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Slitz 09-20-2004, 12:50 AM Suggestion for how the grappler should work: Press-hold fire button to shoot the hook. The hook is released when you release the fire button or when you switch weapon. This would make it more intuitive and balanced, and using a weapon slot for it would make sense.
Afterimage 09-20-2004, 01:57 AM This thread isn't about dangling like Spiderman. This thread isn't about cavern. It's about change of direction without loss of momentum.Agreed, but I think most of my post still applies. Cavern just happens to be the most grappler-friendly map of the 4 we have at this point.
BTW, I don't think the grappler should be removed, but I do think it makes chasing 10x harder. This just means stopping cappers before they get the flag becomes that much more important.One thing we tend to pride ourselves on is the amount of skill it takes to play this game (particularly versus other FPS's). The grappler, IMO, is an absolutely inspired new tool which adds a level of movement we've never had before. (Boy I sound like a fanboi) Sure, it's throwing a monkey wrench into the mix to a degree, but we've got to figure out how to deal with that monkey wrench. My point is, if it's 10x harder now, how hard will it be 6 months to a year from now, once we are able to get a good feel on using it and anticipating where that capper will go next? Isn't harder a good thing? :browsmile
However, I do think that at some point (ie: when grapple capping skills rise to the point where every map is in a near-constant standoff) the grappler will have to be reduced in effectiveness.Or we could actually start coordinating as a team... I know everyone balks at this idea because for some reason it's hard to coordinate in a pub, but wouldn't it be nice...
I think the best way to do this would be to reduce the 'strength' of the cable/hook so that if you try to pull too many G's of acceleration it simply breaks. They could even implement it so that you could pull 1 G of acceleration indefinately, but 5 G's would break the line after only a quarter of a revolution (numbers pulled out of my ass, obviously).
Being able to shoot the grapple point would also be nice as it adds to the actual tactics of chasing (and 'depth of gameplay' for those trolling the other active threads), and I'm sure the devs will implement it if they have the time and it's possible without too much work. I don't think it would be enough though, as if you're spending time shooting the grapple point you're not actually shooting the flag carrier.I'm not against any of these ideas. I just couldn't believe the comments to the effect of "OMG why is this even in the game it's not tribes blahblah :cry:". I think it's totally Tribes, this would seem a bit weird in other ground huggin' games.
Or we/they could just develop and play interesting new gametypes other than CTF. Oh wait, that's blaspheme...Totally. I've never understood that either; I love CTF, but even though I love Fuel I doubt it will become much more than a niche like Arena/Siege.
Psyman911 09-20-2004, 02:09 AM I agree and disagree with all of you:
yes, if the grappler stays the way it is then it will ruin the game, because of turtleing and other stupid things of that sort. the best ideat that i have herd was to give it a HP count of a turret or land mine. the grapp head should be destructable, but not off 1 disc; 2 per say. 1 is too weak because what if a morter shell goes off near u from a friendly, then ur cap line ( or what wver line ur going) will be ruined by freindly fire. so i think that giving the anchor head a HP toughness of a mine would balence it out. if u wanted to turtle you could, wit the exception that u could be shot down by 2-3 discs; and ur grapple wouldnt break from friendly splash damage.
Plague 09-20-2004, 02:14 AM The bad part about telling people they have to get used to something is that new players aren't going to stick around to tolerate it.
That's why they tried to tone down Vengeance, yet ironically the only completely new weapon (if you want to call it that) happens to be something new players may likely hate for being worthless and vets may hate for being too useful.
I personally think the Grappler would be more useful if it was toned down and added as a tool, like the knife, in place of a weapon slot, but it's too late for that. Well, actually, it's not, but you know development teams. They won't change or try anything, despite common appeals, until the game is shipped and new players start making waves of new complaint threads. Such is the joy of "community input."
Smooth P 09-20-2004, 02:56 AM One thing we tend to pride ourselves on is the amount of skill it takes to play this game (particularly versus other FPS's). The grappler, IMO, is an absolutely inspired new tool which adds a level of movement we've never had before. (Boy I sound like a fanboi) Sure, it's throwing a monkey wrench into the mix to a degree, but we've got to figure out how to deal with that monkey wrench. My point is, if it's 10x harder now, how hard will it be 6 months to a year from now, once we are able to get a good feel on using it and anticipating where that capper will go next? Isn't harder a good thing? :browsmile
People brag about skill here? Honestly, I'd never noticed. :banging:
Or we could actually start coordinating as a team... I know everyone balks at this idea because for some reason it's hard to coordinate in a pub, but wouldn't it be nice...
Well the thing is, if it takes that much coordination to stop ONE guy, then things are out of balance. I think the grappler is great, but I definately feel it will need some balancing down the road. I've already seen things done on Isle/Winterlake that are just RIDICULOUS and the game hasn't even gone gold yet.Totally. I've never understood that either; I love CTF, but even though I love Fuel I doubt it will become much more than a niche like Arena/Siege.
I've played a bit of Fuel and enjoyed it. Ball seems to need some tweaking, but maybe it's just because there's only one map. I'm definately looking forward to Territories. I used to like CnH, FnR, and the very small amount of Siege I played as well (I only got T2 earlier this year as I had to quit T1 cold turkey at one point and I was scared to start playing Tribes again when it first came out). I also think some sort of race gametype (ala Halo) could be awesome.
My biggest pet peeve is that servers never seem to have more than one gametype in the rotation. It's like there's some unwritten rule about this which just flabberghasts me. Back in the early T1 days (pre-MD) I used to run a server and I played ALL the maps/gametypes that shipped with the game in random order. Sure, some of the maps sucked (and eventually got taken out), but the change of pace was awesome, and the server was always, always full. (I'm planning to do the same with T:V if I can get the IT guys at work to forward the ports for me)
Mr.Beverage 09-20-2004, 03:06 AM someone has probably already said this but...
why not just give the damn thing less ammo???????????? how bout 5 shots instead of 15
(that way it can still be used as a tool but cant really be abused)
JumboJack 09-20-2004, 03:12 AM Thats not enough...It needs less ammo and the ability to break the cord with a grenade or something.
KambuL 09-20-2004, 03:44 AM But the fact is people are getting huge boosts in it plus the energy pack and even some noob skiing and the person already capped.
Also, I don't play LD or chase, and I think the grappler is a bit overpowered.
Maybe somebody in an energy pack could do well vs one person, but they should be stopped on the stand vs a coordinated defense.
The grappling hook is fine the way it is. Crappy defensive players just need to learn how to adapt to it. Don't get mad because you cant stop a capper on the stand by yourself. You need a team of very aware, coordinated players to defend your flag in this game. I personally wouldn't have it any other way.
Also, having less grapple ammo is a dumb idea IMO. If you had problems stopping the capper before, less ammo isn't going to help you.
Mr.Beverage 09-20-2004, 03:47 AM Thats not enough...It needs less ammo and the ability to break the cord with a grenade or something.
clearly that would be over nerfing it
Mr.Beverage 09-20-2004, 03:48 AM Also, having less grapple ammo is a dumb idea IMO. If you had problems stopping the capper before, less ammo isn't going to help you.
yes but it would cause less grapple whoring during standoffs which i believe is the actual issue anyways
KambuL 09-20-2004, 04:09 AM yes but it would cause less grapple whoring during standoffs which i believe is the actual issue anyways
Why is it an issue? It's a test of which offense is better at returning the flag. I can agree that on cavern it's difficult to chase down the enemy capper. But since when is that a problem outside of pub play? It's not easy, but it is certainly not impossible. My team played cavern vs 22 tonight, and we had a blast chasing down the enemy cappers on their side of the map. We weren't just swinging around randomly hoping to get a shot on the capper and get a lucky return. It took coordination to return, something that is obviously lacking in pubs, but prized by me in competition.
I'll argue that it isn't the team with the superior grappler that is going to win in those situations, it's the team with better coordination. If you are losing a standoff because the other guy is "swinging around too much", it isn't the grappler that is the problem. If you truly wanted to dumb down gameplay, a good start would be to nerf the grappling hook.
Grappler for president! Why don't ya go and practise with it, instead of whining about it all the time? :D
I don't see many problems with the grappler. So what if a capper can sling-shot into a 180 turn? If you can't put any damage on them at the stand, and you can't chain them down when they are flying off then they deserve to get away. Use hand grenades, those things are so powerful in T:V, the range on them is crazy. Try the speed pack and chain. Right now all I see in pubs are people trying to disc a fleeing capper. At the very least, learn to switch weapons.
Proximus 09-20-2004, 07:13 AM Suggestion for how the grappler should work: Press-hold fire button to shoot the hook. The hook is released when you release the fire button or when you switch weapon. This would make it more intuitive and balanced, and using a weapon slot for it would make sense.
give this man a beer
Todesfall 09-20-2004, 08:33 AM Maybe somebody in an energy pack could do well vs one person, but they should be stopped on the stand vs a coordinated defense.
The grappling hook is fine the way it is. Crappy defensive players just need to learn how to adapt to it. Don't get mad because you cant stop a capper on the stand by yourself. You need a team of very aware, coordinated players to defend your flag in this game. I personally wouldn't have it any other way.
hmm was about to say throw in a cordinated offense and they will probally get flag out, but then again if they did the defense would suck obviously. This is my conclusion of the above quote.
Why is it an issue? It's a test of which offense is better at returning the flag. I can agree that on cavern it's difficult to chase down the enemy capper. But since when is that a problem outside of pub play? It's not easy, but it is certainly not impossible. My team played cavern vs 22 tonight, and we had a blast chasing down the enemy cappers on their side of the map. We weren't just swinging around randomly hoping to get a shot on the capper and get a lucky return. It took coordination to return, something that is obviously lacking in pubs, but prized by me in competition.
I'll argue that it isn't the team with the superior grappler that is going to win in those situations, it's the team with better coordination. If you are losing a standoff because the other guy is "swinging around too much", it isn't the grappler that is the problem. If you truly wanted to dumb down gameplay, a good start would be to nerf the grappling hook.
so you are saying your cordinated defense sucks if you had to return flags on other side of the map? and that cordinated offense is more important than a defense, such as it is a few defense players or a fraction of your team should be able to stop their cordinated offense is how i am reading your two post. mmkay.
Polaris 09-20-2004, 09:08 AM i will say this again
remove the 'click to release' is the best solution by far
because the grapple will reel in as long as u press mouse button all the way upto the ceiling in case of cavern, making u a sitting duck and thus forcing u to release mouse (then grapple releases) this will make the ammo count
very simple
You sir, effing own. This is exactly what I have been saying since day 1.
h4rdluck 09-20-2004, 09:17 AM Proximus has it down.
Just make it similar to the quake style grappling hook in so far as it reels you in.
1) You won't be able to circle jerkoff
2) You will be forced to use up your grappling ammo
3) Possibly make it break easier or at faster speeds.
The first two will fix most of the complaints and possible exploits of the grappler now in terms of turtling.
The last will fix cappers that are extremely proficient at grappling and can do that whole 180 degree turn 5 feet from the flag thats so effing crazy. Make a speed limit where if you go faster than that it snaps. Right now Lights and Mediums pretty much have free reign on using the grappling hook.
Father Ruckus 09-20-2004, 09:57 AM i dont even carry the grappler when i cap now, the netcode and my current pc(new one in 1 week woot) make it more trouble than its worth.
Amadeus 09-20-2004, 10:25 AM But, Tribes in its self was very innovative. T:V is not. T:V is the mismashing of several games with the title "Tribes" thrown in to get the heads turning. In no way is T:V "innovative". There is nothing new or exciting about it.
I'm sorry, I must have missed all the games out there with jetpacks, skiing and all the other stuff that only T:V has. Oh wait, there are none.
Even if you say that T:V is just pieces of other games put together (which it isn't), it can afford it, because it shifts all these elements into a higher level of gameplay.
It will not fade away in 6 months because of people going on to another game. People won't have anywhere to go to. Unless someone downright steals the idea of T:V, or comes out with something even more immersive as complete 3D action, T:V will hold its fans. The T:V players that go to a different game just because it has different weapons didn't love Tribes. They loved only its weapons. Those people that like the Tribes aspects of T:V will stay for years.
What you say might be true for the bajillion WWII games, because essentially, none of them can provide anything new. In those games, where gameplay is very identical to that of any of their copies, it does boil down to the weapons and equipment. But T:V's gameplay is waaaaay too different from any of those games (or from any game's at all for that matter) to be neglected just because there's another WWII game out.
BadMoFo 09-20-2004, 10:28 AM removing click to release will seriously unbalance the grappler and is the most stupid idea ever.
stfu.
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