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Well, hopefully once open beta starts we can get some good scrimmages and what not and this can be tested. Remember Fool, if they do nerf it, they can just as easily un-nerf it as well. I think it is important to keep open minds and explore all ideas/possabilities while it is in beta.
PyroGuNx* 08-13-2004, 04:22 PM Why doesn't someone just play some HD, or even MD for that matter? Put down a mine on the flag, do some defense. When he caps, throw down a turret too. Then between your mine, your turret, and being HD- stopping 1 shield capper shouldn't be quite so difficult.
Could also try something like putting a remote inv station in the way of wherever is entrance route is to disrupt it. But i'm not sure how all this works cuz i haven't played any beta yet :(
Just based on previous tribes knowledge.
From what people are saying it sounds like the shield pack is over powered while the energy pack is underpowered. No idea though.. just waiting on open beta.
LoVer 08-13-2004, 04:22 PM who says you wouldnt be able to move the hof?
i dont think its a nerf at all, it would just make it so the capper cant go through a ton of damage AND THEN be able to disc jump home
As long as they balance it to take into consideration things like moving a hof and mf flag pickups by mo or lo, then i guess it could work.
LoVer 08-13-2004, 04:24 PM Well, hopefully once open beta starts we can get some good scrimmages and what not and this can be tested. Remember Fool, if they do nerf it, they can just as easily un-nerf it as well. I think it is important to keep open minds and explore all ideas/possabilities while it is in beta.
This is the best attitude to have imo.
Trevelyan 08-13-2004, 04:28 PM I have a quick question...
Is it possible to throw your pack?
Like could you grab the flag with shield pack, disc jump, throw your shield pack on your way up, a teammate passes you an energy pack, and you boost off?
Cause that would be interesting, and might be used in place of flag passing at times.
In T2 you could obviously throw your pack, but with only the one regular function there was no reason to have a teamate throw you their pack, just pass the flag to them. But with T:V's packs that have an active bonus function, this will bring a whole new area to capping.
PyroGuNx* 08-13-2004, 04:30 PM Actually, on that same note.
Can you activate your pack, then once the active mode ends, drop your pack, then pick it back up again, and go back into active mode?
Eg: I have a shield pack, i use it's active mode, active mode ends. I drop the shield pack and pick it back up to avoid the recharge time and start using it in active mode again immediately.
Trevelyan 08-13-2004, 04:34 PM Yeah, good call on the addition.
Also, to add a little more, if your teamate uses the active mode on their pack and passes it off to you, is it fully charged and ready to be taken advantage of again?
See, this is what us non beta people do. Sit at work and imagine playing T:V, while working out strats that could very well have non existent elements involved.
Zephir 08-13-2004, 04:54 PM afaik you cant drop your pack, only switch it for packs on the ground or at a station. Once you pick up a new pack, its active function has to charge up before you can use it.
As for the turret/mine/inv/hof stuff, it all falls into the same category, the amount of spam on/around the flag area on Emerald makes all these nearly useless. I hope this doesnt happen, but you could probably spam from one base/stand to the other. Even if not, its a simple matter to get a speed pack and ski 150m and spam nades/mortars around the flag.
Tiberius Khan 08-13-2004, 05:12 PM bad enough shield pack has been nerfed so that any ordinary joe shmoe can use it, but now people want to nerf it even more?
Lets remember that Arena is gonna be just as big as CTF if not bigger so lets keep from ruining a good pack even further before the other gametypes are tested.
Amadeus 08-13-2004, 05:26 PM Yeah, good call on the addition.
Also, to add a little more, if your teamate uses the active mode on their pack and passes it off to you, is it fully charged and ready to be taken advantage of again?
See, this is what us non beta people do. Sit at work and imagine playing T:V, while working out strats that could very well have non existent elements involved.
What Zephir said, plus packs always start with 0 energy last I heard.
Wulfen 08-13-2004, 05:31 PM bad enough shield pack has been nerfed so that any ordinary joe shmoe can use it, but now people want to nerf it even more?
Lets remember that Arena is gonna be just as big as CTF if not bigger so lets keep from ruining a good pack even further before the other gametypes are tested.
I don't buy that for one second. You can change the packs around to suit Arena, which will probably need many more important changes to work well in T:V anyway. I don't see a problem with making more changes to the SP when it comes to its importance in CTF.
I'd rather the SP got changed around NOW, if it's unbalanced(which it sounds like to me), rather than later, when it's much harder to make gameplay changes.
I really wish you beta guys would do some serious testing instead of playing in that whole pub atmosphere. Isn't it possible to do some serious comp testing right now on a different server, with set guys and roles? I have yet to hear of any instances where this has been done. I'd be much less apt to talk about balance issues in a pub setting if I knew how things played in a competitive match setting. But right now, that's all we've got to go off of.
I really wish you beta guys would do some serious testing instead of playing in that whole pub atmosphere. Isn't it possible to do some serious comp testing right now on a different server, with set guys and roles? I have yet to hear of any instances where this has been done. I'd be much less apt to talk about balance issues in a pub setting if I knew how things played in a competitive match setting. But right now, that's all we've got to go off of.
We have VERY FEW servers, no tourney mode and all the admin tools are not there. So as of right now it is very tough to do.
Shoddy 08-13-2004, 05:42 PM bad enough shield pack has been nerfed so that any ordinary joe shmoe can use it, but now people want to nerf it even more?
You might make up your mind whether you want "nerf" to mean made simpler to use, or to mean made less effective, and then stick with that meaning at least until the end of the sentence.
Mindflayr 08-13-2004, 05:46 PM Tourney Mode may be Buggy but it does work. i played in a Late Night GoD pickup Style 5 v 5 less than a week ago set in Tourny Mode.
Also - There are some Pickups going on but Scrims wont happen much until Active Beta because Very few Whole teams have access to the Beta.
sn Probably has more than most in the beta (we had 3 in the original beta before Tribalwars) and 5 More at Tribalwars but that still only gives us 8 if Everyone showed up on a specific Night and then wed still have noone to play against.
When Open Beta Starts so will a Beta Comp Power Ladder, Scrims Galore and mad Pickups. Until then a Late night Pickup on GoD or Impulse East is all we can hope for.
p.s. - If any team does have 6+ Players in beta and want to take a shot at a scrim msg Me in #sn @ irc.dynamix.com
-Striker- 08-13-2004, 06:20 PM UPDATE: Beta 04 makes changes that nullify the SP cheapness. It is still somewhat usefull but not overpowered.
(End thread)
{CG}Pendragon 08-13-2004, 08:07 PM describe changes pls :)
Bridger 08-13-2004, 09:04 PM I agree that a decrease in knockback would help with SP balancing, but not as extreme as 25/75. Perhaps something like 10/45 would still allow the SP capper to get kicked off course while not active, but not DJ amazingly well when active.
-Striker- 08-13-2004, 10:53 PM I guess its just the decreased disk jump for lights in general. You can't just fling yourself away at mach 2 anymore, you get a little boost but its more comparable to what mediums used to get from the dj.
It's still good for extracting the flag from LD but its not the escape plan it used to be, I think it will be used by pairs of cappers though.
NecroSen 08-13-2004, 11:01 PM I agree that a decrease in knockback would help with SP balancing, but not as extreme as 25/75. Perhaps something like 10/45 would still allow the SP capper to get kicked off course while not active, but not DJ amazingly well when active.
I said it before, reducing knockback would unbalance the SP even more. MAs wouldn't be as effective, HoF's wouldn't move, MOs could reasonably plow through defenses and make off with the flag without being thrown off by much. It's like switching all those discs for burner shots of equal damage: the SP capper survives and has not lost any speed.
Well, not a lot of speed, at least. Not enough to stop em like a disc to the chest should.
Wulfen 08-14-2004, 02:39 AM We have VERY FEW servers, no tourney mode and all the admin tools are not there. So as of right now it is very tough to do.
Sweet. : \
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