News: TW Official T:V Review

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Glare
05-16-2004, 10:24 PM
Yeah too bad we didn't have Glare there to lead us all to victory :rolleyes:


i said no good players..

that implies not me either

Phaseshift
05-16-2004, 10:26 PM
its a linear relationship to the previous velocity, however the end result is an exponential increase in speed, eg. 2x previous would give you:

1 2 4 8 16 32 64 ...

ie. 2^n, where n is the number of times you hit the pad

its exponential, with base being the linear multiplier factor each time you hit the pad.

colosus was right ;)

I'm confused now. Did Colosus give right numbers in the example? The + 50% speed thing? I think it should be an exponentially decaying relationship.
NewSpeed = OldSpeed + a^(b/OldSpeed), where a and b are tunable for balanceing.

What are the grapper controls like? Can you decide when to let go? I've seen on some videos where you can pull out a weapon with your line still attached.

What did you think if the speed packs active ability? I'm thinking they should swap the active and pasive abilities then re-balance accordingly. (Teh Flash Pack)

I agree with you on the shield pack. That temporary invincibilty and energy management made it really interesting to use. I don't see how it could work any other way in T:V though. :(

Excal
05-16-2004, 10:27 PM
i said no good players..

that implies not me either


All in fun my friend <3

Glare
05-16-2004, 10:28 PM
word

wish i was there though

Aestis
05-16-2004, 10:32 PM
its a linear relationship to the previous velocity, however the end result is an exponential increase in speed, eg. 2x previous would give you:

1 2 4 8 16 32 64 ...

ie. 2^n, where n is the number of times you hit the pad

its exponential, with base being the linear multiplier factor each time you hit the pad.

colosus was right ;)
Uh, that's still linear.

New = Old * 2

If it was New = Old^2 then it would be exponential.

slaka
05-16-2004, 10:37 PM
The remote inventory station looks like a small footlocker. You can not change your armor type just like in previous games, but it has pretty much everything else. There isn’t much to say about it besides the fact that they are hard to find. I would personally like to see a small waypoint on them (since beacons are not in the game) to make them easier to locate.

Just thought I'd be a nerd and point out KPs point in his sensor post:

Important objects like your generator and deployed inventory stations are automatically marked on your radar and command screen

Colosus
05-16-2004, 10:39 PM
Just thought I'd be a nerd and point out KPs point in his sensor post:
They were not in the build we played. See, my ideas get implemented fast. :-)

Kingky
05-16-2004, 10:41 PM
no tl no preorder.. hahahahahahagive mea mother f*cking break... there is a range finder standard in the game and this *sshole wants a tl

nSpectre
05-16-2004, 10:50 PM
They also picked up Thrax (Producer) and nspectre (traitor) at the event.

:lol: In my defense, I had no idea there was a match going on. I'd gotten to E3 late because I had to make sure nothing was going tits-up at the office. I then snuck away from the nYko booth at 3pm to try to get better than 5 minutes keyboard time on T:V. I had to wait about 5 for someone to free a machine and started farting around with the various armors, weapons, vehicles and shtuff. Just like a newbie on a pub. :D I did see you guys wearing the TW tags but didn't notice the team Vs team placement nor that anything was different from the other days you whored the machines. :lol: I started at the end of Spiridian and on into Fort.

Towards my prosecution, I did fart around a bit by killing you guys :bigthumb: and even made one cap (I don't remember if it was during Fort, though). I was just trying out the new toys.

I must say I do like the grappler. Flinging yourself around like Spiderman is great fun. It will be amazing to see what tactics get cooked up a few months after release. I managed to grapple a passing Pod and got flung around for a while. I'm not sure what kind of control problems I caused the pilot, but I think it created some effect.

I just know some day I'm going to be battling along and suddenly screech to a halt, laughing uproariously, as a Pod frantically drags half a dozen grappled n00bs across the sky. (/cue Jetsons sound effect) :rofl:

The mortars, I agree, need some work. As Col mention, the explosion is weak (easy to fix, no worries.) The second, damage. I watched.. (Daerid, was it? Nonentity?) in heavy, lob at least six morts into a small room that had an enemy light or medium with a shield pack (and the flag). With six mortars he couldn't take him out. :huh: Then he went back a second time, with like results :huh: :huh:. Still... no worries, as these issues will be hashed out in Beta. The third is mortar distance, which seems kinda' short to me. Again, no worries.

Note: Mortar and Grenade Launcher are (among other things) really going to point out the lack of a separate Jump bind, should the game be released that way. I was quite good at using Jump, Pause, Jet to get that just right amount of height to land the mortar/grenade exactly where I wanted it (or to shoot over an obstruction and not get shot back at).

Devs: Remember that you have the Single Player to teach n00bs such simple intricacies as how to jump before jetting. Jump does NOT need to bound to the Jet bind. I really think you're dumbing the game down too much and losing some creative/skill potential by doing so. Put it back on the Spacebar where it belongs. It wasn't broke, don't fix it.

Disklauncher: It's slower. Perception or not. Blow me.

Chain / Blaster: Col said it best.

Burner: Yeeeeaaah, boyeeee. I likey. But I'm a Ren d00d. :D

Sniper Rifle / Gren Launcher: Meh. Didn't really play with'em. Got one good snipe in and went on to something else.

Buckler: *boing* WEEEEEEEE! I see fun potential in this one. *cough* "Llama caging becomes polish firing sqad". Sucks to be j00 in teh middle! :bigthumb:

Once fired, this thing is a BEOTCH! I didn't get one single hit on anybody the whole time I messed around with it (that's a GOOD thing, Devs! No touchie, No feelie! ;) ). And you have to divert your attention to its return during a fight. It may not be able to make it back to you (hits an obstruction or you're not around) and lands on the terrain for a limited amount of time. If you don't go back and get it, sucks to be you.

Rocket Pod: Decent weapon but I'd like the rockets to track the cross-hair a bit faster. As it is now, it seems that if I swipe the cross-hair rapidly back and forth across the screen, the rockets just deliver a wavering flight path. I'd like to see characteristics closer to the laser-guided shoulder-launched missile of Half-Life. I should be able to snap my wrist at just the right millisecond and tag that fudgeer that thought they'd escaped around that obstruction. I should at least be able to get the rockets to corkscrew once in flight. Pwease :) (The spread seems nice as it is. Not too clustered together. Not too shotgunned at a small distance.)

Energy Blade: Didn't have time to fart with it.

Grenades: 3, not 5. I prefer 5. :shrug: I can't comment on how well they perform as I always had my T1 modded to throw at full strength immediately and I took care of making sure they went where they needed to go. Seemed good in T:V, but I didn't use them much and never hung around long enough to throw them full strength.

Packs: I ran out of time before I was able to focus much attention on the packs. Kinda' dorked around with them but wasn't paying much attention to their function.

Fighter Pod: I spent a few checking it out and I kinda' dig it. A large flying jet-pack is also the best approximation I can come up with. Lay on the right mouse button, you go up. Let go, you go down. WASD and you get lateral jets in those directions. The "rockets" (seemed more like small slugs out of cannons to me) did not seem over powered, but I wasn't on the ground getting nailed by them. :lol: Was fun laying down a trail of fire right on the heels of the enemy flag carrier. This machine will definately hone your ability to pull lead on a moving target. Air to Air dogfighting was also fun and one will definately need to develop situational awareness to become good at it. Imagine two UFOs duking it out in a slow ballet

.Rover Jeep: Putted around in it for a minute before I slammed it into a rock and became a smoking hole in the ground. Meh. Dunno that it'll get much use unless it can be crammed full of Heavies like Col suggested. The twin guns in position two didn't seem to do all that much, but I was shooting mud and didn't take it out after the enemy. The Star Wars geek in me was pleased that the two barrels fired in sequence and with recoil, a la the Millennium Falcon. :roller:

Deployables: Didn't fart with them.

HUD: I didn't really have a problem with kill messages in the lower left of the screen. Just wish they would have hung around a second longer. But with more experience on my end, that wouldn't be an issue. I would still prefer them in the Chat HUD, tho.

The Voice Pack (damnit, I'm pulling a blank on what it's called) interface kinda' irked me. You hold down the key and the categories pop up. You let go and they disappear. You have to keep the key held down while you select the category then the actual taunt or whatever. :huh: I am much, much too used to slapping three keys separately to get into some weird finger yoga when I want to let fly with a pithy taunt.

Physics: The hang-time seems to be a bit much. Not nearly as floaty and molasses-like as T2, but I'd like to see a bit more grav. Skiing was nice and I obtained some pretty good speeds even if I am newb again. Devs: I dig the current metal-smashing "bad ski" sound. :bigthumb:
Though I would like to see what else you can come up with to replace the current "good ski" sound. It shouldn't sound like someone skiing on snow. It should sound like an armored person... (don't ask me. I have no idea what it should sound like.) :sunny:

Performance: :shrug: Seemed good to me. Even though the mouse sensitivity was set for a 12 year old tweaker, it looked pretty good and nothing encroached upon my enjoyment.

I'm looking forward to this game.

BinderAJ
05-16-2004, 10:52 PM
Nice review Colosus

Glad to see a neutral evaluation of the game and its features.
It now sounds like a game that has the right direction, and only misses the details.

Lets hope open beta allows us to fix bugs and/or physics.

Regards
BinderAJ

Ed Orman
05-16-2004, 10:55 PM
What are the grapper controls like? Can you decide when to let go? I've seen on some videos where you can pull out a weapon with your line still attached.

You can swap to another weapon while attached. You can disconnect at any time by equipping the grappler and pressing fire again. The controls for the grappler are still under review.

Ed Orman
05-16-2004, 11:00 PM
And I have a question about the grappler. Whenever I see it being used in the videos, people arent moving very fast. What if you were skiing at a pretty good clip and grappled onto something to change your direction, would it break? I think aiming the thing and hitting the target would require more skill at higher speeds, so to reward the players the line shouldnt break under stress. This would also open up the possibilities for grappling a vehicle and just skiing behind it.

The strength of the grappler attachment differs depending on the object you attach to. It's another element we're still tuning.

Colosus
05-16-2004, 11:01 PM
One buggy/weird thing that Locke noticed with the grappler is that you could be flying straight at an object, shoot the grappler at it, it connects and you stop in mid air and begin your descent. That just doesn't seem right.

Thrax Panda
05-16-2004, 11:07 PM
I think "Stop" is a bit of an exageration, but there was a slowdown at the time that the grappler attaches to an item.

Buk Naked
05-16-2004, 11:09 PM
Please - just get the physics/flying right - the rest will fall in place. I don't want another T1, but emulating the T1 physics would be a good thing IMHO. It is what made T1 popular, and what T2 evolved into. Sometimes the obvious answer is the best.

Colosus
05-16-2004, 11:10 PM
I think "Stop" is a bit of an exageration, but there was a slowdown at the time that the grappler attaches to an item.
Ok, it is a major slowdown that is unexplainable from a rope attaching to an object perspective and is awkward. Does not follow normal conventions of physics.

Thrax Panda
05-16-2004, 11:21 PM
Ok, it is a major slowdown that is unexplainable from a rope attaching to an object perspective and is awkward. Does not follow normal conventions of physics.If by major you mean 10% to 15%, then I agree with you. :p

poisonspider
05-16-2004, 11:22 PM
The strength of the grappler attachment differs depending on the object you attach to. It's another element we're still tuning.


So it can disconect?
That kinda sucks :razz:

Colosus
05-16-2004, 11:23 PM
If by major you mean 10% to 15%, then I agree with you. :p
I disagree, but I don't have the game in front of me to prove it to you. Care to fix that problem?

pathogen
05-16-2004, 11:24 PM
Great review.
Overall from the review it sounds like the game is coming along quite nicely. I only hope the physics can come out properly and not turn out like the T2 physics patch.

The speed pack sounds like an excellent addition to the game, however the energy pack, in my opinion, should add more energy to be used just like in T1. One must remember that most of the old T1's are going to expect this game to emulate what they loved best about the game.

I like the idea of the chaingun, which will definitely cut down on whoring, but I don't like how Colosus and the others who played the game are saying the disk launcher feels like. From watching the preview movie I almost got the same feeling. The last thing we need is a malfunctioning disk launcher. I personally loved the T1 feel of the disk launcher perfect speed, perfect everything (but of course I learned how to use it and fell in love with the thing).