I really should emphasize that the handling is soooo much better though. It just drives way nicer than 2017. Feels more rewarding and challenging to me. And even though I'm stuck with a pad it feels like you get just a bit more feedback than the previous game.
There's time to be gained at being at the edge take it a bit too far and you're punished. I felt in 2017 you could get away with quite a bit more than this one and it s great change.
Bit harder to overtake as well, which is nice. Feels a lot more satisfying once you finally pass them. In 2017 that was quite a bit easier.
Overall I'd buy if it got a decent discount. I'm enjoying it more.
Hey, could be on to something there... better than DRS or a KERS button... imagine... 'And here comes Vettel on the inside.. wait... Verstappen has activated his Boost! Look at him fly!'
mmm... maybe not...
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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I finally managed to spend some hours with the reskinning job v.2.018 and its yearly sense of deja-vu, recycled visuals and the beastly car still giving the impression of being automatically softened by a sneaky Circus tamer despite all the disabled assists. Thankfully though, while all the usual arcade-y compromises are still there and will never go away, the driving indeed feels better this time around.
The car interacts a bit more with the road instead of being a self-sustaining alien object and there is more response overall, occasionally it's even possible to lose grip which is almost like a new sensation with the series. It won't be necessary to use any damage mods either this year since the realistic setting is sensitive enough without yer Autoscooter effect (I've also ticked off the 'Udersteer Enhance' option from the advanced controls which in my opinion was adding too many filters to the ones that are already present). As for the halo, it is definitely just as annoying as I expected, though I'm keeping it enabled whilst getting used to it for authenderpticity.
The AI seems acceptable (similar to the patched-up 2017 version), not too impressive and with a few inconsistent timings but not a disgrace either, fighting against the CPU can grant nice head-to-head thrills that don't end up in a wreckfest (mostly, as they still fancy randomnly ramming from behind). As a whole, when it comes to the experience on the virtual road I'd say that this version at least is a positive entry as far as the Codieformulas go. Far from the optimal scenario, but.. it's something.
Pretty much agree with the above, the driving does feel a lot better. I'm enjoying the non-serious arcade-y driving so far and the career mode is pretty nicely done - if I want to satisfy my simulation needs I know this isn't where I'm supposed to look
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I really just don't understand the need to transform a GP into some sort of a predefined show: every time you restart a career GP you get the same basic set of events (crashes, retirements etc.), and also the weather seems to mirror a certain script.
Until this serie will get rid of this, the general feel will always be far from real GPs, and actual competition.
I really just don't understand the need to transform a GP into some sort of a predefined show: every time you restart a career GP you get the same basic set of events (crashes, retirements etc.), and also the weather seems to mirror a certain script.
Until this serie will get rid of this, the general feel will always be far from real GPs, and actual competition.
I noticed that as well but wasn't sure it actually was a thing or just me imagining stuff since I didn't get to play that much.. this is quite bothersome, I wish it was an option we could choose to turn on/off or something because this scripted aspect isn't too enjoyable.
So I finally had mood for career mode and guess what? They fucking broke the game again... Never had any issues with tyrewear and temps... and now after few laps on ultra softs in singapore it is fucking unplayable - losing 3-5 seconds every lap....
Earlier than ever before. Introducing F1 2019 – coming June 2019
Quote:
We are very happy to announce that F1® 2019, the official videogame of the 2019 FIA FORMULA ONE WORLD CHAMPIONSHIP™, is coming a full two months earlier into the F1® season and will launch worldwide on Friday 28th June 2019! To whet your appetite (just a little…) and celebrate today’s announcement we’ve released a trailer, which showcases some of the game’s brand new look and feel.
For those of you who might know the F1® calendar off by heart, this will, of course, mean that game will be released during the Austrian Grand Prix weekend and, unlike previous iterations, ahead of the British, German and Hungarian Grands Prix.
F1® 2019 has been in development here at Codemasters for nearly two years, making it the most ambitious release in the franchise history and launches on PlayStation®4 computer entertainment system, the Xbox One family of devices including the Xbox One X and Windows PC (DVD and via Steam).
That’s not all though! Working in partnership with F1®, for the first time ever, you’ll be able to get behind the wheel of a 2019 regulation car specifically designed in collaboration with F1®’s technical team, headed up by Ross Brawn and Pat Symonds. The car, which will be available in Multiplayer, adheres to the 2019 regulations and comes with a range of livery designs offering you a new level of personalisation. We’ll be looking at this in more detail in the near future, but for now, you can take a look at these right here:
The 2019 F1® Team liveries will also feature on the car in early marketing materials, but will be replaced by the final Team cars ahead of the games release.
We know that you love the F1® racing franchise, and we want to build on the success of previous iterations and deliver to you an experience that rivals the quality and production values of the real-life sport and includes several new game features which will be revealed in the coming months (so make sure you do keep it here for more!)
“We are absolutely delighted to be able to release F1® 2019 earlier in the Formula 1® Season, so that the game can be played and enjoyed at the same time that the real-world championship picture is starting to form,” said Paul Jeal, F1® Franchise Director at Codemasters. “Our close relationship with Formula 1® has played a major part in achieving this key objective for the franchise. That in addition to our near two-year development cycle, has allowed us to develop some exciting new features and other firsts for the franchise that we can’t wait to share with our community in the coming months.”
“The exciting collaboration with Ross Brawn and Pat Symonds has created new levels of player personalisation in F1® 2019 through the inclusion of the new regulation car,” said Lee Mather, F1® 2019 Game Director at Codemasters. “With the continued growth of the F1® series, it’s great to give players more control and new levels of car and driver customisation and we can’t wait to talk more about this alongside the new multiplayer features in the coming months.”
For the first time, I'm completely uninterested. Very little has changed to warrant an update for the racing itself, so unless they've somehow revamped the game to the point it's unrecognisable from last year, I'll skip it this time.
Unless they add working, reliable and comfortable VR. Then I'll be very interested.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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So Formula 2, custom liveries (99% this means custom teams for career) is nothing new for you
To be fair, I did miss the F2 inclusion hint... which would definitely interest me greatly (I've been saying F3 and F2 should be in there as well and would be fairly trivial to add seeing as it's just one type of car )
Are you ready for the greatest ever F1® rivalry? Introducing the Legends Edition of F1® 2019 – but that’s not all we’ve got for you today!
FIA Formula 2 Championship
Having teased a car in the announcement trailer, which received an overwhelmingly positive reaction you all (and we loved seeing all your comments), it’s time to officially confirm the FIA Formula 2 Championship for F1® 2019. The full 2018 season will be available from launch, and the F2™ 2019 season is being digitally added later in the year – complete with online functionality. You’ll be able to compete alongside George Russell, Lando Norris and Alexander Albon before progressing into the current F1® season with their respective teams. We’ve also got some F2™ screenshots for you take a good look at!
Spoiler:
We’re also extremely excited to be bringing the FIA Formula 2 Championship to the franchise. It’s consistently been one of the most requested features from our community and it comes at a perfect time with the top three drivers from 2018 in George Russell, Lando Norris and Alexander Albon progressing to F1® for this season. We can’t wait to unveil more details on how this is integrated into the career mode in the coming weeks.”
HUD overhaul - now mimics real life way more (not exact 1:1 copy, but real-life-inspired more likely)
Overhauled Career Mode:
DRIVER ACADEMY
F2 INCORPORATED INTO CAREER
RIVALS (and they will follow you from F2 to F1 etc.)
COMPLETELY DIFFERENT HANDLING MODEL FOR F2
Classic Cars list slightly shortened, the most unpopular getting removed (I'm hearing 2002 Ferrari and 1995 Ferrari will be removed at least)
Legends Edition information: 8 special Senna v Prost challenges, but sadly they'll most likely be just standard checkpoint challenges and so on, nothing THAT special sadly it seems
"BASE" car allows livery and color customization in Multiplayer ("Obviously to do something where a player can create the livery themselves requires some form of moderation as well, as we all know, people always make the same shapes on cars, putting objects in games, so what we have is a really wide range of liveries that we’ve created, and there’s different levels")
Customization will be acquired using Competition Points, a currency which can be earned by playing online
Customize Car Liveries, Body suits, gloves, helmets and "badge" (probably CoD style emblems?)
Dedicated League Racing integration (basically as I have talked about it, Multiplayer Championships, but everything is managed in-game, with manual penalties applicable, Online R&D (afaik), proper Part wear and management, league race attendance ratings, etc.)
Bigger Esports integration (now special dedicated screen)
Expanded Replays system - now it makes roughly a minute long Highlights package which you can export to video on PC
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