Boost Timer ============================= I generally feel 30 minutes from the time a contract is started isn't an adequate amount of time to start and finish your boost especially in the higher ranked boosting. I think 45 minutes from the time you get into the vehicle would provide enough time to disable the hacker and lose the cops. You could also just change the boosting time to an hour from the time you start a contract which would also be plenty of time to pick the car up, get the hacks off and try to lose the cops. For Example: To do an A class boost it requires 12 hacks even with a swift hacker you have roughly 10 minutes to lose the cops and then find and drop off your vehicle without the risk of exploding, we could also implement a system were the car is disabled and the engine blows rendering the vehicle useless instead of the entire vehicle blowing up. I believe the issue is not only with the time but with 10 minutes to lose the cops the option for a good chase kind of goes out the window. --
Headpopping or vehicle not spawning ============================= There’s also an issue with the vehicle not spawning at the pickup spot; this leaves you with only one option to cancel or take a nap to end the contract. When doing this you lose your buy-in for the contract which is very taxing when it gets into the higher classed boost, B class being 150 SVC & A class being 400 SVC. This is just a theory but it happened within my group. I started an A contract and while I was doing the hacks for the A boost my friend also got an A contract and our pickup was at the same location. Which leads me to believe if someone has the same boosting pickup location as you & someone is already doing a contract that was picked up from that location this will force the vehicle to not be spawned in.
This also applies when you headpop as the owner of the contract the boost is then force canceled and when you wake up you lose your SVC without being refunded. Myself along with my hacker have lost 1000+ SVC so far due to this happening so frequently. --
Locals not working for B class boosting or higher ============================= The locals at the start of the B class boosting aren’t attacking properly unless provoked, if you simply walk up and lockpick the car and start it you can drive away freely without being attacked. This is also the case for A class boosts the locals spawn without issue but stand there and don’t attack unless provoked. --
Lack of Gas ============================= Every boost starts with half a tank of gas requiring you to get to the nearest gas station if you're lucky enough to not be chased from the start. Luckily cops have been very lenient when it comes to this and will allow you to fuel the car for a little bit but I believe once you get into higher tiered boosting and are required to shoot they may not want to be so lenient with us. The jerry can system is a 50/50 on whether it will work or not. Sometimes you get the gas and most of the time you don't, which is a gamble when boosting high class vehicles. When it gets into high tier boosting and you are on a time crunch to do 12 hacks and lose the cops and get to drop off within 10 minutes of the tracker being disabled having almost no gas becomes a serious issue. I’ve chosen personally to drive to the closest gas station immediately after getting in the car to fuel up but others may not be so lucky. I think higher classed vehicles should be provided with more gas with the 30 minute timer. It looks like 70-80% gas is enough gas for the entire 30 minute timer.
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Completed
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Over 2 years ago

An Anonymous User
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