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Antares Reign 11-22-2004, 09:40 PM That's not the biggest problem.
Actually I answered that question twice :roller:
I agree, the elastic stunts don't fit into the game
None of those properties would apply for the current grappler if it had unlimited ammo. It does take a weapon slot, but for that it gives you near infinite possibilities.Except it can't kill people; maybe the grappler belongs in a pack slot
I'm still convinced the best way to solve the problem is increase the time between grappler uses is the best option; if the movement really defies all Tribes physics then the only solution woul be to take it out entirely if even one grappler shot can give an unfair advantage over anyone without a grappler.
ChickenLover 11-22-2004, 10:34 PM There reason the ungrapple mutator does not have a health count is because it takes up more server resources. While it is not much as far server resources go, Tribes Vengeance is already stretched for server performance so the deveolper decided to leave it out. If a lot of you really think it should have a health count I can talk to him and ask him to make another version of it with health. As for ammo... I don't really see a problem with the current ammo load out but then again I think what the ungrapple mutator was designed for is a little different than what a lot of you are thinking.
One thing many of you should know is that the ungrapple mutator is part of a mod that is being developed. It was an early release for those who wanted to see a change to the grappler. It was never meant for competitve play, we leave those decisions up to Irrational. This release was made for pubs.
It was never really meant to stop people from swinging around in the caverns, that happens sometimes but that was not the mutators main goal. The purpose of it was to stop people from swinging around in circles with the flag so that the old flag chase like we remember from the old Tribes games could continue. It was also supposed to help against heavies who grapple-turtle in their base with the flag. Really all it was designed for was to keep the chase going and add excitment to the game instead of the dull breaks in the game where nothing happens till one of the spinners/turtlers dies.
In case you are curious, I am one of the devs for the mod, but I did not code the ungrapple mutator. I am in the mapping/textures/design department.
-Striker- 11-22-2004, 11:14 PM ammo to infinite, grapple hook life to 20
i said this in beta....
Even if you effing knock out the line 90% of the way through a swing it would totally mess up someones plans.
|CO|Kapeket!! 11-22-2004, 11:27 PM No need to change it.
Add some defense to the game and the swinging flagcappers won't be such an issue.
That is the one of the things we are missing here.. automated turrets and/or sensors.
This game was dumbed down to sell to newer players. All it did was compromise the concept that Tribes was built with defense, err, BALANCE, in mind. Put some turrets back in, add some sensors and watch the game even out, slow down and become a true battle for the flags, which it currently is not.. its (gulp) ut/q3 all over.
Been there, seen that.
PyroGuNx* 11-22-2004, 11:28 PM If people insist on a change for the grappler, lowering the ammo to 10 I think would be the lowest it should go. Otherwise leave it as is, or just plain leave it as is. What needs to happen to help the game is to help defense out... Chances are that would solve quite a few "issues"
?B-MAN 11-22-2004, 11:57 PM I have no problem with the grapple and the quick twists and pulls. Its a new element in the game. I'm not even that good with the grapple. Ok I suck with the grapple =), but kudos to the new skill sets. Im all for that.
I do think you should be able to shoot the line or hook and break it. I also think you should be able to snipe the hook and break it. So yeah I agree with Yogi. I also think if someone hits a grapplers line with a burner the line should burn for awhile break and cause some damage.
X.terminator 11-23-2004, 03:25 AM I read in another post that someone has already made a "breakable grappler" mutator or mod that you can put on a server.
Make any grapple shot empty user's energy bar (like the sniper rifle).
The more energy the user has when firing, the farthest he can hook the grapple.
mixolydian 11-23-2004, 06:51 AM I completely agree with yogi. The grappler is overpowered. It should have been balanced as a skiing aid, not something that can replace the jet pack and skiing all together. This is why people can use it so effectively in a standoff.
I'd like to see the ammo count reduced but the fact is, the ammo count should depend on the size of the map. Obviously, that's not realistic so the grappler head needs to be destroyable. imo, even splash damage should break it but only at the point of connection.
Proximus 11-23-2004, 08:06 AM It was infinite for a while in beta and I haven't noticed a change at all yet between being infinite and having ammo.
That may just be me.
how do u retrieve flag from a grappler?
u chase him up till he needs to get ammo and kill him on the inventory station (give me infinite ammo and i can turtle indefinately)
also how many ppl that want a breakable grapple have actually played with the ungrapple mutator??
plz guys it doesnt do anything its a myth
have a look at other games with a grappler
they dont have click to release and they have a thing called chokepoints on the map (t:v 's chokepoints are the inventory stations, i.e. ammo)
so instead of reducing ammo why not force a grappler to use up ammo faster by making him unable to swing around
why not consider removing the click to release or at least try it
it would do more than chasing this myth
ScratchMonkey 11-23-2004, 12:27 PM the reason you would give all armors one extra weapon is to make it consistent to the original t:v game design. (which i'm assuming would lead to relatively small time to implement said change from business/design/techincal angles)
Let's see:
You have to change the main hud.
You have to redesign the loadout screen.
You have to comb the code for places where someone hard-coded "3" instead of using the "number_of_slots" macros.
And all this while working on other issues and new games. Doesn't seem too likely.
Hellsfury 11-23-2004, 03:19 PM The grappler, ammowise, could be made like the buckler. It's unlimited but if you lose it, break it, or it gets destroyed, its gone (except, like the Buckler, it teleports back to your hand regardless after a short delay).
The anchor is destroyable.
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