#manual with clutch sucks now :(

30 messages · Page 1 of 1 (latest)

fickle bolt
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feels frustrating now. i dont think i should be punished for playing the game on xxmlgxx settings. players should be encouraged to play with less assists instead of this. plssss fix

shut wharf
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It's being worked on, expect a hotfix soon

fickle bolt
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nice 🙂

shut wharf
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Basically main chat have been a manual clutch forum today 😄

normal trail
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Ouch! this is no good!

gilded garden
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imagine getting penalized for playing the hardest way possible, the update ruined the game for me

alpine inlet
# gilded garden imagine getting penalized for playing the hardest way possible, the update ruine...

the reason it's being tweaked is because it was possible to set a macro in order to shift instantly with manual with clutch. this patch was aimed to balance things more to get rid of macro shifting whilst not affecting people who drive normally. unfortunately, there are some issues where it's swung a bit too far on the other way causing some people to have misshifts which causes the longer delay. it's being looked into and a hotfix is being developed

fickle bolt
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let them macro their shifts. if they need that kinda help they're probably trash anyway.

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or maybe some kinda code that detects instantanious inputs idk

fading garden
fickle bolt
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what a bunch of lames smh

alpine inlet
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unfortunately it's the meta. unless you use the macro you are at a disadvantage so everyone who is good and wants to seriously go for a good time uses it. i use it personally and i hate it and so does everyone else who does so its not like anyone wants this advantage to be in the game. as for code that detects instantaneous inputs, that's what they did in this patch. you cant effectively macro it anymore. only problem is that it also seems to affect other players due to a bug which is what they are working on

fickle bolt
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the changelog said theres a minimum shift time instead of macro detection. which one is it?

brisk wedge
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The shift delay prevents macros from being as effective which was the reason it was put in; equalise the shift times between auto, manual and manual + clutch. A dual input instantaneous shift macro doesn't shift properly anymore.

If you don't macro you can still use the old clutch/shift deadzone flick method by holding it in a bit longer and is fairly easy to adapt to once your muscle memory catches up.

It appears like the finer elements of the delay are being fine tuned so we'll have to see how it evolves over the next few hotfixes.

fresh sparrow
brisk wedge
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I'm not going to "give" you anything. I'm saying this is what the game does at the moment and what the devs have said the reason for implementing is...

fresh sparrow
fresh sparrow
azure flare
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There isn't any sort of clutch delay added. Both digital and analogue clutch inputs are instant. (Though there is and always was a gradual digital clutch release)

The idea going forward is that when you initiate a shift with gear up or down, it will take a split second to actually engage gear rather than instantly which is how it was in WF1 and initial WF2 EA. When it engages gear, you need to have enough clutch input and/or rev match with throttle lift (or blip when downshifting). In practice this means that it's enough to apply clutch input even after pressing gear up/down and keep holding it until the shift is done. Or you can even start releasing the clutch early, but this depends on good rev match and minimal to no throttle when upshifting.

You can think of it in terms of re-timing when gear up/down is pressed and when clutch is pressed. Or you can do it so you press clutch and gear at the same time like you used to, and just keep clutch pressed for longer than before until the shift is done. This timing is fixed so you don't have to count anything, just get used to a new rhythm.

However the way it is now pre-hotfix, you need to have clutch input already when gear up/down is pressed akin to how it was. This is not our final intent and does indeed make it more annoying and finicky to time inputs without adding any gameplay balance value. And this is likely one crucial detail which many are tripping over.

Also right now if using an H-shifter, there is a delay after selecting a gear from neutral which is not how it's intended to work, and this will be hotfixed. There will be a minimum shift time that starts from the moment you select neutral to even the playing field and to avoid H-shifter exploits. But this time is comparable to gear up/down and requires very snappy shifts physically to beat this minimum time.

fresh sparrow
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This makes it impossible to know how to time the release of the clutch. Clutch in, hit upshift.. wait an unspecified amount of time, and then clutch out and time that and when you combine the gas during that unspecified time. Horrible

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My recommendation would be that if your issue is that people use macros to sync the upshift with a clutch 'button', then simply make the performance of the 'button clutch' less performant than actually using an analogue clutch. Kind of the way it should be, no? Why would an 'on/off' clutch be better than an analogue one anyway?

stark yacht
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People already use an analog clutch with right stick shifting

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Is there any force feedback when you hit the clutch bite point in the travel? That could help

bronze jungle
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From someone who uses clutch on right stick along with shifting on right stick on a controller, I notice zero difference in how it works/feels post update. If they took an advantage away, it is not something I feel through my controller and hasn't required me to change the way I shift which is all I care about. As someone who started playing Wreckfest only a year ago, progressing through Full Auto-->Manual-->Manual/Clutch in quick succession, tracking times in a spreadsheet, I can say the advantage Manual/Clutch could have if configured in a specific way in WF1 was OP! If there was as time to nerf that advantage in WF2 to remove a real/perceived advantage, I'd rather it be now than later.

hybrid forge
azure flare
# fresh sparrow My recommendation would be that if your issue is that people use macros to sync ...

Like Snubber said people already use the analogue clutch to do that. The main issue is simply that manual clutch is far quicker than manual and the other issue that it shifts instantly which is not how it should be with a pretend H-shifter gear up/down is controlling. Hence why we don't just make manual and automatic quicker. Don't forget, it affects everyone, nobody is doing instant shifts anymore. People can macro it all they want going forward if they find it enjoyable. But it's not really worth that much anymore and if you get gearbox damage, the macro will start misshifting if it has very tight timings.

azure flare
bronze jungle
# azure flare There isn't any sort of clutch delay added. Both digital and analogue clutch inp...

using an Xbox controller with Rt Stick-->Right being clutch and Up shifts on Rt Stick-->Back and downshifts on Rt Stick-->Forward with the Clutch Deadzone set to 0% and Clutch Saturation set to 5% and am not experiencing any difference in how I shift nor how the shifts feel. I am struggling to understand any of the issues people are talking about. Are these people actually experiencing it for themselves or just repeating things they have heard somewhere? My understanding is that the Devs just mitigated some of the delays inherent in Full Auto or Manual w/o Clutch rather than revising the Manual w/Clutch operations and/or timing. Am I getting this wrong?

clever wasp
fading garden
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Just thought when driving my own car, if you shift like on actually driving, there's really like no chance to do bad shift in game. The thing in real life is that you of course have feedback from the syncro through the shifter, so you rarely actually slam the gear in no matter how it feels. Then also you really don't drop the clutch too fast on gear up, because you actually want the RPM go down a bit for the RPM match happening.