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Scorpion locking on Quakers - GRIP Video Game Forum

Scorpion locking on Quakers

Here you give us specific suggestions on how you think the private release can be improved.

This isn't for bug reports, this is for features (example: wrong way indicator)
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TheOnLY
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Scorpion locking on Quakers

Postby TheOnLY » Thu Aug 11, 2016 4:13 pm

I think Scorpions should be able to target mines. They are usually too slow to destroy them in time anyway, but a rocket locking on a mine would point out that there is one.
It would add a new strategy of keeping the rocket to detect mines, because as it is now firing miniguns or rocket into nowhere and hoping for a mine ore TURBO when nobody is around is more just effective.
The player would have to decide whether to use the saver or more risky strategy.

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potterman28wxcv
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Re: Scorpion locking on Quakers

Postby potterman28wxcv » Fri Aug 12, 2016 12:02 pm

I agree on that, but only if the cars are prioritized over mines.

Otherwise there would be that awkward moment when you want to target the car, and it targets one of the four mines on screen (let's say) because you already had the lock on one of them before the car went past you.

So you cycle through the targets, hoping to reach the car, and eventually the car gets out of range (and you bump into a mine.. :p)

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Ryu Makkuro
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Re: Scorpion locking on Quakers

Postby Ryu Makkuro » Fri Aug 12, 2016 12:36 pm


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Queadah
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Re: Scorpion locking on Quakers

Postby Queadah » Fri Aug 12, 2016 6:13 pm

I'm not entirely sold either... (@Potty: lol at your example ^^)

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Re: Scorpion locking on Quakers

Postby KazzyMac » Sat Aug 13, 2016 11:32 pm

Machine guns destroy mines though...

;)


Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Scorpion locking on Quakers

Postby Chris_CE » Tue Aug 16, 2016 12:09 pm

Like I mentioned in another thread, I'd like to see indicators on the HUD for mines and pickups so that they are easier to see. Should solve the problem
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