[Massive tears] Heavies

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KillerONE
09-01-2004, 11:59 AM
Disc and Nades seem overpowered. With them you can quickly take out any armor, vehicle, gen and inv.

That, therein, lies the problem, imo.

(Heavies could use a bit o thrust to help with mobility.

Eurus
09-01-2004, 06:52 PM
I HO every night with shield pack, no probs. I think the armor is fine, leave it be. If you are having trouble skiing, I don't know what to tell you. I've found routes on all 4 maps and have only have the FP beta so I've played all of 4-5 days, skiing is there and it works for Heavy. Granted I couldn't ski worth crap the first day, but I'm past that now. I tend to use grapple on cavern to run HO though, just more fun that way. Sheild Pack is key.

TheRoDent
09-01-2004, 07:59 PM
"Impulse" from weapons fire should be reduced against the Heavies.

What this man said. It's almost like heavies have the same mass as the other armours.

KineticPoet
09-01-2004, 08:14 PM
A little history...

Heavy health actually started at around 250 in closed testing. They were monsters. Gradually we tuned their health down to the current 190, where it seemed about right, but might be slightly too low.

Heavies, due to their mass, used to be extremely resistant to knockback. It was very frustrating. Rather than mess around with retuning all the masses we introduced a knockback modifier for each armor. Heavies currently receive 120% knockback (to help offset their bulk). I think it'd be worth considering lessening this penalty a bit.

You didn't used to spawn with any hand grenades at all. This made it really hard to get your base back after it was taken over, so we tried giving you 3 when you spawn. This helped. Maybe 2 would be a more appropriate number.

Respawn time in CTF has always been 2 seconds. This is in line with the previous Tribes games. Respawning in Fuel happens in "waves."

You're supposed to lose invincibility if you fire a weapon. If this isn't working, please let us know,
KP

Greywolf
09-01-2004, 08:30 PM
great to know this is being looked at. Im not sure how much knockback it needs to be reduced, might try it at 100%, 80%,60% to see the difference. i personally think 60%-80% more would be perfect, and make the hof alot more reasonable.

Doaln
09-01-2004, 08:36 PM
A little history...

Heavy health actually started at around 250 in closed testing. They were monsters. Gradually we tuned their health down to the current 190, where it seemed about right, but might be slightly too low.

Heavies, due to their mass, used to be extremely resistant to knockback. It was very frustrating. Rather than mess around with retuning all the masses we introduced a knockback modifier for each armor. Heavies currently receive 120% knockback (to help offset their bulk). I think it'd be worth considering lessening this penalty a bit.

You didn't used to spawn with any hand grenades at all. This made it really hard to get your base back after it was taken over, so we tried giving you 3 when you spawn. This helped. Maybe 2 would be a more appropriate number.

Respawn time in CTF has always been 2 seconds. This is in line with the previous Tribes games. Respawning in Fuel happens in "waves."

You're supposed to lose invincibility if you fire a weapon. If this isn't working, please let us know,
KP
a little bump in hp would be very welcome. 200 perhaps (nice and 2x the medium).

reduced knockback = :)

2 spawn nades is definitely better. i find that most of the time that i die as a heavy in the enemy base is just to spammed nades

CombatWombat
09-01-2004, 08:36 PM
100% knockback, and the improved lateral thrusting will probably make things nice and tidy?

KineticPoet
09-01-2004, 08:40 PM
As for knockback, it used to be at 100% for heavies. That's when heavies were really hard to move at all. So 110-115% would be more likely (they're already 2.5 times heavier than a light and take much less knockback as a result).

KnightMare
09-01-2004, 08:42 PM
smaller teams = less need for heavies

Greywolf
09-01-2004, 08:55 PM
whats the lights mediums knock back %?
and are there threads about the 100% knockback? seeing peoplesideas. Im not wanting to make the heavy invincible however, they are knda there so they can stay there to defend the objective....so maybe 105-110%? does anyone have an older version? where it was 100%? so maybe a small group could test it?

pyrot3chnic
09-01-2004, 09:00 PM
110-115% sounds about right. I'd go for 110 though, right in the middle. Not too much, but enough for the medium to get some effect, if executed right. Hopefully it's as good in-game as it sounds in numbers.

Right now I'm more concerned about the jetpack lateral movement, but thanks for the heads up KP, this is very good news.

Hellsfury
09-01-2004, 09:08 PM
The problem I have with Impulse is that I can't stand my ground when needed. When I'm standing on the frontside of the Winterlake Tower with a capper descending, spewing Grenades at me, it's very fustrating for a HoF to get blown off the backside of the tower (or any ledge) with a casual disk. That's a unfair distance to get bumped. I'm the HoF, the goalkeeper... I'm sapposed to give ground to a Light because he wants my flag?

I don't think the "Invincibility" is working as intended.

While HOing I began feeling like something was wrong when I run a straight line with the speed pack and take damage. It feels like I start dragging my feet, as if I stubbed my toe, making it hard to stay alive when you feel "pinned". To be dashing for a doorway and get "halted" by a bit of spam is kind of annoying when your not the armoured juggernaught you used to be.

Sp!nfusor Salad
09-01-2004, 09:14 PM
I've only experienced this build, and I have to say I think the mortar balance is spot on... the heavy life pretty ok... and different possibilities with different packs... I'd wait before changing anything honestly. :)


except it pratically makes the Heavy no better than a medium of T1 or T2...

less life and less firepower to rape a base more easily repaired.

thats not balence thats idiocy.

Sp!nfusor Salad
09-01-2004, 09:15 PM
A little history...

Heavy health actually started at around 250 in closed testing. They were monsters. Gradually we tuned their health down to the current 190, where it seemed about right, but might be slightly too low.

Heavies, due to their mass, used to be extremely resistant to knockback. It was very frustrating. Rather than mess around with retuning all the masses we introduced a knockback modifier for each armor. Heavies currently receive 120% knockback (to help offset their bulk). I think it'd be worth considering lessening this penalty a bit.

You didn't used to spawn with any hand grenades at all. This made it really hard to get your base back after it was taken over, so we tried giving you 3 when you spawn. This helped. Maybe 2 would be a more appropriate number.

Respawn time in CTF has always been 2 seconds. This is in line with the previous Tribes games. Respawning in Fuel happens in "waves."

You're supposed to lose invincibility if you fire a weapon. If this isn't working, please let us know,
KP


The Invincibility isnt working.

TheRoDent
09-01-2004, 09:18 PM
Thanks for the feedback KP. It's much appreciated.

Zoolooman
09-01-2004, 09:21 PM
They actually nerfed the mortar down to 120 from something like 150. I preferred the 130 damage of one build, but the 120 damage is still "alright".

Hellsfury
09-01-2004, 09:28 PM
I wonder how the significance of HO will factor into a teams priorities now that Base Rape will only knock out equiptment for "seconds" instead of "minutes". I mean, I've landed in the enemy base, knocked out power and the INV and I wonder, what's the point of staying here... its hopeless and I can not accomplish much else by remaining here. They will spawn invincible, with grenades and there's a repair pack every 15 feet.

I'm not saying I "liked" Tribes 1 when I couldn't ever get any equiptment because of the relentless HO spam destorying the generator just as I get it fixed. I'm wondering how much this change will effect how the game is played from here on out. Because, things are different now.

Uranium - 235
09-01-2004, 09:32 PM
That's what I liked about T2 maps like say, Riverdance. Every now and then, a heavy would make it into your base, and it felt a lot like in Termintor 1 where during the 'flashback' the Terminator walks into the rebel base and starts shooting and everyone's running around screaming :D

Heavies in T:V - In my experiences, at least, can make it into your base with little trouble at all. Your base gets blown up quickly, you can kill the heavy quickly, and the base can be repaired quickly.

Heavies in T:2 - Heavies would usually only rarely make it to the base, much less inside. Base took some time to totally destroy, but usually was down for some time. Heavies would even sometimes loiter around and cause a lot of pain for repair crews, especially on Sanctuary, since you could hide in the 'wings' and repair, wait for the repair crews to finish, then jump down the hole and waltz back into the base.

I'm pretty dissapointed in how base rape is more like base oral sex.

Doaln
09-01-2004, 09:37 PM
The Invincibility isnt working.
i haven't tested it myself, but while someone tests this, also test to see if tossing nades still keeps the invincibility.

Zoolooman
09-01-2004, 09:39 PM
I tested it a while back.

It turns off if you damage yourself.

If you shoot an enemy or toss nades or anything, it remains on.