Weapons were a huge part of rollcage and what made it great. It made races on easier tracks like paradise more interesting for better players and added much depth to the game.
How it was in rollcage:
In rollcage you could use the explosions of weapons to get a speed boost, something that probably wont be happening in GRIP, because it is more physically sound and it wouldn't fit GRIP imo.
But there were also a lot of ways of how to counter or avoid weapons, these include risky/hard driving maneuver as well as using power ups to destroy the weapon used against you. It allowed for strategy.
Except for the minigun destroying mines there is no such mechanic in GRIP, which makes races on easy tracks boring for better players, since the gunplay that could keep them occupied is not good enough.
List of issues
- The current shield and Assassin spam balance is not fun,
because once he got a significant lead it comes down to luck whether the leading player gets enough shields to block the incoming Assassins or not. Same for the following players who just have to hope that they get enough assassins to be able to take down the leader.
- Shields are the only way of defence.
A shield shouldn't be the only way of defence a player has, because not getting 1,5 for 2 laps will essentially take him out of the race for first - Not fun. There should be ways to counter weapons other that hoping for a shield.
- Mines mindlessly placed everywhere.
By trying to get a lead a big a possible, the first player will usually just use the power up he just got immediately to pick up the upcoming next one. This leads to mine spam, while the benefit from using them usually stays low as they are easy to avoid and destroy. Additionally the mines are the least interesting weapon in GRIP as they are just dropped and are forgotten. Even Mario karts banana is more interesting, as it could be used to counter another item if placed just right and was a danger to the player who placed it if none of the other players hit it.
I know that more power ups are planned and it will change the balance, but that will not eliminate the fundamental issue, it can only make it less apparent.
- Have the mines explode when tapping the inventory slot a second time while its symbol is fading and have a maximum amount of mines per player (for example 5),
detonating the oldest one when a new one is placed.
That way the mine could be used to counter a normal rocket by placing and detonating it just before it hits the car. They would still keep their fire and forget aspect when being in a close race since the 5th mine will have been passed by the player a long time ago when it explodes, but force a more thoughtful use for players that have a huge lead. They can essentially still place 4 mines strategically and always detonate the 5th immediately so the strategically placed ones are nor destroyed.
- Have the Assassin target the nose of the car so a shield cant protect the leader.
and reduce the amount of assassins overall.
I know that the assassin turning around and coming from the front is planned, but i fail to see how this could work in tight tunnels. Moving the point they target further ahead of the leaders car, having them crash into the ground and using AoE damage (btw its size should be increased, imo, as it should be more dangerous than a normal rocket) to hit the leader. Since the Assassin would lower their altitude later (because they are targeting the front!) than a normal missile they couldn't be destroyed by a mine, but by the (planned) stingers right before the Assassin hits the ground. Braking at the right moment would also reduce the effect the assassin has as you are further away from the impact.
In short: The track wouldn't be flooded with mines, players would have a second defensive tool and mines would have something interesting going for them. Right now they are just really underwhelming, even when spammed.
Assassins would have something more interesting going for them than that the shield / assassin spam balance we have now.