Why I think lights with 2 weapon slots are more interesting than lights with 3!

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Sir Lucius
12-19-2003, 04:47 AM
Actually, it's only tying lights to a specific role. The idea being lights would be specialized to even out their superior speed.

If that's not attractive to you play as the medium as it supposedly just like the old light.


Now thinking of it like that, I think it's a really good idea personally.

|zVx|Teflon
12-19-2003, 04:50 AM
if you think of it that way then its like they are phasing out the medium entirely. Its basically Heavy, light, and super light.

Adept
12-19-2003, 05:50 AM
that was clear to most of us quite awhile ago. im definately seeing how you fit in at t3.org..

Darkfire
12-19-2003, 06:45 AM
that was clear to most of us quite awhile ago. im definately seeing how you fit in at t3.org..

lol

Validuz
12-19-2003, 07:52 AM
Now now children...

Torks
12-19-2003, 08:44 AM
well, I just don't think it makes fun to have only 2 weapons...

leetdemon
12-19-2003, 09:01 AM
if it ain't broke DONT FIX IT:P

BinderAJ
12-19-2003, 10:05 AM
/me vote for

Light
2 weapons
4 Nades
2 mines
4 beacons
1 RepKit
1 pack slot

Medium
3 weapons
4 nades
4 mines
2 beacons
2 repkits
1 pack slot

Heavy
3 weapons
6 nades
4 mines
0 beacons
1 repkit
1 pack slot

The limit on the heavy weapon slots is because i believe having 5 different weapons to fight as a slow moving player is not worthy. HOs can sky really fast to go lob some mortars on the enemy base, but once there, they are the slowest moving targets and lights armors tend to dance around them, if someone has to decide between 5 weapons to kill his enemy then things get complicated and split second actions arent that effective.

Medium having 2 repkits, well if he is the support guy on the battle, the longer he stays there the better, and his somewhat average speed wont allow to escape every single shot.

Just my 0.2 cents....may not be worthy ;P

Regards
BinderAJ

Diablo Escobar
12-19-2003, 10:26 AM
i see no reason to reinvent the wheel

i don't give a shit if the medium isn't useful, and i'd rather that it remain useless than you go around f'ing with the fun "do anything" gameplay i'm used to.

Tribes is the anti class based game, and I would hate to see that changed. Don't pigeon hole a triber into a particular role, a lot of the fun of tribes was that I could be chasing one minute, capping the next, and might have to do something else right after that. A capper could cap the flag and then become a chaser immediately, for example.

I see 2 weapon slots as overly restrictive, and I just don't like it. There will be too much scavenging for weapons, too much specialization, and i really don't like the idea of turning tribes into a class based shooter.

bartkusa
12-19-2003, 10:28 AM
Uhhhhhhh, why not just assign your number keys to weapon slots 1-5? That's what I do in T2.

Also, the Medium isn't supposed to have "average" speed. He's fast. Superlight is just faster, not to mention fragile.

Stage01
12-19-2003, 11:20 AM
I agree

KillerONE
12-19-2003, 12:20 PM
Just when I was starting to like the idea of 2 weapons for light, Twitzid makes a great post.. In fact this is what I recall reading in one of those Dev Diaries or Interviews. About the "AntiClass" thing. Forcing roles, is kinda what 2 weapons does.

:)

exogen
12-19-2003, 12:22 PM
light 2, medium 3, heavy 5
sounds good ^

elton
12-19-2003, 01:25 PM
i was just wondering if heavy will be able to cary and shoot 2 weapons at the same time.
looks like they could on screenshots...

Ixiterra
12-19-2003, 02:07 PM
Just when I was starting to like the idea of 2 weapons for light, Twitzid makes a great post.. In fact this is what I recall reading in one of those Dev Diaries or Interviews. About the "AntiClass" thing. Forcing roles, is kinda what 2 weapons does.

:)
Bleh, gimme a break. For capping, all you need is a disc launcher. For chasing, while a nade launcher would be better, a disc launcher and a chaingun will still get the job done. Snipers become less effective duelers, thus more easily taken out if they're osniping. I don't see too big an issue with 2 weapon lights.

Fraggy Poo
12-19-2003, 02:34 PM
The idea of restricting the T:V super light to 2 weapon slots does not pidgeonhole people into classes, it only makes them think ahead to what there goals are, much like people were forced to do with the old medium and heavy armors. In T1 and T2, you didn't have to think which armor to get, you already knew which one you HAD to get most of the time, light. They were good for everything, and consequently, the medium saw very little playtime because of it. If you restrict weapon slots to 2, you are not phasing out the light's versatility, you are simply making a stronger case to use a medium. You can now choose to be a fragile, uber agile (super light), or become a more rounded and balanced medium (T1 and T2 light). I see no problem with 2 weapon slots, and in fact I think its a great idea.

KillerONE
12-19-2003, 02:39 PM
Bleh, gimme a break. For capping, all you need is a disc launcher. For chasing, while a nade launcher would be better, a disc launcher and a chaingun will still get the job done. Snipers become less effective duelers, thus more easily taken out if they're osniping. I don't see too big an issue with 2 weapon lights.

Disc Chain and Nade Launcher. Allows lights ultimate flexibility to cap, chase, rape, etc. They can change their role at anytime WITHOUT visiting an INV. This is why 3 is better. Ability to be ready for anything at anytime without revisiting INVS.

Ixiterra
12-19-2003, 02:55 PM
Disc Chain and Nade Launcher. Allows lights ultimate flexibility to cap, chase, rape, etc. They can change their role at anytime WITHOUT visiting an INV. This is why 3 is better. Ability to be ready for anything at anytime without revisiting INVS.
And why is that such a good thing? Why should you always be ready for everything? The inv does mess things up, but I think it'd be great if you could at least pick a weapon load-out before spawning. But then again, they might just spawn us medium with the 3 standard weapons. :shrug:

KillerONE
12-19-2003, 03:22 PM
It's a good thing cause it keeps with the diversity and flexibility that we've enjoyed for years playing Tribes. Once you start "fixing" classes, you end up like BF1942 and others. It's just annoying when suddenly your teams needs role A filled and you only have the tools to fill role B. This can still be the case in Tribes, but with more weapon slots available this will happen less.

Ixiterra
12-19-2003, 03:46 PM
It's a good thing cause it keeps with the diversity and flexibility that we've enjoyed for years playing Tribes. Once you start "fixing" classes, you end up like BF1942 and others. It's just annoying when suddenly your teams needs role A filled and you only have the tools to fill role B. This can still be the case in Tribes, but with more weapon slots available this will happen less.
Well consider the problem that you aren't getting a nade launcher when you spawn, you're getting a blaster. So often times, you are basically using only 2 weapons anyway. And certain maps (SH obviously) once gens go down, nobody gives a shit.

We don't even know what the roles are yet, so don't complain about being forced into one.