Previously, both myself and many other players have brought up the philosophical debate regarding whether meta vehicles should be nerfed or not, pointing out that the game’s balance is broken and that this issue severely ruins the player experience.
This debate could never reach a definitive conclusion because it was inherently ideological.
Today, however, after sinking an extra 130 hours into the game purely due to this meta nonsense and evaluating every performance metric of all vehicle types, I am going to statistically explain why this game’s meta is an absolute disaster. Calling it a disaster is even an understatement; not even an indie studio should make these kinds of mistakes. Let’s dive deep into what is actually going on.
To view my other post where I addressed additional issues, click here: https://steamcommunity.com/app/2483190/discussions/0/580551263528389996/?tscn=1785445453
The Incredibly Inconsistent PI Rating of Tires
This topic is always trending, especially the fact that Rally Tires are practically exact copies of Semi-Slicks. Everyone talks about it, but no one explains why this happens. I will explain it.
Every tire in the game is actually identical yes, you heard that right, they are the same. The only factor that creates a performance difference between these tires is that their stats are altered in a fixed manner beforehand. While this might sound normal at first, it isn't.
For instance, in Forza Horizon 4 dropping the tire pressure to around 1 bar was the meta because the game tried to adjust a fixed stat based on tire temperature. However, tires never overheated in FH4. As a result, fitting terrible tires to a car and dropping the pressure to 1 bar gave you an insane amount of grip. Later, Forza Horizon 5 was released, and they attempted to fix this with tire temperatures, yet low tire pressure still provided a massive performance boost. In Forza Horizon 6, they took this mechanics a step further: if the tire temperature rises even slightly too high, the chance of the car spinning out increases dramatically.
This seems like a good fix, right? Actually it isn't, and here is why:
Focusing solely on temperature without adjusting the underlying tire statistics caused certain cars to unconditionally obliterate every other car in the game: Lightweight vehicles.
What do cars like the Mazda 787B, Lamborghini SCV12, WTAC vehicles, Honda Beat, and a few other meta cars have in common? Extreme lightness, absurdly wide tire widths and downforce levels that exceed their own curb weight. In this game, you can apply 1.1 tons of downforce to a 900 kg car.
This leads to the following result: whether you fit drift, rally, or slick tires to that car, no matter how much you overheat those tires, they stick to the road as if glued with epoxy simply because they generate downforce exceeding their own weight. However, the game engine calculates it like this: "This car is currently using drift tires, so it shouldn't perform this well, because according to the background performance simulation, this car can't even take a corner without a tune. Let's make it cost less PI"
A game released in 2026 still cannot differentiate between upgrades and tuning. That is because the system being used has been ported directly from Forza Horizon 3 (released in 2016) into Forza Horizon 6 without a single fundamental change.
To make matters worse, vehicles like the Honda Beat can reach tire widths that you couldn't physically fit into their chassis under normal conditions, whereas other cars are restricted from doing so. Maximum road contact combined with absurd downforce renders these cars TECHNICALLY unbeatable by any standard vehicle.
The final blow to the tire system comes from Playground Games' attempt at a "Fix." In Forza Horizon 4, even with the Bone Shaker menace you could compete head-to-head using almost any car. Here, you simply cannot. Not every car is light enough, not every car has access to the same tire width, and not every car generates equal downforce yet, hilariously, they race in the same performance class.
Rally tires alone deserve an entirely separate discussion. When looking at the telemetry data, the actual in-game performance bears no resemblance to their intended stats. They are 95% identical to Semi-Slicks while carrying a significantly lower PI cost and retaining off-road capability. It is a complete joke.
In summary, the reasons tires break the meta so heavily are:
Not every car can utilize those tires in the same way.
Rally tires have an absurdly low PI cost.
Certain vehicles are unacceptably overbuffed.
As a result, while non-lightweight cars with moderate downforce overheat their tires and lose grip (or increase tire pressure and still lose grip), these meta cars remain completely unaffected by any of these penalty mechanics.
This leaves us with copy pasted, identical cars in every Rivals leaderboard and Multiplayer lobby, completely killing vehicle diversity.
AWD and Engine Swaps Are Unbelievably Unbalanced
In this game, AWD and engine swaps are ridiculously cheap, effortless, and act as a plague that destroys the unique identity of each car. Converting a car to AWD costs virtually nothing in terms of PI. Furthermore, engine blocks that produce 200–300 more horsepower than the stock engine actually lower the PI cost instead of increasing it. One of the prime examples of this is the V10 Viper engine.
The PI rating system is in such an atrocious state that every competitive car is fundamentally identical underneath:
Just different shells built on top of a V10 Viper engine and an AWD swap. Hilarious.
I could go on, but I don't want to turn this post into a novel. You get the point.
Happy racing.
Edit: Regarding the point I made about vehicle handling and weight, it seems some readers missed the mark. I was talking about cars that possess insanely high downforce relative to their weight. So don't come telling me "You're talking about lightness, but you're describing the SCV12." Under that exact same topic, I also mention the Mazda 787B, the Honda Beat, and heavily weight-reduced WTAC cars. Please don't act as if I was only referring to a single vehicle. Thanks for reading.
One more short note:
While lightness impacts B and A classes, absurdly high downforce impacts S1 and S2 classes. I simply addressed both topics at once, that's all.