

The Physics
They are still annoying AF. The buggy collisions still happen frequently, but it is highly dependent on track and car. More about this in the car or track feedback.
Cars
I think you might want to make the cars collision boxes just a tiny bit smaller and /or have their edges more round.
Cygon Cyclone
The Cyclone really feels like a very light and agile car, but its top speed might be a little too high. It outperforms the Dominator in almost every aspect. It could use some more health though. Going form 0 to 80% damage by a single rocket might be a little to much.
Apart form some random too high bounces after landings, I don't have any problems with this car in therms of physics.
Terra Dominator
This car feels more average than the Cyclone, but is less fragile, so it doesn't get blown to the moon by a mine. Again no problems with physics here.
Terra Dreadnought
It was my favorite car until the Warlander wars released. Driving it well requires some planing ahead. It feels heavy, just like a tank should.
I sometimes experience bad physics with this car, especially landing at angle close to 45° or while wallriding. It isn't as bad as the Warlander though.
Vintek Warlander
I love the Warlander in terms of sound and and visuals, but I think it might be a little to strong overall. Muliplayer will show if this is true.
I am having the worst time with the Vintek in terms of physics. It randomly flips upon landing and even gets thrown off flat surfaces like the bridge in Alharta or the tunnels walls in FIC.
Tracks
Industrial
My least favorite. Not because I don't like the tracks design (i love how tight it is), but because it has a the most problems, of which most seem to be easily solvable.
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These to jumps require you you to jump very accurate when you go fast and if you miss them you will come to a complete stop Not fun.
Alharta
2nd favorite. It has a lot more space to play with and I like it. I also like the new smaller entrance to this shortcut, but I think i should be widened just a little bit pushing the barrier back to the signs. Right now getting the shortcut depends on if the car has already settled from landing already or not.
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There are some areas that are blocked off even though they shouldn't be. It is specially noticeable when driving the reverse version.
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Transport
Not a fan of it.
To me it is too simple. It only has one route, you mostly drive in a tube and it hast a lot of obstacles in it that stop you dead. The player that uses more speedpads will usually win, cornering abilities don't really matter.
This part isn't too fun in reverse, especially if you get EMPed It is often buggy and you cant get up if you stopped right in front of it on medium engine speed:
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Spedbowl
Very simple track. Again I am not a fan of that. It fully focuses around the battle aspect of GRIP.
Cars with a high top speed have a huge advantage. This one is 100% personal preference though.
FIC Outpost
Favorite. Its large scale is amazing. I love how it splits into different paths but you can still see the other ones. I has a great flow to it and almost nothing tho complain about. Only this seam isn't great because the cars body touches the ground and then the anti-fly-to-the-moon-code kicks in slowing the car down:
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Pickups
As the devs probably know the pickup distribution isn't great at all.
I think duplicates should not be possible, as they only lead to cheap overtakes even when the opponent has a shield.
Picking up the same pickup over and over again is also quite annoying (nobody needs 4 miniguns). I think there could be a very simple system that reduces the probability of getting the same pickup again by x% each time the same pickup is picked up in a row. Once an other pickup is picked up the percentage resets. I thinks something between 25% and 50% would be good values.
But tweaking it even further that that isn't that useful until all pickups are in and quite final.
Firestorm
Not much to say about it. It is well balanced and works perfectly.
Scorpion
I like how you use them consciously so they don't just crash into the ground or objects. I think they shouldn't be able to navigate better or be more maneuverable. They are hard to dodge already.
The only thing that could use some improvements is the locking on. If the targeted car in hidden just for a very shot time the lock is gone (like behind the spikes in Alharta) and the rocket just lies into nowhere. I thinks the lock should stay for like 0.1 seconds to avoid this.
Quaker
It is balanced, its explosion range isn't too big, but I think my own mines should blow up if I drive over them, so I cant block certain locations for others while I still have access to them.They also shouldn't have a maximum lifetime, but there rather should be maximum amount of mines per player as it would prevent spam. There is no way of knowing when a mines lifetime will run out.
Gattler
Using this you have to consider what car is in front of you. It doesn't have a great effect on the Dreadnought, so you have to use it before jumps, but is highly effective against the Cyclone. I like it.
Assassin
Currently it is just a blue Scorpion that only targets the leader. I think it should be more diverse form the Scorpion.
It could hit the player from the front and not from the back (I think this is already planned, isn't it?). That way the shield isn't useful in defending against it. It also should be dodgeable, but just barely, slowing the player down in the process.
Aegis
Unlike most combat racers the shield only protects the rear of the car, setting GRIP apart from other games. It however covers a much bigger area than its visuals indicate (feels almost like a 180° angle). So it is possible to drift over a mine and be protected by the shield. It also makes it hard to hit players form the side with the minigun.
I also dont think that the shield should be rotatable to the front. Mines are already easy to avoid and having it rotatable makes the leader almost immune to them again (unless they are spammed).
EMP
People reading in this forum probably already know that I don't exactly like hate

The bump isn't that great, too, as it throws airborne cars in all sorts of directions.
I will just quote myself from an other thread here:
I think the EMP is in a good spot in therms of how strong it usually is (its average effectiveness if you want to call it like that).
It is just that it effectiveness goes from one extreme to the other and it doesn't have that "Oh sh*t, I got hit!" feeling the other items have.
I think the best way to solve this is to compress its effect, making it stronger but shorter.
Something like the wheels locking up because the EMP disabled the magnetic suspension and the wheel hubs touch the cars body.
Just imagine a lot of sparks spraying out of them because of the high friction.
It could handle like suddenly using the handbrake (the car is still steerable at high speeds but slides around when it slowed down quite a bit).
This would require a reaction form the player to angle his car to not slide off the track and reduce the time the EMPs effect needs to be active, because it slows down faster, so it would achieve the same thing in less time. Additionally it could be more satisfying to the players getting hit because they can reduce the disadvantage they will suffer from getting hit by the EMP by angling their car properly before they get hit.
Gamemodes
Destructabe Vehicles in Races
I dont really have anything to say about the other modes, but these as I think these don't not work good at all.
Especially the lighter cars are too fragile (Clyclone from 0%-80 with one missile wtf?) and getting destroyed is game over. While it may work offline it does not do online. People that are destroyed will usually leave instead of waiting for the race to end. Same applies for the Elimination gamemode. DM on the other hand works because you just get a time penalty.
Multiplayer
For an early implementation it works great and the most annoying problems have already been fixed (always joining the same dead or broken lobby for example)
The only thing that does not work well is playing against high ping players. Their cars are immovable objects and if they lag you will crash into them while they can just keep going. I think their car on car collision should be disabled when players have ping spikes.