Desolaris Posted March 24, 2022 Report Share Posted March 24, 2022 Super simple suggestion; Bump car health by lets say 25-30%. It's hit or miss when it comes to crashes, Some crashes leave you Smoking after no prior hits going like 70ish MPH and other do nothing to your car. Sure, Good driving is rewarded by not getting your car fucked by one crash but for me, When I'm on my cop, I live for those long extended chases when I'm going up against a good driver, furthermore It's frustrating when I crash once and I have to car swap b/c some scuff stuff happens (IE Crackhead locals crosses half the country to PIT Me perfectly ) when it really wasn't my driving. Side note: Move flipping your car to third Eye and take around 30seconds to complete. Its unrealistic to be able to roll my car GTA Online Style. Side-Side note: I didn't put this in vehicle thread b/c I didn't want it to get lost in the sauce and/or Wanted actual feedback from Community members. Side-side-side note: If you really wanna get freaky, Make cars a tad bit heavier (10%), I feel like I'm driving a cloud most times(IE-Karuma) 4 Quote Link to comment Share on other sites More sharing options...
Lane2G Posted March 24, 2022 Report Share Posted March 24, 2022 Fat +1 only concern is we don’t really have the police presence to sustain chases 30% longer IMO. Quote Link to comment Share on other sites More sharing options...
braydonboiii Posted March 24, 2022 Report Share Posted March 24, 2022 100% agree… especially the thing about flipping the car. Quote Link to comment Share on other sites More sharing options...
LTAssassN Posted March 24, 2022 Report Share Posted March 24, 2022 +1 Quote Link to comment Share on other sites More sharing options...
Ron Posted March 24, 2022 Report Share Posted March 24, 2022 +1 Quote Link to comment Share on other sites More sharing options...
lords8n Posted March 24, 2022 Report Share Posted March 24, 2022 I think a stronger focus towards Body damage before Engine damage is all that's needed. Because of the new mechanic changes i'm staring at a list of about 80 damage models i've hand written from vehicles just since the change. In every single one of those damage numbers Engine is what is primarily hit. NEVER do I see Body or Fuel below Engine EVER. In fact I will guess that 75% to 85% of the damage models i've taken have Body and Fuel still holding above 90% even when Engine damage is down to as low as 7% in one case i'm looking at (Eng 7%, Body 91%, Fuel 97%). I think it would and should be that Body takes damage first in most cases. I'm still not certain what Fuel even does though TBH. 1 Quote Link to comment Share on other sites More sharing options...
Norton Posted March 24, 2022 Report Share Posted March 24, 2022 10 hours ago, Lane2G said: Fat +1 only concern is we don’t really have the police presence to sustain chases 30% longer IMO. Unless our cars get the same bump which would balance the whole thing. Quote Link to comment Share on other sites More sharing options...
McPikey - Fast J Posted March 24, 2022 Report Share Posted March 24, 2022 +1 I think a buff to car strength would helps with a lot of things. Too many good chases end too early because of scuff relating to falling lightpoles, glitchy locals, bubbles and magnetization. Would like to see criminals use less car swaps, as someone who crims a lot I can say that we use backup cars because of these scuff issues more than anything else. Sometimes a car will smoke just because the damage caused by odd materials such as brick-like homeless tents regardless of the speed you hit them at. I can also say that as a cop as well that cops have a big advantage in the sense that most of the time, our cars can keep up easily and were defensively driving to stay in the chase, where crims have to be aggressive to have a chance against even a decent driver in a CVPI. Putting them in a position to run into these scuff issues more often than police. The state of car damage isn't so bad that it ruins RP regularly but would benefit from being looked in terms of balancing to allow situations to play out more. Would also be in favor of a car flipping mechanic, right now you just gotta nudge your wheels to unflip, its too easy to recover from. 1 1 Quote Link to comment Share on other sites More sharing options...
Infinity Posted March 24, 2022 Report Share Posted March 24, 2022 +1 i agree with the third eye flip and the vehicle health bump, however i feel that then rather boosting the health off all car across the board i think each car's health should be taken a look from an induvial stand point to make each car feel more unique. It shouldn't be that each car can take the same X amount of hits (I have no clue if this case or not and whether or not if each car has different amount of "hit" points), I.E The police SUV should be able to take more hits then a Police CVPI, but the CVPI should be able to move faster and have a higher top speed than the SUV. Side note, the Karuma feeling like a cloud has nothing to do with its actual weight per say it more so feels like a cloud bc of how loose the turning/steering is on it. 1 Quote Link to comment Share on other sites More sharing options...
lords8n Posted March 24, 2022 Report Share Posted March 24, 2022 22 minutes ago, Infinity said: +1 i agree with the third eye flip and the vehicle health bump, however i feel that then rather boosting the health off all car across the board i think each car's health should be taken a look from an induvial stand point to make each car feel more unique. It shouldn't be that each car can take the same X amount of hits (I have no clue if this case or not and whether or not if each car has different amount of "hit" points), I.E The police SUV should be able to take more hits then a Police CVPI, but the CVPI should be able to move faster and have a higher top speed than the SUV. Side note, the Karuma feeling like a cloud has nothing to do with its actual weight per say it more so feels like a cloud bc of how loose the turning/steering is on it. Looking at each car individually is probably impractical due to the number of cars to consider. As I said earlier, examining the damage model without "boosting" anything might be the perfect option. Vehicle bodies should be damaged before the engine in most cases. In a perfect scenario a vehicle should first damage its body losing aerodynamics...steering and braking diminish first. Then some time after engine damage should begin to increase affecting acceleration and top speed. 1 Quote Link to comment Share on other sites More sharing options...
Infinity Posted March 24, 2022 Report Share Posted March 24, 2022 1 hour ago, lords8n said: Looking at each car individually is probably impractical due to the number of cars to consider. As I said earlier, examining the damage model without "boosting" anything might be the perfect option. Vehicle bodies should be damaged before the engine in most cases. In a perfect scenario a vehicle should first damage its body losing aerodynamics...steering and braking diminish first. Then some time after engine damage should begin to increase affecting acceleration and top speed. Well that's the thing though, each car would still have to be look individually since every car has different body types, models, and weight in some cases. Which the weight or the car's "fMass value" (Not sure if the server has a base script that just changes all the cars as at once across the board) is what's used to determine how damage is given to the car's exterior when it collides with other entities (Other cars, light poles, signs, etc.). 1 Quote Link to comment Share on other sites More sharing options...
George Doors Posted March 24, 2022 Report Share Posted March 24, 2022 +1 100% agree they need a buff in HP, Now its costing more to fix vehicles it makes more sense, i get alot of headaches and if i could have a couple more hits before id normally disable that would be great. Makes chases so much more fun too. 1 Quote Link to comment Share on other sites More sharing options...
Yama Posted March 24, 2022 Report Share Posted March 24, 2022 Sounds like another great car mod opportunity. Roll cages and body reinforcement would sell like hotcakes. 1 Quote Link to comment Share on other sites More sharing options...
Johnny Knuckles Posted March 24, 2022 Report Share Posted March 24, 2022 (edited) 28 minutes ago, Yama said: Sounds like another great car mod opportunity. Roll cages and body reinforcement would sell like hotcakes. Just the things I like to buy with the car when I get it from the dealers Edited March 24, 2022 by Johnny Knuckles Quote Link to comment Share on other sites More sharing options...
SONIC Posted March 25, 2022 Report Share Posted March 25, 2022 This is buffing for normal vehicles and not LEO vehicles +1. Seems like LEO vehicles already have this buff as I can see them in my rearview mirror crashing into everything and still being able too keep up in the chase. Therefore, car swaps are almost always needed in chases. Quote Link to comment Share on other sites More sharing options...
lords8n Posted March 25, 2022 Report Share Posted March 25, 2022 15 hours ago, Yama said: Sounds like another great car mod opportunity. Roll cages and body reinforcement would sell like hotcakes. Role cages and body reinforcement would strengthen the body. The body isn't weak...the engine is. By mechanic's view a vehicle has three different areas of damage; Engine, Body, and Fuel. Engine is currently taking way more damage that Body or Fuel. In my notes on damage I have numbers like the following... ENG - BODY - FUEL 13 - 85 - 98 7 - 91 - 97 37 - 86 - 98 40 - 73 - 98 28 - 91 - 96 I don't even know if this is possible, but if the damage model can be shifted to cause more damage to Body and Fuel and less to Engine I think it could solve the problem. Plus, a Body first damage model would make sense in that you should potentially be damaging the Body before you start damaging the Engine in most cases. The affect of Body damage should be degradation in steering and possibly braking. As Engine damage starts to rise later on, degradation of acceleration and top speed should begin...as well as the typical "smoking" effect. Quote Link to comment Share on other sites More sharing options...
dK_ Posted March 26, 2022 Report Share Posted March 26, 2022 On 3/25/2022 at 7:02 AM, Ken Sonic Klein said: This is buffing for normal vehicles and not LEO vehicles +1. Seems like LEO vehicles already have this buff as I can see them in my rearview mirror crashing into everything and still being able too keep up in the chase. Therefore, car swaps are almost always needed in chases. Keep in mind what you see happening in your mirror might not be happening the same way for that person. Fivem stuff 1 Quote Link to comment Share on other sites More sharing options...
StareDown Posted March 28, 2022 Report Share Posted March 28, 2022 @Ken Sonic Klein+1 to Richie, the car desync is real, most chases I get into with criminals the cars look like they're smashing into walls constantly, or other things of the sort and still handling their top speed perfectly fine, but I touch a couple and my car breaks. Desync can make it really hard to tell accurately the other sides car damage. Quote Link to comment Share on other sites More sharing options...
JJRambow Posted March 28, 2022 Report Share Posted March 28, 2022 Long Time has gone by since the old days but this is something that should be by car type, for example the muscle car should be harder than a jap Sport car think about it would you be able to t bone a jap lightweight car or would you be able to t bone a mini tank like muscle car. i think i know the answer but i think a look into the cars again would be something good for types maybe pick a car type and go from there a good one would be sport as people mostly use this in getaways/events or even races. +1 Love Y'all JJ Quote Link to comment Share on other sites More sharing options...
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