MOTOZ293 wrote:Okay Chex. You ready for my feed back?
1) I don’t know why you went back to flat berms. The berms that barrington has on west coast were perfect.
Definitely didn't mean to. They are actually Stephen's berms still, but I did make them taller. I think when doing so, I may have gotten more fill in the middle and lost some of the "cup". These are actually 1.7 feet taller than Stephen's. There were a few issues with my process that I'll address when I begin building round 8 to verify. (ps. go play the REAL flat berms form last year, these are nothing like those haha)
2) the track seemed a little wider then usual, just wondering why that is. Has nothing to do with feedback just curious
3) why was the supercross triple so big? It felt like the height of it was about 2x bigger than anything I’ve saw in a long time.
Because I thought IRL triple faces were 8 feet, so scale to nearly 10 in game versus 6 feet scaling to just over 8 feet in game so my triple face way about a foot and a half taller. Length was the same. If you watch 250 practices iRL SX, you'll see the way it rode last night was actually pretty accurate though which is why it was not an issue during building.
4) the 90 berm before the triple was virtually flat. I had a couple times in qualifying where I would triple to the outside and land fairly good and then slide out Bc there was not enough “bankage” (also that happened a lot more when the erode hasn’t formed yet)
This was 100% on purpose to balance the two lines in the rhythm prior. Had there been a big wall berm there everyone would just do the outside line and rail the piss out of it. Also, if you look at the blue print, the last jump into the corner is much closer/deeper into the turn than normal which is why the landing room was so short increasing the technicality. While I agree it's challenging, I think it worked as both lines were used. Also, with a big berm, the inside line was double, triple, quad and by far the fastest. Eliminating the berm to hook you eliminated the quad.
5) whoops were gnarly for a 250. Wasn’t expecting that just caught me off guard
I'm an idiot, I suck at whoops and honestly thought they were extremely easy. These also are shapes stolen from Stephen and may have just changed in translation to PS and then back to game. Next week's are extremely easy and I expect to see some different ones for Detroit.
6) the rhythm beofre the whoops felt janky. Like in between jumps weren’t smooth (without erode) and when erode starts to develop it was easy to get murdered by the erode Bc if you cased the double in just a tiny bit the erode on the top caught you and either killed you are just about did
Rounded/ramped jumps... blame turbo charged 450s with unlimited grip that can quad without trying. I also again have some things I have already changed with building that should make things feel a bit smoother.
That’s all I think. Prolly will get flamed but this is my opinion
Nah, won't flame respectful feedback.