Colosus
01-30-2004, 09:23 PM
Ummmm... I rarely (if ever) touch the command map. Just because you have a crutch, doesn't mean everyone else needs it.
Conference Thoughts/Comments.Colosus 01-30-2004, 09:23 PM Ummmm... I rarely (if ever) touch the command map. Just because you have a crutch, doesn't mean everyone else needs it. ZProtoss 01-30-2004, 09:30 PM Then your awareness of everything around you is suffering greatly compared to a player that uses the CC in a smart manner. I feel sorry for you. Ummmm... I rarely (if ever) touch the command map. Just because you have a crutch, doesn't mean everyone else needs it. RedSpider 01-30-2004, 09:32 PM Ummmm... I rarely (if ever) touch the command map. Just because you have a crutch, doesn't mean everyone else needs it. When was the last T1 match you played in? I dont use it as much in pubs, unless I'm capping and I need to escort/grab in the field. In matches I use it almost as much as first person view. Zoolooman 01-30-2004, 09:33 PM I think the CC would be nice in T:V, but the radar isn't half bad either. pyrot3chnic 01-30-2004, 09:57 PM I don't use the t2 CC simply because it's not worth it for me.. everytime I try, it takes my PC 5 secs to bring it up, and 5 to load me back into FPS view :( That whole 3d CC was complete shit, t1's simple image BG was great. Mooley 01-30-2004, 10:18 PM You're like a man who has been married ten years. He knows his wife very well. He knows her every corner, what turns her on, and what turns her off. He has had sex with her 1,000 times. There is no surprise and spontenaity anymore . . . and he wants to be surprised. He's ready for some interesting new pussy. So is the case with you and Tribes. ROFL!! Mooley 01-30-2004, 10:21 PM Re: the T2 CC The T2 CC was essential in base. The maintenance of an adequate sensor network was critical, especially on maps like Dessicator. Lighting up incomings was a critical component of success. The CC lost impact as the game got faster. While I quit playing CTF seriously after ++, my intuition is that the CC was mostly useless. This is especially true given that everybody had adopted waypoint scripts that lit people up as soon as they were in sensor range. Good point Flatty. I still use it because i don't use those other cheap scripts and cheats. I can rise above and hold me own. That must mean I'm better than the those dicklettes on crutches. :P PyroTeknik 01-30-2004, 10:30 PM Ummmm... I rarely (if ever) touch the command map. Just because you have a crutch, doesn't mean everyone else needs it. Having played almost exclusively HD and HoF, I can tell you that without a CC you're freaking blind. If you're on offense, big deal, you know the enemy is where you're going. But it you're on defending a static object, and are yourself restricted to a certain area so as to not leave said object undefended, it helps a whole lot to know where everything/everyone is. Basically, when you're not shooting or checking on stuff, you're in the CC looking at enemy movements and trying to figure out where they're coming from. Of course, in competition you can rely on teammates to relay such info and even then it pays to look at the CC for spots they've missed or overlooked because they were busy (however, in pub play, the CC is essential). And when you really have nothing to shoot at back at base, you can call out enemies as you see them on the CC so that everyone knows who's doing what. Mooley 01-30-2004, 10:36 PM People like miracle and killjoy probably never played an important enough role to use it effectively. The CC wasn't a crutch. That's a very ignorant and biased view. People that write it off plain and simply NEVER used it. I never touched in t1 though I knew my clan mates used it to set and coordinate on offense, it was beyond me then, I had enough trouble trying to find routes and do my job to worry about the strengths of the CC in t1. That's why I never broke out of defense. Yet in T2 after the first few months HDing I forced my self to pick it out. "What's this all about?" I asked myself as I sat in the base bored to shit. Started spotting incoming with it and notice kills picking up for my team. :) I'm like, "Hmmm... this is interesting" Then watching people on vid screen was very entertaining, seeing them get owned and complain about how this and that wasn't their fault when i blatantly saw that is was. Was very funny and revealing, ANYWAY. Now, when I set up my routes for capping for instance. The situation most of them time allows you maybe a good 10 seconds to look at the map. It's VERY helpful! I too thought it was slow and cumbersome in T2, and it could be on slow computers. It is a bit of a hinderance too boot it up but once you get use to making the time to use it, it's second nature. I think a nice active tutorial in some competative situations on tape open up a few eyes. *shruggs* It's not useless, it's certainly not a crutch lol and you have the success of 5150 to speak for that. If anything else, it's a hinderance to the brainless or thoughtless or for people who just want to play out their basic role in the life of the game :) In which that I'm not knocking but the ones who don't use it certainly shouldn't comment on it. VaporTrail 01-30-2004, 10:46 PM The CC was good, however, with the scripts out there that took advantage of the CC functions (autowaypointing enemies, etc) it turned it into a sort of "wallhack". It allowed you to see enemy locations that you had no direct intelligence on. Of course, this is a boon for a defensive player. I played HoF without anything other than the CC window scripts (good work there) and that would have been plenty. IF the personal radar lets you use that without having to deal with autowaypointing stuff, it should be good. As long as the range/detail are user setable. Basically if you want to see the entire battlefield, you'll be looking at a blur with some blinking pixels. If you want to see just your immediate area, enemies should show up pretty well. Have detail be inversely proportional to range... Mooley 01-30-2004, 10:47 PM yea Flatscan 01-30-2004, 10:54 PM CCs are useful and should be included. Moolz they are very helpful with capping - especially when you're trying to coordinate an attack (or find inventories hohoho <3). Mooley 01-30-2004, 10:58 PM Rofl! =p RegisteredFruit 01-31-2004, 12:15 AM I was extrememly excited about T:V until this talk of no CC. Now I'm having nagging doubts. :mecry: nazbot 01-31-2004, 12:22 AM Make is so that you can point at a spot and issue commands to it, such as adding a waypoint or point out incoming enemies. A HUD which let you communicate visual cues to other players, just by pointing at a location and pressing a chord would rock. KillerONE 01-31-2004, 12:25 AM Having played almost exclusively HD and HoF, I can tell you that without a CC you're freaking blind. If you're on offense, big deal, you know the enemy is where you're going. But it you're on defending a static object, and are yourself restricted to a certain area so as to not leave said object undefended, it helps a whole lot to know where everything/everyone is. Basically, when you're not shooting or checking on stuff, you're in the CC looking at enemy movements and trying to figure out where they're coming from. Of course, in competition you can rely on teammates to relay such info and even then it pays to look at the CC for spots they've missed or overlooked because they were busy (however, in pub play, the CC is essential). And when you really have nothing to shoot at back at base, you can call out enemies as you see them on the CC so that everyone knows who's doing what. That is the BEST and most frequent use of the CC, and a RADAR is MUCH better suited for that. No BLINDING the player by pulling up a map, losing visibilty and even more awareness, imo. I used it indoors as HD and other scenarios.. but a RADAR woulda been a much better HEADS UP approach than the CC. The CC doesn't fit in with the fast paced nature of the game. Radar, more better. pyrot3chnic 01-31-2004, 12:27 AM hm, I have a quick question.. if you fire the rocket pod.. and then turn 180*, will the rockets turn around and come back at you? Theta 01-31-2004, 01:02 AM that would rock :p Thrax Panda 01-31-2004, 01:54 AM So does that mean that the ski-skill gap is even more exagerated in Vengeance than in the previous products? Or to phrase the question another way, your response makes it sound as if the way skiing is currently implemented gives skilled skiiers and even greater advantage over the uninitiated than previously. Is that the case?I don't think so, but I honestly couldn't guarantee that without testing. Currently TV seems easier to get into energy debt for me than previuos games (that's my normal state anyway) but I'm not sure why. It may be that I'm normally in medium and just haven't spent enough time getting used to skiing that way (I don't get as much time to play as I would like, most days I don't get to play at all). We'll certainly see what the general feeling is at the tests. Thrax Panda 01-31-2004, 02:03 AM Is it just me, or was the disk speed way too slow? It's almost like a plasma projectile with splash damage.Everything like that is adjustable. I believe that the disk is actually faster (to scale) which shows how important perspective is compared to reality. One thing to remember is that we have a goal of drawing players closer together, so that you can actaully see your enemy when you're fighting him. faster weapon speeds spread that battle out. | ||