News: T:V Pack Roundup

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Yogi
04-27-2004, 02:25 PM
More likeley it got started due to marketing spam ;)
:rofl:

Starwind
04-27-2004, 02:26 PM
It certainly makes it easer. If you think of the repair action as infecting damaged equipment with repair nanorgs it makes it a bit easier to understand how it works. When I flick on my repair pack, everything within about 7 meters is instantly infected and starts to repair. I can walk away, or stay, and it won't have any effect on how fast the item repairs. So I've got my 10 second burst to run around the base infecting anything that needs repairing, then I have to wait 8 seconds and I can make a second run and fix other things, or more fully repair existing things. You no longer have to stand by the generator like some sort of masochistic target waiting for it to finish repairing. Plus you can shoot while you're repairing, so you're no longer a stationary helpless repair-beotch

So how many bursts does it take to fully repair a GEN? I mean if one burst doesn fully repair it and you have to wait 8 seconds in between bursts holy shazbot it would take forever.

Thrax Panda
04-27-2004, 02:27 PM
Most likely there will be an effect. As for telling distance, just point at something, and your hud tells you how far away you are.

Zoolooman
04-27-2004, 02:27 PM
The thing is, you can repair the gen, go repair the inventories, go repair several things, then come back and start the repair all over again.

As long as one burst gets the gen functional, then everything will be a-okay.

Starwind
04-27-2004, 02:29 PM
The thing is, you can repair the gen, go repair the inventories, go repair several things, then come back and start the repair all over again.

As long as one burst gets the gen functional, then everything will be a-okay.

Can we get a burst count for full repair on different objects? Can someone tell me that or do we have to find out for ourselves in beta?

Amadeus
04-27-2004, 02:29 PM
Most likely there will be an effect. As for telling distance, just point at something, and your hud tells you how far away you are.
Hello, new info!


I hope it's togglable though along with the other HUD elemenst. I personally don't give a goat about how far stuff is.

The Pumpkin King
04-27-2004, 02:31 PM
Bwahahahaahahasaaa!!!

Holy Crap on a stick! I WAS NOT EXPECTING a SPEED PACK. I never thought they would cater to the indoor players. HAHAhaha.

That's f'ing sweet. So cool. I am excited about the speed pack. And you left in the Shield pack too. Jesus me oh my. You have made my day.

I'll be doing the pk is happy dance for many months.

YEAHHHHHH YEAH YEAH YEAH!

:cheers: :bouncy: :bouncy: :cheers:

Zoolooman
04-27-2004, 02:34 PM
The speed pack sounds really really new. That's cool.

Killjoy
04-27-2004, 02:36 PM
Posting again since my last was and edit and it may have been missed.

My Questions:

1. Since the Speed pack effects refire rate of weapons. How does this impact the Buckler? Will it increase the initial velocity of it? Or have no Effect?

2. Can I switch weapons while the buckler is mid-air? So say I hit someone with it, can I switch to disc and pop them before the buckler returns to me?

3. Since we now know all the weapons and packs... what is the default loadout for the medium spawn?

The Pumpkin King
04-27-2004, 02:36 PM
It sounds like a TON of fun... I gotta say...

Mooley
04-27-2004, 02:48 PM
Question: Does the speed Pack decrease the fuse time on the GL and Mortar? We already know you can fire faster but what good is 3 mortars sitting at the same spot if it still takes forever and a day for them to blow up.

If you ask me the projectiles should also fly faster, and have a shortened (yet comparable) fuse time.

Haha, doubt it.

Mooley
04-27-2004, 02:50 PM
I still find it odd that many players discount most of the packs in T1/T2. Saying that the only useful packs were the energy, repair and shield is simply not true. Many players, including most top players, not only use the other packs, but used them in a way that made a huge difference in matches.

Honestly, I can't think of a single pack I didn't use in T1/T2 matches, including the often ignored deployable sensor jammer of T1! Sure, some of them were situational, but when used properly the results had a huge impact on the match.

This is no longer a teambased game, it's about DEATH MATCH on an epic scale! RAHAHA!

j/k

Phaseshift
04-27-2004, 02:58 PM
I think the speed pack would be cooler if the abilities were reversed. Give a slightly faster reloading speed as passive, And a super sprint as the active.

This would balance things out because right now the energy pack is the only one with a really great passive effect. The other three have really strong active effects.

You guys could get Micheal Johnson to do the sprint animation.

http://www3.grafton.k12.wi.us/track/MJ.jpg

Also once something is "infected" with repair-packyness repair bots, can it move out of the initial area of effect and continue to to be repaired? For example, could I help an incomming capper by acivating my repair back the instance he is in range, thus infecting him with life giving bots for his trip home?

Apotheosis
04-27-2004, 03:11 PM
I think the Speed Pack's passive ability will be as good indoors as the Energy Pack's passive ability outdoors. Also, the Speed Pack may offer slight enhancements in other areas of the game, such as disc jumping and skiing. The general tactic for disc jumping often involves getting a *running* start. With a faster running start, it may be possible to disc jump slightly further. As for skiing, players that stay close to the ground and do several small hops on their ski routes may be offered a slight speed increase with the Speed Pack. In addition, the defense can use the Speed Pack's active ability to spam their flag with weapon fire whenever they know that there's an incoming capper.

Outdoors, I expect the Energy Pack to be vastly superior to the Speed Pack, however, I think indoors is where this pack is meant to shine.

Mooley
04-27-2004, 03:22 PM
It certainly makes it easer. If you think of the repair action as infecting damaged equipment with repair nanorgs it makes it a bit easier to understand how it works. When I flick on my repair pack, everything within about 7 meters is instantly infected and starts to repair. I can walk away, or stay, and it won't have any effect on how fast the item repairs. So I've got my 10 second burst to run around the base infecting anything that needs repairing, then I have to wait 8 seconds and I can make a second run and fix other things, or more fully repair existing things. You no longer have to stand by the generator like some sort of masochistic target waiting for it to finish repairing. Plus you can shoot while you're repairing, so you're no longer a stationary helpless repair-beotch

lol. that's basically how I understood it.

Will the effect be editable? I'd like to put disco lights in there.

The Pumpkin King
04-27-2004, 03:29 PM
wow, that is a REALLY powerfull repair pack :)

I guess nobody likes to sit and stare at something being repaired for the whole game.

]{ane
04-27-2004, 03:45 PM
Have we gotten confirmation on the CG overheating faster with the speed pack on yet?

slayr
04-27-2004, 03:56 PM
Just wandering, but when the speed pack is activated does it have a motion blur or something on you?

Die Hard!!{SDB}
04-27-2004, 04:04 PM
motion blur would be nice.

RegisteredFruit
04-27-2004, 04:06 PM
I disagree man. The speed pack's active ability will make skilled players very frightening, and the increased walking speed WILL be useful indoors, though not so much outdoors.

I like the new shield pack because it allows you to jet, and it isn't perfect safety. Basically, like most shields in most games, there is still bleedthrough.
Indoors isn't that big of an issue because Tribes is primarily an outdoor game. I can only see the speed pack's active function being frustrating with rapid fire spam and a powerful cg that will redefine the term "chainwhore."

The shield pack balanced out nicely when you gave up jet energy for reduced damage. Now it seems a bit overpowered in that there are no drawbacks, and much less skillful because you don't have to manage your energy. You could say the T1 shield pack doesn't contrbute to movement, but when skillfully used, it works fine. You can even dj without taking damage if you time it right so you can handle the lost energy. I'm sure the arena community will quickly mod in the old shield pack.

So far the packs seem overpowered which could make clustering completely worthless. Then, once you succeed in taking the enemy base, the game is over.