2022 MotoOption Supercross Round 17 Salt Lake City
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Re: 2022 MotoOption Supercross Round 2 Oakland
I think you are going about making your point in the wrong way. If you just showed an instance of your preferred traction working well, it would be easier to evaluate your viewpoint. Right now, your argument only exists as a hypothetical presented in a long rant every couple weeks. I disagree with your opinion on traction, but I think you make valid points - they just come across as condescending most of the time. We're not too stupid or too far gone to like slick traction, we just didn't like it for the 4-5 years we raced with it.
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Re: 2022 MotoOption Supercross Round 2 Oakland
Post for Seth GarrettKTM57 wrote: ↑Fri Jan 14, 2022 4:27 am I think you are going about making your point in the wrong way. If you just showed an instance of your preferred traction working well, it would be easier to evaluate your viewpoint. Right now, your argument only exists as a hypothetical presented in a long rant every couple weeks. I disagree with your opinion on traction, but I think you make valid points - they just come across as condescending most of the time. We're not too stupid or too far gone to like slick traction, we just didn't like it for the 4-5 years we raced with it.
We don’t want to give too much away right now as we are still very early in development, but from what our crew has been able to achieve with smaller scaled motocross tracks, with a more realistic traction and some impressive erode setting, the game is basically going to change (I hope). I can tell you that I’ve never in my entire time playing mxsimulator seen battles as realistic and close as I’ve seen on the tracks we’ve made, and I’ve never seen people actually take multiple lines that ended up being the same speed, and erode that actually slows lines down and makes rough ruts, not wall ruts. It’s amazing and we’re very excited to get it started hopefully within the next few months.
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Re: 2022 MotoOption Supercross Round 2 Oakland
You're right, often times I find myself raging about the potential of this game being wasted on what I think is the wrong way to do things. My bitterness towards the current racing is reflected in my posts and honestly i'm sorry. Ranting on the forum isn't the way to go about it.KTM57 wrote: ↑Fri Jan 14, 2022 4:27 am I think you are going about making your point in the wrong way. If you just showed an instance of your preferred traction working well, it would be easier to evaluate your viewpoint. Right now, your argument only exists as a hypothetical presented in a long rant every couple weeks. I disagree with your opinion on traction, but I think you make valid points - they just come across as condescending most of the time. We're not too stupid or too far gone to like slick traction, we just didn't like it for the 4-5 years we raced with it.
Tanner Rogers
Re: 2022 MotoOption Supercross Round 4 Anaheim 2
A2 is definitely my favorite so far. Berms are much more bowled/cupped, and general track has that "fun factor". I've heard a lot of people say A1 has been best so far and quality has been going down since, but I think the opposite is true. It's a video game, sure a simulator, but fun factor is what brought me back to the game after 7 years. Whoops on it are something else... they've been difficult all year, but that's the simulator portion for me (sx whoops are hard AF).
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- Posts: 1219
- Joined: Tue Oct 11, 2011 1:26 pm
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Re: 2022 MotoOption Supercross Round 4 Anaheim 2
Re: 2022 MotoOption Supercross Round 4 Anaheim 2
It's cuz rF tracks are scaled up and the traction is super grippy, so if they actually made the burms like irl, you'd be hitting 5s into rhythms and railing burms at 60 mph