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by Only Mostly Here
Sun Jan 21, 2018 7:21 pm
Forum: Tracks
Topic: Transport/Transport Reverse Feedback
Replies: 0
Views: 1184

Transport/Transport Reverse Feedback

Transport is quickly becoming one of my favourite tracks in the game (with one caveat, the physics issues on the jump at the end), with its initially simple seeming layout having a lot of opportunity for optimisation. A low amount of instadeath obstacles after they were cleared out means that races ...
by Only Mostly Here
Thu Dec 28, 2017 6:46 pm
Forum: Tracks
Topic: Alhatra Wastes/Alhatra Reverse Feedback
Replies: 2
Views: 1510

Alhatra Wastes/Alhatra Reverse Feedback

The forum ate an hour and a half's worth of consideration and typing just now and I'm rather upset about this so these points will be rather brief. Alhatra/Reverse is a solid track, giving some of the best races in the game (or used to *charged powerups are broken grumble grumble*). Enough technical...
by Only Mostly Here
Wed Dec 06, 2017 7:07 pm
Forum: Weapons and Power-ups
Topic: Initial Feedback on Charged Weapons
Replies: 16
Views: 5426

Initial Feedback on Charged Weapons

The charged weapon system has a lot of potential, and this first iteration really shows it. However, and of course there has to be a however, I feel that it's currently in a very scary, dangerous spot. Weapons in GRIP already had a very very high power level. A single weapon hit could quite feasibly...
by Only Mostly Here
Thu Nov 23, 2017 11:04 am
Forum: Tracks
Topic: FIC Outpost Reverse Feedback
Replies: 0
Views: 1028

FIC Outpost Reverse Feedback

It's kind of amazing how just driving the track in reverse can turn one of my favourites into one of my least favourite tracks in the game. Though FIC Reverse actually has some components that are more engaging than the forwards variant - the S after the cave and the split paths immediately followin...
by Only Mostly Here
Wed Nov 22, 2017 11:04 am
Forum: Tracks
Topic: FIC Outpost Feedback
Replies: 2
Views: 1449

FIC Outpost Feedback

FIC (forward, anyway) is one of my favourite tracks in the game already. It flows well, has on the surface a lot of route variety, has good pickup opportunities and plenty of space to use them. However, it is quite heavily speed biased and has some missed opportunities while having a pretty specific...
by Only Mostly Here
Sat Nov 11, 2017 10:36 am
Forum: Weapons and Power-ups
Topic: Some weapons, especially mines are boring
Replies: 47
Views: 15975

Re: Some weapons, especially mines are boring

I still disagree that mines are weak. Not only are they a prime weapon for discarding (for the purpose of powerup cycling looking for OP pickups like boosts and shields) but a lot of their strength comes from their ability to discourage people from taking a particular route - causing time loss witho...
by Only Mostly Here
Sat Oct 07, 2017 8:09 pm
Forum: Weapons and Power-ups
Topic: Some weapons, especially mines are boring
Replies: 47
Views: 15975

Re: Some weapons, especially mines are boring

Agree that mines are boring, but wouldn't say they're always ineffective. Their impact is in more or less the right place for a weapon that is so easy to use IMO - generally won't do much to a car at full throttle, but if you hit one in a turn or certain other prime spots they can really mess you up...
by Only Mostly Here
Sun Aug 27, 2017 1:53 pm
Forum: Developer Polls
Topic: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race
Replies: 47
Views: 14651

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Acceleration definitely needs to be higher IMO, both off the line and when recovering. I think it's a prime culprit for why the pack so often gets badly spread out, thanks to how long a racer who gets stopped for some reason takes to get back into the race. Voted for twice as quick, but an ideal acc...

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