The main reason that I've stuck with T2 for a long time is that whenever I feel bored, I can just switch positions. HO, HoF, MF, Medium/shield baserape, LD, capper -- they're all sufficiently different (and useful) that boredom with one doesn't carry over into the others. When I get bored with a game that has a lack of variety, I just stop playing, and often I never go back.
Tribes kicks ass because it has a variety of goals and a variety of means to achieve any one of those goals. You have tactics, then countertactics, and counters to the counters, teams adjusting to adjustments, and fighting not just with skiing/shooting skill but with intelligence, creativity and experience as well.
I worry that this variety will be lost when people push the following demands in the name of speed, excitement, and fast-paced play:
- No turrets, AI doing your defense is lame
- HoF shouldn't stop cappers, that's boring, clearing hard to coord
- Vehicles should play a secondary role
- The only obstacle to cappers should be LD with good aim
I agree with some of the ideas behind these demands. But as T2 Base currently plays, whether it be comp or pub, your cappers can face a number of problems, each with several counters to decide between. Cappers can be stopped by HoFs, turrets, LD; and more cappers, more tries is not an answer that's going to work... You have to adjust and solve the problem with support roles like HO, LO, disc/mortar spam, conc nades/lance, turret killers, whatever. Then the other team has to adjust to your adjustment. I like that part of the game.
When there's no turrets to worry about, HoF is a joke, and vehicles are not worth anything, what variety is left?? It seems like you've reduced a spectrum of possible problems and solutions down to one problem -- "the enemy has our flag".
And one solution -- take your light armor, w/ epack if possible, and go scramble for one of the two flags out in the field.
What else is left?
Obviously HoF, farmer, and shrike D pilot are knocked right off the list immediately. But now what's even the point of raping the enemy base? And why HO? Currently, knocking the gens out takes out the enemy VPAD, prevents them from farming anything out, shuts down their base turrets; HOing takes out their HoF and deployables, and most of all prevents them from doing the same thing to you.
But if all you want is light anyway, you can toss out a few deployable invens and then who even cares if they're HOing you?
Okay maybe HO will still be useful sometimes to kill their light defenders, but it still seems that the variety of roles would be severely reduced, and the game would become more boring in the long term, despite the faster "more exciting" gameplay. The second you feel bored of playing what seems to boil down to rabbit with teams, what are you going to do? Go play another game, that's all I can think to do.
I don't object to speeding up the gameplay that was T2 base, it IS a little slow, but I'm hoping the DEVs have an equal respect for the variety of USEFUL roles. It's a poor game that has many choices but only one that's effective.
Tribes kicks ass because it has a variety of goals and a variety of means to achieve any one of those goals. You have tactics, then countertactics, and counters to the counters, teams adjusting to adjustments, and fighting not just with skiing/shooting skill but with intelligence, creativity and experience as well.
I worry that this variety will be lost when people push the following demands in the name of speed, excitement, and fast-paced play:
- No turrets, AI doing your defense is lame
- HoF shouldn't stop cappers, that's boring, clearing hard to coord
- Vehicles should play a secondary role
- The only obstacle to cappers should be LD with good aim
I agree with some of the ideas behind these demands. But as T2 Base currently plays, whether it be comp or pub, your cappers can face a number of problems, each with several counters to decide between. Cappers can be stopped by HoFs, turrets, LD; and more cappers, more tries is not an answer that's going to work... You have to adjust and solve the problem with support roles like HO, LO, disc/mortar spam, conc nades/lance, turret killers, whatever. Then the other team has to adjust to your adjustment. I like that part of the game.
When there's no turrets to worry about, HoF is a joke, and vehicles are not worth anything, what variety is left?? It seems like you've reduced a spectrum of possible problems and solutions down to one problem -- "the enemy has our flag".
And one solution -- take your light armor, w/ epack if possible, and go scramble for one of the two flags out in the field.
What else is left?
Obviously HoF, farmer, and shrike D pilot are knocked right off the list immediately. But now what's even the point of raping the enemy base? And why HO? Currently, knocking the gens out takes out the enemy VPAD, prevents them from farming anything out, shuts down their base turrets; HOing takes out their HoF and deployables, and most of all prevents them from doing the same thing to you.
But if all you want is light anyway, you can toss out a few deployable invens and then who even cares if they're HOing you?
Okay maybe HO will still be useful sometimes to kill their light defenders, but it still seems that the variety of roles would be severely reduced, and the game would become more boring in the long term, despite the faster "more exciting" gameplay. The second you feel bored of playing what seems to boil down to rabbit with teams, what are you going to do? Go play another game, that's all I can think to do.
I don't object to speeding up the gameplay that was T2 base, it IS a little slow, but I'm hoping the DEVs have an equal respect for the variety of USEFUL roles. It's a poor game that has many choices but only one that's effective.
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