Rocket Rally - great idea, so poorly executed, I'm wondering if this was even tested or just got the 'will not fix' rubber stamp on it.
1. Enemies with shield use only on your rockets (and happily play possum and get obliterated by other CPU cars)
2. Regular spawning of points on top of CPU cars
3. Instant handbrake > speed (and no I don't mean handbrake > boost) for cars as a nearby point is taken.
4. Psychic CPU enemies who already know where the next point is and immediately move at full speed towards it as the other is taken.
5. 'None random' point generation, several get a pattern, which then leads to even further improved CPU scoring.
6. Infinite rockets/pulse for the CPU regardless if they don't manage to collect any points. (I followed a car one match and purposefully shunted them away from any pickups - lo and behold, never ran out)
Finally, at least on one map (The Shipyard) the starter point is completely impossible for the player to get. It's always immediately in front of the CPU cars, (you start on the far right side) and their direct line and boost is far faster than your own.
So this leads to automatically being 5 points (10%) behind and if you are 'lucky' enough for the next point to appear 'randomly' in line, you find yourself at 10 down (20%)
So it pretty much ends up down to blind luck if you can get the 2nd point and then you have to roll the dice to hopefully get 1st.
Rage? I certainly did and it's a major low point for this game. The higher the difficulty it gets even worse.
Why make cars so intrinsic to to game and then force players to run through poorly QA/tested gametype hoops
Oh and a quick addendum, the low resolution textures are bad, really should have made a 2nd set for pc users.
Remember where your roots came from!
