[T:V] Packs revisited.

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pyrot3chnic
03-27-2004, 11:40 PM
http://www.suavesports.org/py/ep.gif

If I had to guess I'd say that would be the energy pack he's wearing. As for the purple one (this is from the energy blade video) it's worn by the rushing enemies, and didn't really demonstrate any function as far as I could see.

Zoolooman
03-28-2004, 12:18 AM
Neither did the green pack (which was on the fighting enemy):

http://users2.ev1.net/~jasonsharp/greenpack.jpg

Theta
03-28-2004, 12:22 AM
I gave up on trying to figure out what the other packs are. I must have a lack of imagination, because I can't think of any new packs you could have besides the t1/t2 packs.

Mangle-Me-Elmo
03-28-2004, 12:39 AM
this thread should be locked since im sure one of the developers is tired of seeing us discuss the situation

Zoolooman
03-28-2004, 12:42 AM
this thread should be locked since im sure one of the developers is tired of seeing us discuss the situation

W-hat?

JodoFett
03-28-2004, 12:44 AM
Discussion is fine, the Dev's don't need to bother with this thread really, it's just for us. It's the threads where people demand things of the Devs that need to be locked.

Ben Reed
03-28-2004, 01:04 AM
Discussion is fine, the Dev's don't need to bother with this thread really, it's just for us. It's the threads where people demand things of the Devs that need to be locked.

Demanding things of the dev team is as American as apple pie, the Fourth of July, and homoerotic towel-snapping in the locker room.

You take that away from us, and you have traded democracy for COMMUNISM...you Commie.

knuckle
03-28-2004, 01:16 AM
I must have a lack of imagination, because I can't think of any new packs you could have besides the t1/t2 packs.

*trying to think creatively* What about a pack that did something to your armor itself, other than upped storage capacity (ammopack) or upped defense (shieldpack). Maybe something that increase the mobility of the armor? Although i can see balance issues with that...

Maybe a pack which turns you into a walking pulse-senor, with a sensor radius?

In a game like tribes, elements that area dealt with are combat (defense & damage), movement, communitcation/teamwork...

I'm just speculating, throwing out ideas here. :)

snow
03-28-2004, 01:46 AM
extra weapon pack?

pyrot3chnic
03-28-2004, 02:01 AM
I don't know if the radar is still buggy or not, but the guys with the purple packs showed up on the radar, while the green pack guy that zooloo pointed out never came up at all. Neither had a red IFF, so it might still be in the works.

Hellsfury
03-28-2004, 02:16 AM
My pack observations:

This (http://images.tribalwar.com/images/tribalwar/media/55/repairpack-tw_1280.jpg) is obviously a Repair Pack

Julia, (http://images.tribalwar.com/images/tribalwar/media/53/m15_0067-tw_1280.jpg) however, is not wearing an Ammo Pack because This (http://images.tribalwar.com/images/tribalwar/media/62/TribesVengeanceJanuaryEve nt023.jpg) shot shows the same pack in the HUD but the Ammo counts are unadjusted (assuming thats what an ammo pack does in T:V]

Here (http://images.tribalwar.com/images/tribalwar/media/56/914677_20031202_screen003 .jpg) is the [Laser/Guass] Sniper Rifle. In the later build shots, the Rifle is shown mounted on Armours carrying the Blue/Purple Pack of the type that is in the first posts screenshot (on the ground). Notice the "assassin-esk" character (http://www.tribalwar.com/media/viewer.php?id=246) is carrying the Sniper Rifle and has mounted the Purple pack. However, earlier build shots show the same Rifle being used by Armours wearing Repair (http://images.tribalwar.com/images/tribalwar/media/55/sniper4-tw_1280.jpg) Packs (http://images.tribalwar.com/images/tribalwar/media/54/914677_20031202_screen002 .jpg) but I don't think they've changed the Laser Rifles requirement of the Energy Pack[?] Then again, This (http://images.tribalwar.com/images/tribalwar/media/62/TribesVengeanceJanuaryEve nt001.jpg) screenshot shows the Rifle being fired without the aid of any pack of any kind... so maybe not.



Oh and THIS one, (http://images.tribalwar.com/images/tribalwar/media/55/sniper1-tw_1280.jpg) I just made my desktop background and has nothing to do with my observations.

Zoolooman
03-28-2004, 02:51 AM
They said there are no pack to weapon restrictions. You can carry the rifle with any pack, as long as you're using light armor.

http://users2.ev1.net/~jasonsharp/knifeowned.gif

pyrot3chnic
03-28-2004, 02:56 AM
I like how the blade comes out like that... reminds me of Predator.

VaporTrail
03-28-2004, 02:58 AM
I don't think they've changed the Laser Rifles requirement of the Energy PackThink again. However, they added the ammo dependancy, and kept the energy drain, so an E-pack will still be very helpful.

As for other packs, I'm with some of the others who are speculating Shield and Jammer.

Amadeus
03-28-2004, 04:55 AM
I like to think that if there is a shield pack in T:V (and there better be :) ) then the passive mode will reduce damage taken by a given (small) percent, while the active mode will work like classic T1/T2. Dunno why I think that, but it seems to be effective to me... :shrug:

Apotheosis
03-28-2004, 07:25 AM
I wish the Shield Pack (if there is indeed a Shield Pack) would remain something that you can activate and deactivate at any time, a la the T1 and T2 Shield Packs.

The T:V pack styles makes it seem like the Shield Pack will have an activation key that will put the shields up for X secs, and then the user will have to wait the normal pack energy regeneration time in order for the Shield Pack to be usuable again. :/

knuckle
03-29-2004, 12:29 AM
Do we know anything about pack energy regeneration rates? What if they're fairly similar to regular energy regeneration? That would solve that problem.

I'm sure the sheild pack is effective in any event, most likely in the same manner it was in the previous games (ie. only in certain situations, not granting temporary invincibility).

VaporTrail
03-29-2004, 03:30 AM
My "Ideal" Shield pack would work thusly:

Shield on: Pack energy drains slowly over time (approx 15 seconds for a medium). When pack energy is gone it begins on armor energy (approx 15 seconds again). If hit it takes damage at a 1:1%(of full energy, both types) until both are exhausted.

Shield off: Pack energy drains when hit, absorbing damage at a 1:5% (of pack only) ratio, with a maximum damage per shot (20% of shot damage). Remaining damage is taken when pack energy is exhausted.

That's my "ideal". It may be a bit too tough.

Edit: edited italicized text

Zoolooman
03-29-2004, 04:04 AM
The T2 shield pack is so powerful. You can duel outside with it. You just sit there like an AA turret and WHOOOORE with the chaingun. I know this works because I've done it many times in T2 arena.

A T:V shield pack that allowed you to jump-jet and still have protection like the T1 or T2 shield pack would frankly make any other pack seem stupid and pointless. It's simply that powerful.

If there is a T:V shield pack, it should have only a little pack energy, and damage absorbing capacity of the full pack should equate to half of one direct hit disc launcher shot. This way you'll probably just be taking less damage throughout the fight, rather than no damage.

The passive ability is a small percentage damage reduction.

VaporTrail
03-29-2004, 04:32 AM
Hmm...

Thing is, does it allow you to do that in the face of an HO taking a pot shot at you with a mortar? Remember, the CG 's whorage potential has been reduced pretty well (or so I've been led to believe) by the addition of the overheat.

Add this caveat to my previous... Pack energy does not recharge until Armor energy has reached full.
-or-
Pack energy recharges very slowly until armor energy is full.

That takes out the "ability to jump-jet" I agree though, having a low amount of pack energy would definately be a balancing factor. How it works is less important than how useful it is though. As long as THAT is balanced, I don't think I would have much of a problem with it.