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Handling Worse in GTA Online?


PoopyThomas
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The other day I was riding around in my comet on singleplayer (just finished campaign again after online got boring) and I haven't been online for about 3 days and during the time I had the comet on singleplayer I grew fond of it even though it has an ugly spoiler. But anyway, after I finished the story and went back into online I ordered a comet and noticed a difference in handling, it was sliding everywhere and hard to handle. Same goes with Carbonizzare?

 

Why?

Edited by PoopyThomas
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Because Rockstar stupidly PLANNED that! Feature not bug! I was wtfing from the moment I heard you could slow time as a special skill. Way to nerf skill gained in single-player R*. There are loads of other features though, in case that didn't nerf it enough.

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UnicornAssassin

It's different, though not necessarily worse. Practically, the cars in multiplayer have less weight than they do in story mode (or the multiplayer game world has marginally less gravity), so they catch air and spin out far more easily. The upside to this reduction in vehicle physics is that they're also far more responsive when it comes to sliding around corners or weaving in-and-out of traffic. Aircraft are far more responsive in multiplayer than they are in story mode as well, which is also good thing in my opinion.

Edited by UnicornAssassin
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Because Rockstar stupidly PLANNED that! Feature not bug! I was wtfing from the moment I heard you could slow time as a special skill. Way to nerf skill gained in single-player R*. There are loads of other features though, in case that didn't nerf it enough.

What? I'm not talking about Franklin's Ability ._.

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Not sure but I think some sport/super cars are speed capped and the handlings are slightly different than SP. noticed this when I used the infernus, is it me or does it handle slightly worse online than it does on SP or maybe I'm just a terrible driver. Probably the latter

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It's different, though not necessarily worse. Practically, the cars in multiplayer have less weight than they do in story mode (or the multiplayer game world has marginally less gravity), so they catch air and spin out far more easily. The upside to this reduction in vehicle physics is that they're also far more responsive when it comes to sliding around corners or weaving in-and-out of traffic. Aircraft are far more responsive in multiplayer than they are in story mode as well, which is also good thing in my opinion.

Oh okay, that makes sense. Thanks :D

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UnicornAssassin

Because Rockstar stupidly PLANNED that! Feature not bug! I was wtfing from the moment I heard you could slow time as a special skill. Way to nerf skill gained in single-player R*. There are loads of other features though, in case that didn't nerf it enough.

 

 

If you could slow down time in multiplayer the way that you can in single player then the rest of the lobby could only move in slow motion for the duration of your special skill usage. That's why it was left out: it simply wouldn't work.

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I'm glad they made the handling a lil "worse" because I actually enjoy drifting (even though its still garbage in this game). I actually wish they had just kept IV physics.

 

I enjoyed IV's physics more. Just my opinion, I know a lot of people think the opposite. Everyone's entitled to their opinion.

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This makes it hard to test cars. I knew they lowered speed compared to SP but it also explains things feeling a little "floatier" in online. I used to go to SP and gets cars for testing before purchasing in online. Sorta makes that pointless if you cannot compare directly.

Edited by Headdogg81
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Because Rockstar stupidly PLANNED that! Feature not bug! I was wtfing from the moment I heard you could slow time as a special skill. Way to nerf skill gained in single-player R*. There are loads of other features though, in case that didn't nerf it enough.

 

If you could slow down time in multiplayer the way that you can in single player then the rest of the lobby could only move in slow motion for the duration of your special skill usage. That's why it was left out: it simply wouldn't work.

That's my point - it cannot be in mp so they should not have had it in sp. it trains us to need it. I was equally irritated when I heard we have time-based skills.this means that not only is handling different sp to mp but also new character to old character. Handling should be consistent.

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UnicornAssassin

 

 

Because Rockstar stupidly PLANNED that! Feature not bug! I was wtfing from the moment I heard you could slow time as a special skill. Way to nerf skill gained in single-player R*. There are loads of other features though, in case that didn't nerf it enough.

 

If you could slow down time in multiplayer the way that you can in single player then the rest of the lobby could only move in slow motion for the duration of your special skill usage. That's why it was left out: it simply wouldn't work.

That's my point - it cannot be in mp so they should not have had it in sp. it trains us to need it. I was equally irritated when I heard we have time-based skills.this means that not only is handling different sp to mp but also new character to old character. Handling should be consistent.

 

 

Sacrifices must be made (in this case, physics engines must be nerfed) in order to accommodate the sixteen autonomous players in an online session. There's no point in nerfing various aspects of story mode just to be consistent with the restrictions imposed by multiplayer performance since it would be unfair to the large number of players who will only play story mode and never even bother with online.

Edited by UnicornAssassin
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they definitely changed something in the handling physics

can't quite put my finger on what it is though

could be they changed some values to suit MP better

but it could also be as simple as less simulation steps or something so you'd get a less accurate physics simulation

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