pyrot3chnic
09-02-2004, 02:34 AM
i thought it was lights would be lighter and heavies would be heavier
It was, he's got it backwards..
It was, he's got it backwards..
[Massive tears] Heaviespyrot3chnic 09-02-2004, 02:34 AM i thought it was lights would be lighter and heavies would be heavier It was, he's got it backwards.. pyrot3chnic 09-02-2004, 02:36 AM Joe you have much luck skiing with heavy in winterlake? I was in there with you in the monkey server and eff if I could get any sort of good heavy route :( There are plenty, and I'm sure we've only scratched the surface.. Dysc0rd 09-02-2004, 02:56 AM The mortar doesn't need more damage/larger radius. It's already so easy so shoot at hit someone that it's completely unnecessary. pyrot3chnic 09-02-2004, 02:58 AM Gimme a break, like it's not easy for lights and mediums to hover and play pinball with us heavies.. :\ Dysc0rd 09-02-2004, 03:07 AM Heavies are also suppose to be bulky, slow and stay on the ground longer than lights/mediums anyway. Decreasing the knockback % might help the pinball effect, but giving the mortar a nuclear blast radius is just going to create other problems... pyrot3chnic 09-02-2004, 03:09 AM Never said I wanted one. In fact, I think the mortar is fine the way it is right now. I would not like to see it get nerfed any further though. ExitJudas 09-02-2004, 07:56 AM HO's role is Basetrashing and flag clearing/distraction. Due to the quick repair pack respawn, base trashing is nigh useless on Winterlake/Isle unless you devote half your team to it, in which case you are gonna lose to a team that just goes for the flag and leaves the base alone until the HO get bored. Suggestion: Longer Repair pack respawn time will make each base trash more important and will let fewer HOs do the job. I also think that one of the reasons the HO seem vulnerable is the IMHO overpowered Disclauncher and the ditto grenades. It is so easy to spam a HO to death in your spawn gear its not even funny. I think that almost all HO kills in base is done by spawners with those two weapons. Furthermore there is no use for the blaster at all, because the disc is better in 99% of cases. Suggestion: Nerf the disc launcher and grenade damage. This might also bring some of the other weapons more into play. Polaris 09-02-2004, 08:06 AM There is no unf behind this former beast. a-fucking-men. this totally reflects my feeling on the mortar. There was a day when the mere sight of an inbound green ball of death would resign you to respawning. My biggest problem with the heavies is that as defenders they are really not major concerns. I would like to see it more difficult to move them and I would like to see the mortar blast radius and power increase the longer the shell is in the air. This would make long range mortaring more productive and revive the heavy defender and ranged assault on the enemy base. LivinDeath 09-02-2004, 08:28 AM Wow I don't agree. Its really easy to baserape on every map except winterlake, in fact its so easy that some servers are doing the old 'no base rape' thing. 2 good heavies can pretty much own a base throughout most of the match. The only downside is repairing is quick so at best its 50% down. If you are getting pushed around, the routes you are choosing are not the right ones, most of the time i'm in the air, until the very last second. Btw, shield packs are uber. As far as HOF goes, well ask 5150 Vir how bad that is. He pretty much owned last night on winterlake with plasma and I think a speed pack.. Nearly every capper was dead in the air, before I could even spam the flag stand, or get a snipe off. I even saw a map where the base was perma owned.. About 4 heavies managed to get repair, turrets and inven deployables inside the enemy base.. Coupled with shield packs, even the invuln respawns weren't doing enough damage. ExitJudas 09-02-2004, 09:01 AM well of course it will all depend on the team size. If you expect the team sizes to be 12-14 then you are probably right in regards to Base Trashing being ok, however the european scene is talkin about smaller teams (8-9). I myself would like 14 man teams though. KillerONE 09-02-2004, 09:08 AM Lower the spinfusor and grenade damage, a bit. Increase Emergency Repair Pack Time. WerTicus 09-02-2004, 10:01 AM i also remember when seeing an enemy heavy was scary in tribes1 ... you used to think 'ohh shazbot' and get usually ready to die now i just kill him. discuit 09-02-2004, 11:24 AM I've said it a bunch of times - it's the map design that makes or breaks tribes. Nail on the head, imho. The maps they gave us with beta are either completely uninspired or not more than a little inbalanced. I think when we see some truly original and competition worthy maps (most likely made by ppl who have played competition for years and years), we'll all be changing the songs we are currently singing...well at least i hope so anyway. :) Bridger 09-02-2004, 11:41 AM Technically the acceleration due to gravety is constant, dispite differences in mass. Take a cannonball and a hollow cannonball and drop them. They should both hit the ground at exactly the same time in a vacume. That said, if a heavy is flying down to a slope, his INERTIA is much greater, because inertia is based on speed AND mass. When he comes off the slope (transfering vertical inertia into horizontal), he should go MUCH faster than a light who is falling at the same speed, in a friction environment, because the heavy's inertia overcomes friction much better. However, in a frictionless fall, inertia doesn't matter, both classes should be launched out of the bowl at the same speed if they were falling at the same speed into it. The only difference is that the heavy should lose less speed due to air resistance than the light, because high inertia overcomes friction better (be it air or ground). PxR|GrimJack 09-02-2004, 01:36 PM i thought it was lights would be lighter and heavies would be heavier your right....see what I get for posting at 1am? pyrot3chnic 09-02-2004, 01:40 PM I would like to see the mortar blast radius and power increase the longer the shell is in the air. This would make long range mortaring more productive and revive the heavy defender and ranged assault on the enemy base. That's actually a descent idea.. kinda like the disc accelerating as it goes out. I like it, although it seems like a pretty extreme change to make at this point, no? Pachacutec 09-02-2004, 01:51 PM There are plenty, and I'm sure we've only scratched the surface.. i have routes for both directions which are only 2 jumps, it's very mobile for heavies. Greywolf 09-02-2004, 01:54 PM As far as HOF goes, well ask 5150 Vir how bad that is. He pretty much owned last night on winterlake with plasma and I think a speed pack.. Nearly every capper was dead in the air, before I could even spam the flag stand, or get a snipe off. that sounds like a 1 out of a thousand situation. Anybody could just stand outta range and spam the flag. And the fact he had a speed pack means hes effed about repairing himself. And personally i hate the plasma, you spam the air(to make a fire wall) and one of ur ld goes into that area - gets lit on fire, and a capper comes through because you stopped the stream because u saw the LD. Sure its good if ur alone and you dont care who you kill (aka HO) but on defense you dont have the ability to throw shazbot around carelessly like that pyrot3chnic 09-02-2004, 02:04 PM i have routes for both directions which are only 2 jumps, it's very mobile for heavies. I got 1 going along the left side for the Phoenix side, 1 for each side on IMP. Haven't really searched yet, basically improv skiing until something clicks and you go 'hey, I can do that again..' Fun stuff though, the grappler opens up so many possibilities, it's sick. Thrax Panda 09-02-2004, 02:05 PM from day 1 the reports all said that lights would be heavier & heavys would be lighter.....a more balanced across the board set of armor with less differencesUhhh, no. We never said this. Just the opposite. | ||