Origim
09-05-2004, 05:36 PM
Firstly, I'm going to start this thread with saying: Irrational Games Devs, PLEASE, at least look in your official Tribes forum. Some good feedback (along with a bit of whine) found there.
With that aside, here I go:
Packs:
Good for the most part. However, more of them are needed. Variety is lacking.
---Suggestion:
*Add a Sensor Jammer pack.
====Passive- hides you from sensor (not vehicles). No icon above your head when enemy looks at you. Active- hides everything within 50m from sensor (including vehicles). Drains armor energy.
*Add a Satchel Charge. This will add more variety.
Deployables:
Nice. However, they need restrictions. They do. A Sniper in light can grab an inventory, fly at blazing speed behind enemy base and deploy it.. then resupply himself with ammo while he snipes.
----Suggestion:
Mines- available to all armors.
Turrets- Med armor & Heavy armor only.
Inventory stations- Med armor & Heavy armor only.
Deployable Repairers- Heavy armor only.
Vehicles:
Bad, bad physics code. If you don't have time to revamp them all (air vehicles are also sluggish to control), atleast make a Rover more heavy. When I can do flips just because I encountered a small bump, I know something is wrong.
Chaingun:
Increase damage per shot. Chaingun is the least useful weapon now, and with new armor speed, without chaingun, it is very hard to stop a flag carrier on public servers. 99% of the time, NO ONE could stop me from capping a flag.
Bases:
I know you wanted to make them less confusing, but, as of now, they are boring. Most of them are only one-two rooms.
Suggestion: 3 or more room bases with 2+ entry points.
To all other members of this forum: Please feel free do discuss my ideas.
With that aside, here I go:
Packs:
Good for the most part. However, more of them are needed. Variety is lacking.
---Suggestion:
*Add a Sensor Jammer pack.
====Passive- hides you from sensor (not vehicles). No icon above your head when enemy looks at you. Active- hides everything within 50m from sensor (including vehicles). Drains armor energy.
*Add a Satchel Charge. This will add more variety.
Deployables:
Nice. However, they need restrictions. They do. A Sniper in light can grab an inventory, fly at blazing speed behind enemy base and deploy it.. then resupply himself with ammo while he snipes.
----Suggestion:
Mines- available to all armors.
Turrets- Med armor & Heavy armor only.
Inventory stations- Med armor & Heavy armor only.
Deployable Repairers- Heavy armor only.
Vehicles:
Bad, bad physics code. If you don't have time to revamp them all (air vehicles are also sluggish to control), atleast make a Rover more heavy. When I can do flips just because I encountered a small bump, I know something is wrong.
Chaingun:
Increase damage per shot. Chaingun is the least useful weapon now, and with new armor speed, without chaingun, it is very hard to stop a flag carrier on public servers. 99% of the time, NO ONE could stop me from capping a flag.
Bases:
I know you wanted to make them less confusing, but, as of now, they are boring. Most of them are only one-two rooms.
Suggestion: 3 or more room bases with 2+ entry points.
To all other members of this forum: Please feel free do discuss my ideas.