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Tank class: 3 pickup slots °.° - GRIP Video Game Forum

Tank class: 3 pickup slots °.°

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Tank class: 3 pickup slots °.°

Postby Queadah » Thu Nov 03, 2016 9:42 pm


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Re: Tank class: 3 pickup slots °.°

Postby potterman28wxcv » Fri Nov 04, 2016 4:50 am

It would be interesting, but how do you balance it out? Would you nerf the stats of the tanks? Or would you add other bonuses to the other classes?

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Re: Tank class: 3 pickup slots °.°

Postby Queadah » Fri Nov 04, 2016 8:32 am


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Re: Tank class: 3 pickup slots °.°

Postby potterman28wxcv » Fri Nov 04, 2016 8:39 am


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Re: Tank class: 3 pickup slots °.°

Postby Ryu Makkuro » Fri Nov 04, 2016 8:56 am


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Re: Tank class: 3 pickup slots °.°

Postby Queadah » Fri Nov 04, 2016 9:23 am


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Re: Tank class: 3 pickup slots °.°

Postby potterman28wxcv » Fri Nov 04, 2016 12:34 pm


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Re: Tank class: 3 pickup slots °.°

Postby ApexAzimuth » Sat Nov 05, 2016 12:02 am

I think the cars have identity already. Balancing of vehicle handling is still in a pretty early state, and I think the way they "feel" along with their visual identity will be all they need.

GRIP strives to be a fairly competitive racing game, which means balance is very important. Giving cars unique "Abilities" like full air control or a third pickup slot can REALLY tip the delicate balance. At best it gives the cars more of a "Theme" and compels players to drive certain cars for certain tracks or race styles. At worst it creates an incredibly complex balancing task for development and ultimately leads to constant "flavor of the month" cars, with the flavor being whichever car got buffed the most in the last point release, which means everyone that wants to be competitive will be driving the same car. Not much "identity" in that situation.

Rollcage had it right with car balance. There typically wasn't a "Best" to drive (Excluding Yuri of course.). Depending on your driving style, your strengths and weaknesses as a driver, or what kind of approach you wanted to take in the race would determine which car you drive. I'm already seeing this in the multiplayer games right now. Alot of people like to be quick and agile and drive the Cyclone, but a few people like the raw speed of the Dreadnought, even if it means stumbling a little when the race throws off your flow. I've been enjoying the Dominator for its balance between the two, and despite some claims that it's not fast enough to justify it's handling inferiority to the Cyclone, It's still just a tad faster, and if I keep a clean racing line, I reap the benefit big time. I haven't seen any particular trend for one of these cars dominating the competition either. It seems entirely up to the driver's style and occasionally the layout of the track. This is EXACTLY the kind of balance I want to see in GRIP. Your choice of car reflects your driving style, not a special perk that you need to utilize for a specific situation.

So, shortly- I think that the cars should all PLAY the same, but FEEL different. I say no to game mechanic perks exclusive to certain cars.

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Re: Tank class: 3 pickup slots °.°

Postby Queadah » Sat Nov 05, 2016 4:57 am


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Re: Tank class: 3 pickup slots °.°

Postby Ryu Makkuro » Sat Nov 05, 2016 10:09 am


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Re: Tank class: 3 pickup slots °.°

Postby Cybruiser57Péter » Sun Nov 06, 2016 3:49 am

Ryu is right: if the devs go for the META route, the arcade part of the game will be ruined for good and kills the fun out off.
Think about Starcraft 2 MP you can play a single match whitout using a "META strategy", because if you think "outside of the box" or try to little spice things up, you are going to be 6 feet deeply stomped to the ground, by a meta player who is doing nothing, but repeat the same thing over and over on every match.
I don't know how a meta player play an arcade combat race.

My personal view of "meta gaming" so please no.


and 1 more thing somebody like playing other games (or do other things) than just playing GRIP.
Science WINS again!!!
Then they opened a portal to another dimension and kidnapping the locals.
The pissed locals are head enough and strike back.
and then... ALL HELL BREAKS LOOSE :twisted:


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Re: Tank class: 3 pickup slots °.°

Postby Queadah » Sun Nov 06, 2016 7:59 am


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Re: Tank class: 3 pickup slots °.°

Postby Queadah » Sun Nov 06, 2016 9:19 am


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Re: Tank class: 3 pickup slots °.°

Postby Broscar » Mon Nov 07, 2016 9:23 am

I like the idea of differentiating the classes more and giving them more of an 'identity', so...
+1!

(I also like the stuff you guys have come up with so far :D)






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Re: Tank class: 3 pickup slots °.°

Postby Tathendal » Mon Nov 07, 2016 11:44 am


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Re: Tank class: 3 pickup slots °.°

Postby potterman28wxcv » Mon Nov 07, 2016 2:41 pm


Check out the for the Rollcage Neo-mode Tournament 2017, starting 15th April !

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Re: Tank class: 3 pickup slots °.°

Postby Queadah » Mon Nov 07, 2016 4:32 pm


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Re: Tank class: 3 pickup slots °.°

Postby potterman28wxcv » Mon Nov 07, 2016 6:13 pm


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Re: Tank class: 3 pickup slots °.°

Postby TheOnLY » Mon Nov 07, 2016 7:45 pm

I don't really like how one of them would be passive (buffer slot) while the other two are active (require a button press to work). I think if class specific features would be added you would want them all to be passive

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Re: Tank class: 3 pickup slots °.°

Postby Queadah » Mon Nov 07, 2016 8:44 pm



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