axle-of-t1
04-27-2004, 04:08 PM
I love you thrax.
Finally clarification ;)
Finally clarification ;)
News: T:V Pack Roundupaxle-of-t1 04-27-2004, 04:08 PM I love you thrax. Finally clarification ;) Theta 04-27-2004, 04:13 PM {ane']Have we gotten confirmation on the CG overheating faster with the speed pack on yet? Logically, if it takes 15 bullets to overheat without a pack, it should take 15 bullets to overheat with the pack. We'll see. ]{ane 04-27-2004, 04:38 PM Logically, if it takes 15 bullets to overheat without a pack, it should take 15 bullets to overheat with the pack. We'll see. I agree, but Thrax said he had to check......I just wanted it straight from the horses mouth........ Fraggy Poo 04-27-2004, 04:49 PM Ok sounds cool (repair pack). I just hope it takes one burst to get a gen functional, that way you could get a base up quicker. Here is a question, if you do a nanite burst next to a wall, and a gen is on the other side, will the gen still be affected? What if you do it near the ceiling and the gen is on top of you? I think we need one huge long post on the repair pack explaining the nature/use/tricks of it. |MrSniper|Nyx 04-27-2004, 05:00 PM Ok, Thrax's last post about the repair pack has be alot more at ease. Having it "infect" things is something that wasn't spelled out before. I thought you had to stand within 7 meters of something continually to repair it. Infecting things makes alot more sense and is alot faster. Good times, I'm looking forward to beta ever more. slayr 04-27-2004, 05:25 PM Maybe we can possibly beg Thrax into giving a hint as to when the beta will be released? KillerONE 04-27-2004, 05:26 PM Maybe we can possibly beg Thrax into giving a hint as to when the beta will be released? He already told us.. Summer 2004 :) A 3 month window is pretty good. slayr 04-27-2004, 05:28 PM Ohh I didnt know he already gave a date. Thanks. :) Phaseshift 04-27-2004, 05:28 PM What if you do it near the ceiling and the gen is on top of you? Wow, that a good point. Before you had to be able to stand next to it to repair it. Now you just need to get within 7m of it and then activate your pack. So generators can now be placed in some unusual places, interesting. . . UberGuy (FT) 04-27-2004, 05:29 PM Indoors isn't that big of an issue because Tribes is primarily an outdoor game. I hate this outlook. "Tribes" is a game about movement and team combat. Environmental restrictions on where you perform these things need not apply. I happen to love indoor combat in Tribes, to the extent that for the first three years I played it I played gametypes where indoor combat was essential or exclusive parts of the map/gametype. Do I love the huge speeds and freedom of travel we get outdoors in Tribes? Yes. That does not make combat there what I like best about it. LouCypher 04-27-2004, 05:34 PM I haven't seen this asked or clarified, and in another thread I heard something that was either mis-information from Thrax or just mis-interpreted by me. When you activate a pack, can you de-activate it before its total pack energy runs out, or must you wait for it to completely deplete, and use it in full cycles? I would assume that the E-pack is just a burst, so no question. The other packs, however, I'd like to know about. Could a dev answer this please? The closest I've seen is this post (http://www.tribalwar.com/forums/showthread.php?p=6206984# 6206984) but it was in response to a different question and didn't address the interrupt/resume question. I'm a repair pack whore so an ET adrenaline-like "boost" to the repair pack active function doesn't sound good to me. UberGuy (FT) 04-27-2004, 05:34 PM Yes, in fact, so many of them were out of whack. Think about the idea of packs in T1 and T2. Some worked like a gun. Some were always on. Some you dropped and fired. Some you could turn on and off. Some weren't really packs, they were deployables, but they kept you from using a pack, etc... That's messed up. Packs now work like packs. deployables like deployables. It was broke, and now it's fixed. I can understand the opinion that this is the case, but I don't think experience bears it out. I'll give you an example - controls in UT2004 are radically different for the mass of weapons in the game, and for every position in every vehicle. Does it make the game hard to learn? Yes. Does it frustrate me? Not at all. In fact, I found it fun to learn how to do all these wierd things, and probably still don't know them all. Does that seem to be harming the game's popularity or player base? It doesn't seem to. My opinion doesn't matter, because I'm not a dev, and you (essentially) are. But I still think that the core Tribes game was less "broken" than you and KP believe, and I maintain we could have had a great, fun game with new elements that could have felt much more like our old, familiar, worn-leather Tribes. Phaseshift 04-27-2004, 05:42 PM Could a dev answer this please? The closest I've seen is this post (http://www.tribalwar.com/forums/showthread.php?p=6206984# 6206984) but it was in response to a different question and didn't address the interrupt/resume question. I'm a repair pack whore so an ET adrenaline-like "boost" to the repair pack active function doesn't sound good to me. There's been alot of talk about "pack energy". I think this is misleading and confusing. Packs don't have energy, they have a timer. Every time you use the active function the timer starts. You can't use the active function again until the timer is done counting. From the new pack interview the timers are (in seconds): Repair:18 Energy:15 Shield:8 Speed:6 slayr 04-27-2004, 05:50 PM Its pack energy, like your jet pack in Tribes 2. It lasts for a few second, then needs to recharge. pyrot3chnic 04-27-2004, 06:06 PM excellent, speed pack should be very useful for HO.. Thrax Panda 04-27-2004, 06:18 PM 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?What the hell is a "burst count"? Vicelord 04-27-2004, 06:19 PM There's been alot of talk about "pack energy". I think this is misleading and confusing. Packs don't have energy, they have a timer. Every time you use the active function the timer starts. You can't use the active function again until the timer is done counting. From the new pack interview the timers are (in seconds): Repair:18 Energy:15 Shield:8 Speed:6 erm, as I think I read is that the repair pack, when you do the burst the "Nanorgs" will continue to work on their own for 10 seconds on a damaged item/player. But it will only take 8 seconds to Recharge the Repair pack. So each 8 seconds you can make a burst of nanorgs. and Those nanorgs will keep working on their own for 10 seconds Thrax Panda 04-27-2004, 06:21 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?No, Yes (for now), and Disk/Chain/Blaster of course. Vicelord 04-27-2004, 06:22 PM thrax can you confirm my post right above here ^ with the Repair pack thing. pyrot3chnic 04-27-2004, 06:24 PM So how does the speed pack affect the grappler? Can you activate the pack and then do some quick spiderman grapples from building to building(or tree to tree..)? | ||