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Menzo 01-30-2004, 11:01 AM Sorry about the tease on the new vehicle. I thought KP and Ed were going to show it but they didn't bring any maps that had it. We'll get moving pictures of that one out ASAP.
I'm really pleased that the broadcast turned out well. This was the first time we've done anything like this and I honestly had doubts that we could make it work. Kudos to the WOFN crew!
Father Ruckus 01-30-2004, 11:12 AM whats real sad is, i bet last night was more fun to watch than the upcoming superbowl
well minus the commercials.....hope Terry Tate makes a return!
plexicon 01-30-2004, 11:22 AM Is it just me, or was the disk speed way too slow? It's almost like a plasma projectile with splash damage.
Sajent 01-30-2004, 11:26 AM whats real sad is, i bet last night was more fun to watch than the upcoming superbowl
well minus the commercials.....hope Terry Tate makes a return!
haven't you seen the preview commercials for Terry Tate!
Zoolooman 01-30-2004, 11:44 AM I don't get why the satchel was considered a pack. To me, the satchel is a deployable.
As are the mines.
As are turrets.
As are all those sensors.
It makes more sense to make packs... well, into just packs.
Starwind 01-30-2004, 12:16 PM Notice how Thrax avoids the mine question?
Stage01 01-30-2004, 12:19 PM They were talking to the gaming press. What did you expect them to relate to? Deer Hunter?
I hate counter-strike comparisons as much as the next guy, but you have to put things in terms people understand...and most people understand counterstrike.
I assume your correct, its just I dont like a great being compared to a average...as if we need to RISE UP to be average...it just seems like a oxymoron.
Colosus 01-30-2004, 12:34 PM I assume your correct, its just I dont like a great being compared to a average...as if we need to RISE UP to be average...it just seems like a oxymoron.
No. We need to rise up and get over our elitism that makes us ignore the fact that Tribes is extremely difficult for new players to pick up and without new players, this franchise dies.
Fling 01-30-2004, 01:02 PM We all must sponsor a newbie!!!
Fling :D
Mooley 01-30-2004, 01:15 PM That's a great description. This is not the best analogy, but it's an easy one to explain.. In hockey, you can be a fast player, and a quick player. A fast player is one who can skate with speed, and one who (in full stride) will blow past others. A quick player is one can jump past you from a dead stop, and they catch you by surprise. Quick players are the hardest to hit, because you get them in your sights, and they manage to evade.
I think that was one of Tribes' biggest faults. It simply wasn't a quick game. If you're standing still when a shot is fired, you're probably going to get hit, no matter how good you are. That's why the best players were always moving, and in my opinion the primary reason outdoor maps were favored. Your best bet was the shield pack, because you just were not going to evade a well-placed shot, not without some kind of obstacle to shield you.
I like your explanation better.
PyroTeknik 01-30-2004, 01:20 PM :rawr:
I liked the new running speed. I don't know, but even for a light, it seemed a lot faster.
And I don't know why you people complain about the skiing being "too easy" or "too slow" or whatever the hell you said... You could definitely see the difference between Ed's skiing and KP's. Ed was a bit on the slow side, whereas KP was pretty damn impressive (and come on, it's not that it's too easy... it's that this is KP :o).
I still think the mortar explosion needs to be bigger. We need more fireworks. And perhaps some backup dancers that pop up and dance around the explosion.
They can pick up bits of players too.
Mooley 01-30-2004, 01:24 PM Again, this is just my opinion, but it depends on which game you're talking about.
I never played Tribes 2 at a high level, but I played Tribes about the highest you can go.. Mine-discing was not only not cheap it was necessary. Now, I can't speak for T2 or T:V, but if Tribes had been without mine-discing, the game would have been horribly unbalanced in favor of offense, and there are many people who already think offense is unbalanced.
Light D had very few options without mine-discing. There were options, of course, such as body-blocking, sniping the incoming, sniping the outgoing, and chasing, but the skill level was disproportionate. In other words, if a fairly skilled capper came in for 10 grabs, you would probably need to be an overall better player than he would to even stop him 50% of the time without a mine-disc. One of things you learn in Tribes at the high levels is that if a capper gets the flag off your stand with speed, what options you have rapidly diminish.
Keep in mind, I'm only talking about cappers. If you were to throw in heavy offense into the mix, you would be overwhelmed rather quickly without mine-discs. As it is, offense will usually (9 times out of 10) win out against defense in a game, and this is with mine-discs to aid you. In Tribes, the best way to keep your base up is to get your opponent's base down.
Oh I agree with you 100%
See, that's the difference between tribes 1 and tribes 2. In Tribes one the mine floats when you throw it heh making it's ease to use a little shaky where as the T2 mine behaves differently, it throws heavier than a nade kind of like you're throwing a small 2 lb weight. It's actually more accurate or easier to use and time imo. So yes I'm speaking of t2 as opposed to t1.
Mine disking in t1 belonged. IN t2 it's a little shitty.
Mooley 01-30-2004, 01:27 PM We all must sponsor a newbie!!!
Fling :D
Haha
I'll be sally struthers!
Half-Wit 01-30-2004, 01:59 PM 1. Are you feeling ok Thrax, i havent seen a sarcastic post out of you this whole thread.
2. My roomate walked into my room while i was watching the broadcast and he sat and watched it with me , and was like wow this game looks amazing. So i will support the sponsor a newbie, with my roomate as being my newbie.
3. Will "Ball" game style replace rabit ? Or will there be flags to throw also ?
4. The amount of leading that was involved with the chain gun was more like in unreal than tribes. Is this due to a closer cone of bullets.
5. Was I drunk or did i see the flags smoking when they were sitting on the ground? (kinda would add to the smoking pussy flag skin)
6. Will the disk and mortor skin/trail be changeable (skinnable) ?
That is all I can think of now
I really really really hope that a Classic style Sensor Jammer pack makes the game. In current comp T2 it's probably the 2nd most used pack. It's already got the passive/active thing going on (passive is it removes your iff, active is that it extends the sensor jamming around the wearer).
The only draw back it has really is that it would require some sort of counter. in T2 it's cameras.
Miracle 01-30-2004, 02:44 PM Many successful T2 teams relied heavily on the CC. But ask yourselves this:
Did the more complex CC really make T2 more fun than T1?
A complicated CC adds too much baggage. It also teaches newbies to think of the game incorrectly--like its an RTS.
If the action is so slow that you have time to look at a CC and waypoint incoming enemies--like you could in Tribes 2--something needs to change to make the game "quicker" as Thrax so eloquently stated.
T2 also had some ridiculous maps where it was darned impossible to be aware of what everybody was doing -- like Dessicator, Archipeligo, and DBF. So the CC was a necessary crutch.
On a well-designed large map . . . like Canyon Crusade in T1 . . . you don't need a CC to feel "aware" of what everybody is doing. You just know from being in the rhythm of the game. For instance-- has anybody seriously used the CC on Beach Blitz in T2?
Ixiterra 01-30-2004, 02:57 PM I really really really hope that a Classic style Sensor Jammer pack makes the game. In current comp T2 it's probably the 2nd most used pack. It's already got the passive/active thing going on (passive is it removes your iff, active is that it extends the sensor jamming around the wearer).
The only draw back it has really is that it would require some sort of counter. in T2 it's cameras.
Exactly. You're making things where the purpose is only to be countered by something else, and that's bad game logic. In T1, you could sensor jam all you want, but if another player is staring at you, you show up on all sensors. That's the way it should work, none of this IFF hiding bs.
T1 Renegades had a pretty complex system like this. There were motion sensors, pulse sensors, and cameras. I honestly don't remember how it worked anymore, but depending on the turret and whether you were SJ'd, moving, or cloaked, you could almost always end up being discovered. ;)
This was Ren though, not base.
Anyways, sensor jamming, to me, is for turrets and turrets alone. For avoiding them or destroying them. If I see you walking in front of me SJ'd, I know you're a damn enemy, I have eyes, therefore my neural net should send that signal that the enemy is sighted. ;)
I say leaving the SJ pack out works just fine for me.
Miracle 01-30-2004, 03:02 PM Anything that removes IFF indicators makes the game too confusing for new players. KISS. Extra ying-yangs (do X, cancel it with -X) deflect the focus from movement and action.
Rabid Poop 01-30-2004, 03:02 PM i was just reading the ign boards and a lot of people are getting interested in vengeance.
one guy said: i wasn't interested in tribes before, but i am now.
pyrot3chnic 01-30-2004, 03:05 PM yea.. it's spreading slowly.. by beta there should be a big crowd knocking on IG's door.
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