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FM6 General Discussion

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Post by Standaman94 Mon 15 Jun 2015 - 18:29



Discuss.

Features: http://forzamotorsport.net/en-us/news/fm6_e3_features

Special Editions: http://forzamotorsport.net/en-us/news/fm6_pre_order

Loyalty Rewards: http://forzamotorsport.net/en-us/news/fm6_loyalty_rewards

New Tracks:
- Brands Hatch
- Watkins Glen
- Rio de Janeiro
- Daytona International Speedway
- Indianapolis Motor Speedway (Updated for 2014)

New Cars:
- 2015 Dodge Challenger SRT Hellcat
- 2014 Ferrari #62 Risi Competizione 458 Italia GTLM
- 2014 Audi #2 Audi Team Joest R18 e-tron quattro
- 2016 Ford Shelby GT350R
- 2014 BMW #56 BMW Team RLL Z4 GTE
- 2017 Ford GT
- 2014 Volvo #1 Volvo Polestar Racing S60 STCC


Last edited by Standaman94 on Mon 15 Jun 2015 - 19:34; edited 4 times in total
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Post by AndyT306 Mon 15 Jun 2015 - 18:37

Looks like what forza 5 should have been, can't wait, if the pcars bugs aren't ironed out quick this will put a nail in its coffin!
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Post by AMR of the Apex Mon 15 Jun 2015 - 18:47

can you imagine how much more motorsport you could put on this game if they got rid of forzavista...

...I'll probably be glad to get back to something like this, such a lightweight on pcars...
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Post by DonatedSatyr227 Mon 15 Jun 2015 - 18:49

AndyT306 wrote:Looks like what forza 5 should have been, can't wait, if the pcars bugs aren't ironed out quick this will put a nail in its coffin!

Really ? Forza 6 will put a coffin on Project cars ???? we don't even know what CARS Forza 6 or tracks they have or if the racing cars will be balances or not !!!!Forza 6 NEEDS to bring something GOOD to the game.... also Forza 5 looked good at E3 and we all know how that turned out Evil or Very Mad
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Post by ART Carrera Mon 15 Jun 2015 - 19:07

I think I saw a glimpse of Daytona in there affraid
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Post by Standaman94 Mon 15 Jun 2015 - 19:08

And Brands Hatch Very Happy
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Post by Standaman94 Mon 15 Jun 2015 - 19:16

New Locations:
0:12 - Rio
0:59 - Brands Hatch
1:02 - Daytona?

New Cars:
0:39 - Z4 GTLM
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Post by Standaman94 Mon 15 Jun 2015 - 19:17

OP Updated
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Post by AMR of the Apex Mon 15 Jun 2015 - 19:32

early night shot with fireworks suggests Le Mans... but thats not really new is it? in the NIGHT at Le Mans is!
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Post by AMR of the Apex Mon 15 Jun 2015 - 19:33

1:01 Watkins Glen?
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Post by Standaman94 Mon 15 Jun 2015 - 19:34

OP updated again with all the announced new stuff (to the Forza franchise)
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Post by AMR of the Apex Mon 15 Jun 2015 - 19:37

Were there variants of the Prague layout on FM5? and does it look like Rio may be the same kind of thing?

Because Forza Motorsport 1 owners will remember THIS layout...



Last edited by AMR Garage on Mon 15 Jun 2015 - 20:36; edited 1 time in total
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Post by Dominic Mako Mon 15 Jun 2015 - 20:21

The British 1st wrote:
AndyT306 wrote:Looks like what forza 5 should have been, can't wait, if the pcars bugs aren't ironed out quick this will put a nail in its coffin!

Really ? Forza 6 will put a coffin on Project cars ???? we don't even know what CARS Forza 6 or tracks they have or if the racing cars will be balances or not !!!!Forza 6 NEEDS to bring something GOOD to the game.... also Forza 5 looked good at E3 and we all know how that turned out Evil or Very Mad  

Without a dynamic day/night or dynamic weather, it is kind of hard to see what FM6 will have over Pcars for clubs and leagues, but a game that doesn't have wonky controller settings and crash back to thedashboard would be enough to make me switch.

I also read here a few more details, as well as this:

http://arstechnica.co.uk/gaming/2015/06/forza-motorsport-6-getting-dark-and-wet-in-a-world-first-hands-on/

"Turn 10's three-screen testing rig included Fanatec's new Xbox One-compatible wheel, which combines the company's Clubsport wheel base ($599) with the new, Xbox-specific wheel rim ($399)."
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Post by Standaman94 Mon 15 Jun 2015 - 22:31

Dominic Mako wrote:
Without a dynamic day/night or dynamic weather
FM6 General Discussion 5xtDarxOHIVfDcAoiqI
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Post by skyshadow5 Mon 15 Jun 2015 - 22:59

Couldn't care less about the weather, but day night transition would have been a nice touch for the endurance races.
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Post by II AntR II Tue 16 Jun 2015 - 0:58

I like this.
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Post by II AntR II Tue 16 Jun 2015 - 1:22

I suppose this is of interest for TORA:

Different tweaks are aimed at different types of players. For the artistic ones who design new liveries, FM6 will have better accounting of how their files are used, so they can get paid or rewarded in the game. New multiplayer racing leagues (and online spectating) offer the competitors and multiplayers a more focused experience, and (finally!) there's an option to have a warm-up lap or two before a race starts, so you can get dialed into a track (still no qualifying laps, though).

There are changes to career mode as well, and these will take more than 70 hours to complete, according to Turn 10. That career mode still features Top Gear—it entered into a creative partnership with Turn 10 with FM5—despite the BBC show's recent trials and tribulations. We can confirm that James May, Richard Hammond, The Stig, and the Top Gear test track will all show up, along with other motoring celebrities and professional racing drivers. Greenawalt explained that the new approach to career mode was about celebrating pockets of motorsport and automotive history. "We'll show you the different physics [of different eras and types of car]," he said. "It's semi-linear, but sort of a guided tour."

"As you're driving through [career mode's backbone], you'll unlock lots of little vignettes," he continued. "These are very specific; some are Stig, some are Top Gear, but all of them are hosted by different automotive car-passionate celebrities of sorts—professional drivers and so on. That's where James and Richard come in. They picked areas of the game they're passionate about," he said.

At this point we wondered if he was talking about challenges that recreate famous moments in motorsport history, like Fangio's legendary drive at the 1957 German Grand Prix? "It's not quite as specific as, 'This is lap 7 and you're six cars behind…'" Greenawalt told us. Rather, "it's the scenario of what it's like to race prototype race cars on Le Mans in the rain. You'll work your way up there in the backbone career, but in the first 10 minutes we'll unlock one of these events, it's quick, you get in, you get that experience, that visceral thrill, and it's brought to you by a famous racecar driver or celebrity," he said.
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Post by DonatedSatyr227 Tue 16 Jun 2015 - 5:54

Dominic Mako wrote:
The British 1st wrote:
AndyT306 wrote:Looks like what forza 5 should have been, can't wait, if the pcars bugs aren't ironed out quick this will put a nail in its coffin!

Really ? Forza 6 will put a coffin on Project cars ???? we don't even know what CARS Forza 6 or tracks they have or if the racing cars will be balances or not !!!!Forza 6 NEEDS to bring something GOOD to the game.... also Forza 5 looked good at E3 and we all know how that turned out Evil or Very Mad  

Without a dynamic day/night or dynamic weather, it is kind of hard to see what FM6 will have over Pcars for clubs and leagues, but a game that doesn't have wonky controller settings and crash back to thedashboard would be enough to make me switch.

I also read here a few more details, as well as this:

http://arstechnica.co.uk/gaming/2015/06/forza-motorsport-6-getting-dark-and-wet-in-a-world-first-hands-on/

"Turn 10's three-screen testing rig included Fanatec's new Xbox One-compatible wheel, which combines the company's Clubsport wheel base ($599) with the new, Xbox-specific wheel rim ($399)."

The way I see it is that Project cars have until Forza 6 comes out to fix the bugs and BIG problems in the game... if they do this and with the DLC tracks and cars then I cannot see how Forza 6 can beat project cars in the racing area .... but with project cars being as good as it is ( with some problems ) it should make turn 10 "up there game" with forza 6 and offer us a racing witch we all need.
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Post by Ax4x Mikey J Tue 16 Jun 2015 - 6:41

IF Porsches are in on release, then FM6>>>P Cars.

And unless PCars opens up at least a "limited" livery editor (apply your own number) then FM6 will likely be the better option for online racing leagues of over 20-30 members.
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Post by theboomeranga Tue 16 Jun 2015 - 7:00

First impressions:

Day/night and weather not being dynamic isn't too bad, it's rather good for us because then all lobbies can be either dry, or wet, day or night, not one night, one day, one dry and one wet...

Track list is looking pretty freakin awesome at the moment, just thinking of TEC potential races could be:
TEC could end up being
Spa 24
Bathurst 12
Le Mans 24
Silverstone 12
Daytona 24
Nurburg 24
Road Atlanta 10

If the Rio circuit is the same as the FM1 version, and there are V8s in this game, I'm just going to be lapping Rio and Bathurst until my controller breaks, because Rio replicates Sydney OP, mixed in with a little bit of Adelaide it's amazing, would be awesome to race there. Daytona, FINALLY!!! Mark can run a Daytona 500 AT Daytona, and with 24 people that'll be amazing fun to do and watch! and of course Daytona 24 hours.

Le Mans at night, YES!!! better be able to flash headlights, but if not, not worried too much.

One thing I don't like at this point is that it's still the 2006 Aston DBR9, not a new GTE/3 V8 Vantage, but still 3 months till release and 6 months worth of DLC right?
good to see the z4 GTE in finally! Hopefully GT cars are pre balanced...
Also, unless my eyes are playing tricks (quite likely), I'm seeing a lack of LMP2 cars, which kind of upsets me :/
Would be great if DP and LMP2 are bought in now that Daytona is in.


Would like to see Monza or Imola at some point because there is a lack of Italy in the track list and that upsets me, and hopefully the Indy track is updated so we have the both "Rolex GP" Layout (as on FM4/5, and the "Indy" GP Layout, as the Indy Cars use with the chicane on the back straight and using the motorcycle course near the pits.

Also would like to see car clubs/similar back in, because that is a feature I still love with FM4, as well as distance indicators, and spectate etc that were in 4 but missing from 5.

Other than that, it looks really good, and hopefully it can be what FM5 SHOULD have been, but that was more MS' fault than T10
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Post by Ax4x Kane Tue 16 Jun 2015 - 9:57

I'll end up buying this, playing for a week then shelving it, just like I did with PCars.

Still, it looks decent
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Post by PTG Chungus Tue 16 Jun 2015 - 12:35

thougts

New Tracks:
- Brands Hatch whooo hoo
- Watkins Glen whooooo hooo
- Rio de Janeiro meh
- Daytona International Speedway meh
- Indianapolis Motor Speedway (Updated for 2014) urrreeee ok

New Cars:
- 2015 Dodge Challenger SRT Hellcat YAYAY
- 2014 Ferrari #62 Risi Competizione 458 Italia GTLM burn it..
- 2014 Audi #2 Audi Team Joest R18 e-tron quattro meh
- 2016 Ford Shelby GT350R oooo ellloo
- 2014 BMW #56 BMW Team RLL Z4 GTE meh?
- 2017 Ford GT nom
- 2014 Volvo #1 Volvo Polestar Racing S60 STCC GIMMIE


FIRST impressions tbh look ok its begining to take a shape of another forza four with loads of cars and good tracks HOWEVER i feel they may have overdone it and it could end up like a pcars too buggy to work on

sooooooooo its a 50/50 in my eyes it looks balanced

at least we may design on here.......pcars denies that chance...
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Post by Dominic Mako Tue 16 Jun 2015 - 15:08

ErebusV8 wrote:First impressions:  Day/night and weather not being dynamic isn't too bad, it's rather good for us because then all lobbies can be either dry, or wet, day or night, not one night, one day, one dry and one wet...

You don't have to set the lobbies to random weather on pcars.  You can start every lobby as clear then medium cloud then light rain and every lobby will hit those weather patterns at the same times.

ErebusV8 wrote:If the Rio circuit is the same as the FM1 version...

In the article link I posted above Dan says it's not the original FM1 Rio track.  It's a new track.

ErebusV8 wrote:Hopefully GT cars are pre balanced.

What, in the history of the Forza franchise, would make you think that would happen?  Or that we'll have tire wear?  Or real fuel use?  Tire compounds?  Pit strategies?  I think the thing to face is that the Forza franchise is not well-suited to league racing or for motorsports fans in general, nor should it.  The sales of FM6 will dwarf that of pcars, because it throws a wider net.  They earn and spend buckets of money.  It is a successful platform to show off the console and look at shiny cars smashing into each other and playing tag and listening to the grandpas formerly known as Top Gear moan about American cars.

I hope by September SMS will have their bugs ironed out and I figure out this steering, because Forza will continue to be the square peg of a game into the round hole of league and club racing.
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Post by EZT MAKO 6669 Tue 16 Jun 2015 - 15:15

All the Forza's have had glitches on release, so I expect that. They do a pretty good job of correcting them though, for the most part.

So far I'm really excited by what I see. I have pretty much decided to pre-order the ultimate edition. I think this will be what we thought 5 would be.

I wouldn't forecast gloom and doom for PCars either. They are still two different games. I'm still confident SMS will eventually work out the bugs. Admittedly, I have struggled to get a handle on this game, (probably because I play too much Destiny!), but as I do I like it more and more. Two areas where Forza has always fallen short for me is the AI drivers and the career mode. My love of the game has always been the online racing, especially with my teams and leagues. As a stand alone game, it's merely OK. I much prefer the career modes in Grid Autosport and PCars, and will stay with Pcars for that part of racing.
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Post by Ax4x Mikey J Tue 16 Jun 2015 - 15:18

@ Dominic Mako:

Forza's upgrade system allows for leagues to take relatively unbalanced cars and balance them. While rarely "perfect", FM4 saw the best league racing on X Box. With Project Cars, the balancing is what it is, if SMS missed something, there's no upgrades available to rectify it.

W/o a livery editor, PCars is great for leagues of however many members as there are liveries, and even then you are stuck with the car number on that livery. Of a league of TORA's size, there's going to be duplicate numbers all over the place.

And don't get me started on the total inability to create production based racing... a staple of Forza, and league racing from TORA's hugely successful TCC to VM's equally popular Classics. W/o upgrades and livery editors, its just street cars.

Perhaps PCars is well suited to GT/LMP leagues with a limited amount of membership... but IMO, Forza is better suited for huge leagues with a wider variety of racing.
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