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bartkusa 04-28-2004, 05:41 AM I think having the rk autoactivate is the best choice. It removes the disadvantage to new players and doesn't require an extra key. This has been mentioned in previous threads, but I haven't seen a serious dev response except kp once mentioned that he liked the idea.
This is the exact same thing has just having a longer health bar.
KnightMare 04-28-2004, 05:44 AM This is the exact same thing has just having a longer health bar.
how is that?If a non-retard person knows about it and decides he wants to use the kit when he wants to its not the same as a longer bar.
bartkusa 04-28-2004, 06:02 AM how is that?If a non-retard person knows about it and decides he wants to use the kit when he wants to its not the same as a longer bar.
The only reason to save your health pack is to try to decieve other people into thinking that you're weaker than you really are. Which doesn't do much good, really.
And "saving" it just makes it more likely that an enemy will kill you before you can use it.
As for passing it to others to heal them? There's stuff in the game that does that, kthx.
Health packs only really help entrenched HO rapists.
KnightMare 04-28-2004, 06:32 AM Health packs only really help entrenched HO rapists.
I already posted how it helps me as LD
|MrSniper|Nyx 04-28-2004, 08:23 AM I agree that there should be a Repair Kit, and that packs should toggleable, not just one punch.
bartkusa 04-28-2004, 09:14 AM But if the repair-kit is automatically used, as Mr. Fruit suggested, then you have no way of killing an LO and harvesting his organs for your gain. I doubt there's any one-shot kills, in the absence of minedisc, when you are not using a mortar.
Still, the crux of it is harvesting health from dead enemies. Repair kits don't help you; they help your enemies when you don't use them.
KnightMare 04-28-2004, 09:18 AM Still, the crux of it is harvesting health from dead enemies. Repair kits don't help you; they help your enemies when you don't use them.
If my enemy is able to pick up the repair kit off of my corpse why wouldnt I beable to pick up one from their corpse?
LouCypher 04-28-2004, 09:28 AM I agree that there should be a Repair Kit, and that packs should toggleable, not just one punch.
:withstupi
Phantom 04-28-2004, 09:59 AM I agree that there should be a Repair Kit, and that packs should toggleable, not just one punch.
Fraggy Poo 04-28-2004, 10:09 AM Repair kits are an interesting feature, but I agree with the devs in their thinking to remove it, it is not newbie friendly. And its not anything like a "get better the more you play" type of thing either. It's
1. either you know about it and you use it all the time
or
2. you don't know about it and other people take advantage of you
And the packs being one shot brings a certain decision making to the game. You can choose to expend it there, or you could wait. Having the packs toggleable really detracts from the emerging gameplay.
So Zooloo, I agree with you yet again. This is becoming a trend.
Theta 04-28-2004, 10:18 AM I agree with the non-toggle packs. Good players with the shield will end up with 3/4 protection all the time if you could turn off the pack. Sure, some may say they should because they have more skill, but would you really want to fight someone when your weapons are only 1/4 effective all the time?
fant- 04-28-2004, 11:06 AM Have the RK auto-activated by default and add an option for vets to toggle auto-activation on/off. Some of us like to repair early too, especially in combat situations where spam or external damage is aplenty or they need max health in a certain situation, especially at critical moments. Arguing that this puts newbies at a disadvantage is like arguing that someone that has played Tribes for 3-5 years puts newbies at a disadvantage. Whoa, I didn't know that! Dumbing down the game is fine by me but all the new innovations in the world aren't going to balance out the inbalanced presence of skilled players, not until a while after release - developers are talking to people who will always have an advantage over new players, so anything is ok as long as it doesn't harm our chances of ownich, huh?
As for the pack reload fiasco - well, take the shield pack in Arena for example. That's all I need to say.
Zoolooman 04-28-2004, 11:22 AM It's not a fiasco. It can be justified easily from a balance perspective. The new shield pack is REALLY powerful. It'll have to be rebalanced if you add toggleability back into it.
UberGuy (FT) 04-28-2004, 03:39 PM Health packs only really help entrenched HO rapists.
What Tribes game do you play? That's a rediculous assertion. Health kits help: cappers in standoffs, HoFs, key entrance HD, and LD who are injured while having to stay at a post remote from an invo. Most such kits come from wandering farmers / repair monkeys (who have a steady supply from their invo) or from players who spawn near the above player, dump their kit, and run for invo.
YouDisconnected 04-28-2004, 04:10 PM But if the repair-kit is automatically used, as Mr. Fruit suggested, then you have no way of killing an LO and harvesting his organs for your gain. I doubt there's any one-shot kills, in the absence of minedisc, when you are not using a mortar.
Still, the crux of it is harvesting health from dead enemies. Repair kits don't help you; they help your enemies when you don't use them.
They could have a small delay before the kit activates.
VaporTrail 04-28-2004, 05:23 PM Why engineer new code simply to add somthing that would cause rebalancing in other items?
Repair pack, Repair Spike, etc...
It's simpler to keep it out. There's no justification for the inclusion of the repair kit except "it helps us repair our buddies", and "it keeps us alive longer". The repair pack covers both.
fant- 04-29-2004, 02:14 AM The new shield pack is REALLY powerful.
What's more powerful to us? A shield pack which you can use only once with limited tactical foresight, forcing the player to take advantage of any active functions and changing (possibly compromising) the way the situation is handled, or one which has less protection, uses up energy but can be used at multiple critical moments? No, this one is for the newbies. I'm really not that concerned with the way the new packs have been implemented. I'm just pointing out that the new shield pack properties were only added in light of new players rather than vets, and thats why people are opposing it. I think most of us are on the same page here though... all will be, uh, ignored (thanks Theta) in beta however :).
Sojourn 04-29-2004, 03:05 AM I think having the rk autoactivate is the best choice. It removes the disadvantage to new players and doesn't require an extra key. This has been mentioned in previous threads, but I haven't seen a serious dev response except kp once mentioned that he liked the idea.
Then it doesn't really make sense to have. If they give you the extra health to begin with, the only thing a repair kit gives you is the illusion of added control.
I'm a big fan of the repair kit. Mostly because I like feeling like I'm in control.. but honestly, it added very little to the game. Especially given that there will be no more mine-discing, and as a result killing someone before they use the kit is going to be far harder to come by except by mortar. This is even more valid if you have an auto-use for the kit.
Sojourn 04-29-2004, 03:13 AM What's more powerful to us? A shield pack which you can use only once with limited tactical foresight, forcing the player to take advantage of any active functions and changing (possibly compromising) the way the situation is handled, or one which has less protection, uses up energy but can be used at multiple critical moments? No, this one is for the newbies. I'm really not that concerned with the way the new packs have been implemented. I'm just pointing out that the new shield pack properties were only added in light of new players rather than vets, and thats why people are opposing it. I think most of us are on the same page here though... all will be, uh, ignored (thanks Theta) in beta however :).
The new shield pack is far more powerful than the old shield pack, for a couple of reasons.
First and foremost.. you are not drained of jet energy. So now you have the benefit of the shield pack, plus the mobility of having a separate energy supply for jets.
Secondly.. you have the passive benefit at all times when wearing the shield pack. Whether it is active, or not.. your damage is reduced 1/4.
Thirdly.. there is still a huge demand for management of the shield pack, as well as the other packs. More so, in fact than the previous shield pack. Now you actually have to be more aware of when you use it.. not just when you're about to get shot with a disc, because guess what? You can't just turn it off and on now at will.. the cycle must be completed before you can use it again. Which means that you need to use it cautiously.
Fourth, and final.. you're wrong. The new packs are not just for the benefit of new players. The new packs are meant to be far more useful on a broader scale than they were in Tribes. With the information I've heard, they have done just that. The packs are useful, and not just in specialized roles.
KnightMare 04-29-2004, 04:46 AM Why engineer new code simply to add somthing that would cause rebalancing in other items?
Repair pack, Repair Spike, etc...
It's simpler to keep it out. There's no justification for the inclusion of the repair kit except "it helps us repair our buddies", and "it keeps us alive longer". The repair pack covers both.
oh yeah I can see it now the same people who think the targeting laser is weapon are going to beable to repair everybody in the pub who needs it.Yeah right.
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