hope that we players get more than three different levels of difficulty to choose from, ideally maybe from a scale of 1–10, so that more players of different skill levels can find the engagement I found in Sophy.
Here's Jay's video of Sophy with Weak Boost and BoP On:
Even on Hard difficulty and Professional AI, I found Sophy AI to be disappointingly slow and rather odd in some areas of the track. Upon inspecting the replay, I realised that, for whatever reason, Sophy AI gets on the brakes incredibly slowly when slowing for a corner. It starts with about half the brake pedal, increasing gradually to only about 75% brake input at most. They do this not only in road cars like the 993 RS CS, but also in racecars like the RX-Vision GT3. That means that they have to brake for corners much earlier than the player, making them easy pickings in huge braking zones. I do find that they're weirdly eager to divebomb the player with their weak braking from a few car lengths back, perhaps with the Max Verstappen mentality of "I made the apex first, I therefore have the right to force you wide past that. Cede or we crash." I'm not sure if that's just a skill issue on my part, but I found it really rather rude.
I also notice that they're programmed to never cross the white lines of the track, even with the inside wheels, despite the white lines not denoting track limits at Deep Forest. It really is a shame, as I was hoping that Sophy could be used as a reference tool to gauge how much of the track we as players can extend, especially for tracks with bizarre limits like Le Mans.
Another disappointing aspect of Sophy is that it seems to be locked to the game's automatic shifting instead of being able to shift cars as per the individual machines' power curves and gear ratios. Put Sophy into a diesel Atenza, and they will rev it out before upshifting, losing heaps of ground to the player. Again, I was hoping that Sophy could be used as a reference tool to gauge when to shift cars with esoteric power curves and gear ratios, like the Nismo 400R for example.
That said, most of my complaints vanished when @Jayzedyy recommended I put Boost on Weak for Sophy races. I was driving the Mustang Gr.3 with BoP on, and I got absolutely eaten alive and spat out, even though I could cut corners more and brake quicker than the AI. It forced me to reevaluate my own driving, and to cut more into my comfort buffer zones just to stay with them. It engrossed me like GT7 never had before, and I am a little hooked! With Sophy AI's purported scalability, I really do hope that we players get more than three different levels of difficulty to choose from, ideally maybe from a scale of 1–10, so that more players of different skill levels can find the engagement I found in Sophy.
Here's Jay's video of Sophy with Weak Boost and BoP On: