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I agree. the rubber banding is just part of the old arcade games it tries to mimic. I just wish the ai would not try to spin you out all the time (intentionally or not).
BUT i think it is not really rubber banding but the very strong slip stream. If you are lucky enough to get a full mplayer round (i got to play 3 full games yesterday on switch) you will notice quickly, that even without AI the field usually is very close together because people just stick like glue to each other because of the super strong slip stream mechanic.
Don't now, i don't fell like they are cheating, even when the IA win some distance i can catch them.
Usually I very much hate it, but in this particular, very specific instance... I think it actually adds to the experience. It's full contact racing, and the rubberbanding isn't just helping the AI, but it's also helping the player. There have definitely been situations where I rocketed past the entire field to retake first. Is it a fair racer? probably not. But I'm having a lot of fun just drifting and knocking into things. Don't take this one too serious for sure.
this game was on my wish list... now it isn't.
VERY DISAPPOINTED.
However, I feel it is more down to the super OP slipstreaming mechanic, more than anything else. The boost you get off a slipstream is easily as fast as a turbo charge. The AI will use drafting too so no wonder they are leapfrogging all the time.
I mean, the slipstreaming is cool, but I think it needs to be toned down a little.
I understand, rubber banding could make sense and isn't bad at all, however, the way and intensity it's implemented in Hotshot Racing is just too much. For me it kills the fun and makes the game unenjoyable.
Please, overwork the rubber band AI and give us a competitive but enjoyable arcade racer.
And that was obviously deliberate, because it always gives players the opportunity to get ahead, and you will always need to defend your position. That's Arcade Racing 101, because the whole point is to have fun.
It literally doesn't matter how well you play in anything but the final lap. No matter how badly you drive, you can always catch up in the final lap. No matter how clean and flawlessly you drive, the AI will always finish within about a second behind you. Reliably and in all difficulties.
This isn't "some rubber banding", this is simply broken:
Do whatever you want in the first rounds, none of it matters - just harvest some boost via drifting and slipstreaming but don't use it. Catch up to the AI in the final lap (this will pretty much happen if you want it or not) and then boost past it in the final stretch. This essentially works every time and on all difficulty levels.
Once you figure this out there is almost no motivation to keep playing the single player.
So many expert cups ended because the AI is going 300MPH and rams me from behind, sending me into an uncontrollable spin into last place.
The goal above all else of the entire algorithm appears to be to create a tense, photo-finish, final stretch. Virtually none of the "before" matters and after a couple of races it becomes so painfully obvious, it essentially breaks the game.
Sucked on normal and the car handling was whack, but hard felt better with a more drifty car that didn't insta-wang off to one side 'cos I moved the stick 1 micrometer too far. Still, both races were annoying AF with every car behind CONSTANTLY auto-catching up and shunting into you - often right before corners. This is how noone but complete a-holes play in Grid MP.
I don't think I can stomach a full game of that crap
Even if you fall back 6 or 7 positions you can get back in first in a second so long as there's a nice chain of cars to slipstream off of. If there's too big of a gap then too bad you'll never reach the pack again since they're all getting free boosts and speed off each other