Nordramor
05-15-2004, 05:56 PM
Got a chance to play T:V at E3 for 1 - 2 hours over a couple intervals.
GAMEPLAY:
Maps are small. Or, at least, they felt small. Even Dangerous Crossing and Stonehenge felt larger than either of the two maps that were available. Cap limits were either unlimited, or huge, because we had 10+ caps going per map in under 30 minutes. Flag standoffs were constant; it was a pain in the ass to keep the flag home. Unfortunately, one of the maps featured a medium-sized base, so turtling seemed very easy and a viable strategy if your team went up 1-2 caps.
Cluster seemed possible, BUT, since multiple invents were within 10 m of every spawn point on both maps, everybody just suited up.
Skiing is weird. You accelerate while skiing, but slowly. Basically, it had the acceleration of T2 Base skiing, but with no slowdowns while going uphill and no discernable speed cap. Due to the size of the maps (small), you didn't have much room/need to skii long enough to go fast. You can cross the whole map only touching the ground 2x for a few seconds in a Heavy with an E-Pack. T:V skiing right now is pretty much it's own thing; it's not a direct translation of skiing from T1 or any of the T2 physics set.
Diskjumping seemed to do nearly nothing. It felt like T2 Base diskjumping (which was garbage).
Energy/Jets are plentiful. Jet control felt tight, but you had a lot of juice. Some grappling combined with good pack use means you can cross the entire (small) maps in one swoop. 4-second cap routes, entirely in the air, weren't that hard to setup on the smaller of the 2 maps.
Inventory UI looks awesome, but lacks T2's pre-loading capabilites (so far). Everytime you used the invent, you needed to select your loadout like T1. Hopefully, they'll put in a pre-loading shortcut so it functions more like T2's inventory system.
Deployables exist (turret, invent, mines), and they take up their own slot now. I liked this change; it lets farmers carry a pack and a deployable. I was hurting for a minedisk though, especially given the fact that 1 disk isn't enough to stop a Light and, combined with the all-air fast cap routes, it made it a little hard for an LD to ever stop a good capper without sniping or body-blocking him.
Grappling Hook is fun but currently too useful and a little overpowered. The Grappling Hook exacerbated the whole 'stay in the air forever' problem. Changing the physics may bring the Grappling Hook into line automatically.
No flag skipping or bouncing that I could see. When a capper died, the flag fell straight downwards and stuck to the ground. Did not get a chance to test any flag passing.
BUGS:
IFF and flag indicators were buggy; they kept coming on/off at random intervals. Very disconcerting and hopefully a soon-to-be fixed item.
One fatal crash and one fatal non-crash bug during my playtime.
Models falling from the sky looked terrible. Enemy bodies fall straight downward when they die and skip like crazy as they fall.
OVERALL:
Physics need the most work. The scale of the maps, combined with the overall movement physics, felt poorly balanced. Larger maps will be needed to validate vehicle use (no way anybody needed vehicles on those small maps).
Weapons and equipment were great. These seemed to have gotten the most attention and I had a lot of fun with the new gear. The boomerang effect on the Buckler was very fun to setup MA shots with.
Did not see or test any vehicles.
Did not get a chance to test Turrets enough to comment on them, other than 1 mortar still destroys deployable turrets.
GAMEPLAY:
Maps are small. Or, at least, they felt small. Even Dangerous Crossing and Stonehenge felt larger than either of the two maps that were available. Cap limits were either unlimited, or huge, because we had 10+ caps going per map in under 30 minutes. Flag standoffs were constant; it was a pain in the ass to keep the flag home. Unfortunately, one of the maps featured a medium-sized base, so turtling seemed very easy and a viable strategy if your team went up 1-2 caps.
Cluster seemed possible, BUT, since multiple invents were within 10 m of every spawn point on both maps, everybody just suited up.
Skiing is weird. You accelerate while skiing, but slowly. Basically, it had the acceleration of T2 Base skiing, but with no slowdowns while going uphill and no discernable speed cap. Due to the size of the maps (small), you didn't have much room/need to skii long enough to go fast. You can cross the whole map only touching the ground 2x for a few seconds in a Heavy with an E-Pack. T:V skiing right now is pretty much it's own thing; it's not a direct translation of skiing from T1 or any of the T2 physics set.
Diskjumping seemed to do nearly nothing. It felt like T2 Base diskjumping (which was garbage).
Energy/Jets are plentiful. Jet control felt tight, but you had a lot of juice. Some grappling combined with good pack use means you can cross the entire (small) maps in one swoop. 4-second cap routes, entirely in the air, weren't that hard to setup on the smaller of the 2 maps.
Inventory UI looks awesome, but lacks T2's pre-loading capabilites (so far). Everytime you used the invent, you needed to select your loadout like T1. Hopefully, they'll put in a pre-loading shortcut so it functions more like T2's inventory system.
Deployables exist (turret, invent, mines), and they take up their own slot now. I liked this change; it lets farmers carry a pack and a deployable. I was hurting for a minedisk though, especially given the fact that 1 disk isn't enough to stop a Light and, combined with the all-air fast cap routes, it made it a little hard for an LD to ever stop a good capper without sniping or body-blocking him.
Grappling Hook is fun but currently too useful and a little overpowered. The Grappling Hook exacerbated the whole 'stay in the air forever' problem. Changing the physics may bring the Grappling Hook into line automatically.
No flag skipping or bouncing that I could see. When a capper died, the flag fell straight downwards and stuck to the ground. Did not get a chance to test any flag passing.
BUGS:
IFF and flag indicators were buggy; they kept coming on/off at random intervals. Very disconcerting and hopefully a soon-to-be fixed item.
One fatal crash and one fatal non-crash bug during my playtime.
Models falling from the sky looked terrible. Enemy bodies fall straight downward when they die and skip like crazy as they fall.
OVERALL:
Physics need the most work. The scale of the maps, combined with the overall movement physics, felt poorly balanced. Larger maps will be needed to validate vehicle use (no way anybody needed vehicles on those small maps).
Weapons and equipment were great. These seemed to have gotten the most attention and I had a lot of fun with the new gear. The boomerang effect on the Buckler was very fun to setup MA shots with.
Did not see or test any vehicles.
Did not get a chance to test Turrets enough to comment on them, other than 1 mortar still destroys deployable turrets.