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Shares
Supreme Hero
I am. Thusly I am.
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posted March 20, 2012 12:06 AM |
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That's snowing beautyful, that is! Bet they're on some VOIP-service though. Perhaps we should get together on one, some day, and just play.
I also just realised that the Tribes thread's been on Today's Posts since I got back here.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 20, 2012 12:09 AM |
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We thrust-packed it from page 2 to 14 in no time.
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Shares
Supreme Hero
I am. Thusly I am.
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posted March 20, 2012 12:15 AM |
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Thrust pack llama on crossfire? Pfft! Cake walk! 0-200 in three seconds and flag to flag in ten. Yeah... that's how I'm gonna roll if you don't get flag defence!
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 20, 2012 12:18 AM |
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Shrike grabbing is still my favourite pass time.
You should try it on Katabatic, it's like WHOOOOOOOSH 320 SANICS HOLY **** WHERE AM I GOING OH GOD I'M AT THE FLAGBASE ALREADY SLOOOOW DOOOOWN...!!
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted March 20, 2012 01:16 AM |
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I wish there was a mid-level ground vehicle in between the gravcycle and the beowulf. The gravcycle doesn't impress me much and the beowulf you need to get somebody to hop in as a gunner for optimal asskicking. Just driving around by yourself in a big metal box with a cannon isn't nearly as impressive.
This game needs HoverJeeps in it. I want one.
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"Folks, I don't trust children. They're here to replace us."
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted March 20, 2012 01:20 AM |
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Have either of you guys taken Quick Draw as a perk? Fully upgraded the +20% weapon exchange speed and the +20% grenade throw speed seems pretty nice. Strongly considering unlocking it.
I recently started playing soldier again after prolonged frustration on Arx Novena (sp?). Using a heavy on that uphill map is a pain in the ass imo. I almost want to use raider or jug specifically for that map. With my soldier I'm using the spinfusor/thumper combo. Spinfusor as my standard and thumper for the wider radius on wounded stragglers or to use on gens and turrets. It's easier to run out of ammo with that class. I also <3 Anti-Personnel Grenades. It's kinda funny though because sometimes when I'm fleeing down a corridor and leaving behind a present, I'll throw the grenade in front of me and blow myself up. I usually threw forward in those situations with the fractals since they have a slower activation time.
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"Folks, I don't trust children. They're here to replace us."
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 20, 2012 01:27 AM |
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Edited by Adrius at 01:30, 20 Mar 2012.
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There are two vehicles in the game files that will likely be added soon.
The Havoc, a transporter that can carry 4 people + a pilot.
And the mother of all tanks, the goddamn Herc, seen here in size comparison with the Beowulf.
As for quick draw, not worth it for my playstyle. I hear some duelists use it with great efficiency though.
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Shares
Supreme Hero
I am. Thusly I am.
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posted March 20, 2012 02:58 PM |
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Patch day!
My highlights:
Well, Temple Ruins is reinstated after revision, as expected, as well as a new CTF map called Sunstar... Yeah... I'll get back to you on those.
+20% movement speed for heavies! I will no longer be outrun by that crate on X-Fire! YEAH!
Impact Nitron causes self drop... well... I wasn't that fond of my super fast llama caps anyway, and this does add importance to the neglected thrust pack.
Quick draw massive buff! YEAH! Suddenly it might even be viable to actually pick that over more useful perks!
Class select now indicates the number of players already playing the different classes! I've been talking about that, and I haven't seen anybody else mention it on the forums, so it's nice to see that Hi-Rez actually listens to reason, and not only numbers. Were plenty of other small changes to the UI I suggested in the same threads as well though, so we'll see.
User settings are now stored locally and more options are available in the settings menus. Perhaps they are starting realising that we are hard core PC gamers? Also: "A variety of UI-related bug fixes and improvements were implemented.", perhaps most of my things actually got implemented. Still waiting for servers to get back up though. Also: "Reticules and HUD icons have undergone a significant polish pass." Could this mean that you can actually see people that are standing by hud-marked objects? Was real annoying trying to shoot that sentinel by his dropjammer, since all you could see was a large, red symbol.
"Fixed an issue where the call-in confirmation sound would play but the call-in wouldn’t activate." Now really? That will make it less annoying playing HoF. Nothing more annoying than taking cover from a tactical just for one to not hit... well... that and taking cover from a tactical and dying regardless.
There also seems to been a lot of improving the physics (removing/reducing deadstops, odd collisions etc.) as well as connection stability and rates. Awesome!
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted March 20, 2012 05:53 PM |
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Yay, two more maps.
Now they can get rid of Arx Novena
@Ad: Jug is going to be more valued than ever once the Hercules is implemented. Huge, powerful vehicle with terrible mobility? Yeah.
I'm interested to see how much an air transport ends up being used. In a game like Tribes it doesn't seem as valuable since you can cover the distance from base to base so quickly, even as a heavy. So what's the logistical value of an air drop? Then again, simply buying one could be a nice way to encourage team work. You get 4 people to quickly load up and do a concentrated drop. Puts a lot less stress on cappers as opposed to a disorganized stream of people filtering into the base on and off.
Or using the Havoc as a flag carrier. Llama grab the flag, hop into a havoc, crack open a whiskey, have 2 shrikes as escorts to piss off chasers, and head home like a boss. Might even take some of the spotlight off of the traditional PTH capper.
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"Folks, I don't trust children. They're here to replace us."
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Tsar-Ivor
Promising
Legendary Hero
Scourge of God
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posted March 20, 2012 06:18 PM |
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Downloading out of massive curiosity.
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"No laughs were had. There is only shame and sadness." Jenny
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Shares
Supreme Hero
I am. Thusly I am.
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posted March 20, 2012 06:42 PM |
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I'm fairly certain that you'll be able to shoot from the gunship. Imagine a dropship with 3 juggers and a doombringer hovering over your base. The juggers can just rain mortars over your base and can even be used for chasing (imagine trying to run back home with the flag if there are several MIRVs landing around you at the same time.) and the saber launcher would be much more potent against a shrike then.
Fill it up with doombringer and let them throw three mines each over the enemy base. Mines everywhere.
A skilled sniper in there would always be in perfect position to get a shot off.
Or just drop a handful of heavies down in the enemy base. Coordinated attacks with heavies would be horrendous.
Or just carry pathfinders into very convenient positions. Climbing a mountain is very rewarding as a capper, but the time input is huge. If you get a few pathfinders up a mountain that'd allow for some hard core chaining. Especially since you'd be able to get a couple of other guys to the enemy base just in time to disrupt the enemy defences.
Just my initial thoughts.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted March 20, 2012 06:53 PM |
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Quote: I'm fairly certain that you'll be able to shoot from the gunship.
Ooo la la. That would add tons of possibilities.
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"Folks, I don't trust children. They're here to replace us."
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 20, 2012 07:22 PM |
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Edited by Adrius at 19:22, 20 Mar 2012.
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Hmm... Nitrons causing flagdrops on self... I like it.
Promotes routes rather than lol-llama-thrust-nitron-VGW.
And yeah, I also think you'll be able to shoot from the Havoc. Nice to have a bunch of teammates intercepting missiles and raining hellfire on enemy bases
Transports were much more valued in earlier Tribes games because the maps were MUCH bigger. Maps like Drydock are fricking miniscule really.
I don't mind it though, just as long as we get more huge maps as well. I wouldn't mind something even bigger than Temple Ruins... promote a bit of midfield action.
@Ivor: Yay!
EDIT:
Finally downloaded patch... let's rock.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 20, 2012 07:26 PM |
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Edited by Adrius at 19:26, 20 Mar 2012.
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*starts up game*
*Main menu greets me with...*
"NEW INFILTRATOR GEAR COMING SOON"
YEEEEAAAAAAAH!
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Shares
Supreme Hero
I am. Thusly I am.
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posted March 20, 2012 09:32 PM |
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So, as promised, I get back to the maps.
For temple ruins I can only commend them for improving it, even though there are several questionable things. First of all, the skiing is much easier now, and more thought out, but the skewing of the map adds for difficulty in capping routes, as it should be. This means that you can quickly traverse the map, but capping is still rather hard. The tiny change in the gener room does improve it a bit, but the issues of it being rather useless for infiltrators remains. Simply adding free jet conduits would make it much better.
The ridges by the bases adds A good sieging spot, but I'm not sure that's enough, and I feel like the layout of the outside of the building is much better and makes the roof feel like a place were you're supposed to be. Perhaps that feeling is a bit too strong, as I can see a bunch of enemies just setting up camp their, and the effort needed to get rid of them would be too much for it to be worth it... and theradar is, as usual, awkwardly placed up there and just seems to be so oddly placed that it just feels like more trouble than it's worth... too bad. I'd like to see another map, besides drydocks, where the radar even seems worth it's while (and it's impossible to protect on drydocks as well, but it's easy to repair, at least).
I also like the road, it's an obvious route and adds to the feeling of it being an ancient place. It's a nice little touch. Turret placement is acceptable, though a bit hard to hit with mortars, but that's an "issue", especially from the short range from the previously mentioned ridge.
As for the new map, Sunstar, I must say that I'm a bit intrigued as to what will become of it. The huge tower in the middle may end up being crucial for snipers, juggers and saber missiles, but may very well end up being neglected, or too much of a focus. The two smaller tower on the west (judging from the sunrise) side may end up being a substitute for the snipers or the base tower may end up being favoured. The east side is a bit... hillier and may hide you from snipers, which would be very nice indeed, though hills is an exaggeration. The map is very flat, all in all (except for the huge mid tower).
I do like the generrooms, though a few small side corridors would've been neat, and the backdoor is even more off than usual, and the turret guarding it is hard to even notice, as the entrance building will cover you. The other two turrets are excellently placed and very useful as long as the two forcefields blocking the back-to-front, and reverse routes, are up, though I don't see that many being even remotely possible, as the large base tower is right behind it and the huge mid tower is in front of it, but seeing as the map is tiny and the mid tower has entrances and exits on ground level, a thrust llama could be possible, if the defence is disrupted enough, but since the impact nitron causes self drop I don't see you building enough speed.
All in all I'm a bit excited to see if the pubs can pull this off and wether sentinels will be even more uncounterable than before, or if they'll be driven to the mid tower, in which case we'll see if they can balance that mid battle... I would like to see a bit higher hills (especially on the east side), some slopes to get speed from below the mid tower and opening for back-to-front routes, and reverse, or just see a large ridge cover up the east side from snipers.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 20, 2012 10:35 PM |
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Edited by Adrius at 22:56, 20 Mar 2012.
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The new map sucks.
It barely has any hills at all, fricking Battlefield maps have more hills than this.
I can't seem to find this genroom back-entrance you speak of. Just looks like it has one entry like the old Bella Omega had.
One Jug chugging mortar rounds unto the entrance pretty much negates all sorts of effort to destroy it, just like it was on Bella Omega which people hated.
It looked cool at first but damn... what were they thinking.
As for Mordor it still sucks. The generator has a roof now, yay. Now people place turrets on top of that as well and can cover the room even better. Oh and it's flatter! GREAT! Everbody hates going fast anyway!
EDIT:
It's like they renamed Bella Omega to Sunstar just so that people wouldn't complain about Bella Omega becoming worse every version.
BRING THE 2ND VERSION BACK.
EDIT2:
I'm pissed. The only worthwhile change was the Quickdraw buff and the Nitron nerf.
Where the hell is the Heavy Fusor buff? A damn Pathfinder has better DPS than the Brute, and can destroy generators quicker (200 more damage against gen with the bolt launcher actually)
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OmegaDestroyer
Hero of Order
Fox or Chicken?
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posted March 20, 2012 11:47 PM |
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Are the flags still in the least logical positions possible?
"We need to protect this flag!"
"Where should we put it?"
"Out in the open, right in front of our base!"
"But that doesn't make any sense. Can't we just put it in the basement or something?"
"NO! IT MUST BE OUT IN THE OPEN!"
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The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down
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Shares
Supreme Hero
I am. Thusly I am.
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posted March 20, 2012 11:51 PM |
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After playing Temple again I can just agree. The generroom is actually worse than before, it's still impossible to get in there as anything but raider, and then you'll just be snowed by any tech. Seeing as how the flag is in an excellent position for setting up defences(as should be) this becomes the ultimate turtling map.
The ridge for sieging turns out to be horrendous, as it is to vulnerable. After revealing your position any sniper can just shoot at you, and there's nowhere to take cover. The range of the mortar launcher wont allow you to do anything but get closer, get into a pit and launch blindly. Not only is this a weak and boring way of sieging, it also exposes you in a hole, so when you get attacked you will have the lower ground and be surprised.
And I've manage to only play sunstar once, so I'll let those thoughts rest, for now.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 21, 2012 12:07 AM |
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Edited by Adrius at 00:16, 21 Mar 2012.
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@Omega: Yes, though that kinda logic doesn't apply to Tribes lore and gameplay.
Capture the Flag is ritualistic warfare used to solve conflicts without the risk of any side using ecocidal weaponry.
If the ritual rules say that both sides need to place the flag in an open spot, then so be it.
@Shares: I'm getting seriously sick of motion sensors. They're so powerful that they might as well have been an alternate pack-item for the TCN.
Hirez will never nerf the TCN beyond their symbolic little "4% Thumper nerf just to shut you all up" though, and I don't blame them. Count how many rank 10 TCNs you see with maxed equipment... it's their main moneymaker.
No, the TCN is not particularly overpowered, but with today's public servers they can reak in so many kills off fools that it becomes such an attractive class that a majority of the teams play TCN. It's not GOOD for gameplay, it downright sucks.
They need a nerf just to balance the use of classes.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 21, 2012 12:22 AM |
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Edited by Adrius at 00:31, 21 Mar 2012.
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Also, concerning upcoming INF gear, this has been found in game TXT files.
Code:
[TrDevice_ThrowingKnives]
ItemName="Throwing Knives"
InfoPanelDescription="Throwing Knives deal impressive damage, but require a sure aim."
UpgradeDescription[0]="+10 AMMO"
UpgradeDescription[1]="-30% RELOAD\nTIME"
UpgradeDescription[2]="+1 CLIP\nSIZE"
Code:
[TrDevice_NinjaSmoke]
ItemName="Flash Grenade"
InfoPanelDescription="Instantly vanish without waiting the normal pulse time from taking damage or firing a weapon. In addition, remain in stealth for 2 seconds even if you take damage. Firing a weapon will still break stealth."
UpgradeDescription[0]="+1 AMMO"
UpgradeDescription[1]="+1 SECOND\nDAMAGE\nHIDDEN"
UpgradeDescription[2]="+1 SECOND\nDAMAGE\nHIDDEN"
Not sure if awesome if true.
Throwing Knives may be an awesome secondary weapon. Not sure how realistic it would be but... hell it's fricking throwing knives!
Ninjasmoke would be a grenade replacer and HELL NO I'll keep my stickies.
EDIT:
Know what would be awesome though? A secondary weapon called Disabler.
Keep it pressed and it negates all deployables and turrets around you in a short radius. Lets ya slip by mines and stuff but leaves you vulnerable to everything else as you cannot cloak while using it.
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