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Crom
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Old
61 - 03-29-2004, 12:50
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i am surprised no one has mentionned the mines yet
 
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Ixiterra
VeteranXV
Old
62 - 03-29-2004, 12:51
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Quote:
Originally Posted by Crom
i am surprised no one has mentionned the mines yet
Well, we already knew they suck, so I don't think it surprised anyone.
 
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Crom
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63 - 03-29-2004, 12:53
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but did we know they were used like any other weapon, and not deployable like the hadn grens?

i found that a little wierd myself.
 
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slogg
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64 - 03-29-2004, 12:54
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i dont like the whole switch to mine using a key deal... but whatever theres a lot more stuff weve jerked about that isnt gunna change either

p.s. I had this friend shazbot eating cock loving penis gargeling slut loving word filter
 
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Zoolooman
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65 - 03-29-2004, 12:57
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The mine is a deployable, rather than a thing you carry in mass quantity. Who knows how effective it is. I wonder if it'll just blow up a heavy right out.
 
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Metropolis
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66 - 03-29-2004, 12:59
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Hah, the mine should be a bouncing betty type. With a large radius of effect. If they are only gonna give us 1 make it good.
 
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ChoreGasm
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Old
67 - 03-29-2004, 13:01
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:o
 
 
=BL=VorteX
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Old
68 - 03-29-2004, 13:05
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hmm i think one of the armor is goin to act a medic like in the other games. carry a repair pack and start healing people around you... ugh. i dont like that hope it doesnt turn out that way. there better not be a fudgein MEDIC yell in the game like everyother fps that is out now has it.
 
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Crom
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69 - 03-29-2004, 13:09
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Quote:
Originally Posted by Zoolooman
The mine is a deployable, rather than a thing you carry in mass quantity. Who knows how effective it is. I wonder if it'll just blow up a heavy right out.
i never tested how much life a mine takes, but the blast radius was pretty big. i layed a mine down and then jetted up and disced it...it blew pretty big.

Also, FYI, mines are collected from Deployable stations...which are totally seperate from INVs...but since we weren't allowed to use INVs, i have no clue if deployable stations are the only place to grab mines, or if they are meant as a quick refiller
 
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Oxide
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70 - 03-29-2004, 13:14
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Crom how do throwing nades work, is there a proper animation or do they appear magically like in T1&2? Can you keep firing your main weapon while you throw a nade?
 
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DDS
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71 - 03-29-2004, 13:16
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I like the idea of a field medic, to be honest. I think it will prove an interesting addition.
 
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Got Haggis?
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72 - 03-29-2004, 13:16
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well if you really think about it...not having repair kits isn't THAT big of a deal, other than maybe it takes a bit of strategy out of the game. They could just increase the life of each armor and not have repair kits....pretty much the same thing. Of course, no more 'tossing' repair kits to a HoF......but then again, maybe that will be a good thing...now teams will have to have a guy with the repair pack on near the HoF if they want to heal him. It will be interesting to see how this plays out.
 
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Crom
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73 - 03-29-2004, 13:21
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Quote:
Originally Posted by Oxide
Crom how do throwing nades work, is there a proper animation or do they appear magically like in T1&2? Can you keep firing your main weapon while you throw a nade?
i threw nades, but i don't remember seeing any animation. i wasn't firing my weapon either. I was really happy with how the hand nades felt...they acquired your momentum and had a nice distance to them
 
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afex
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74 - 03-29-2004, 13:23
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Quote:
Originally Posted by Crom
i threw nades, but i don't remember seeing any animation. i wasn't firing my weapon either. I was really happy with how the hand nades felt...they acquired your momentum and had a nice distance to them
was it "hold down for more power" type throwing?
 
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Natural
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75 - 03-29-2004, 13:24
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Quote:
Originally Posted by =BL=VorteX
feels like the light armor is gonna go the way of the DODO (Read: T1 & T2 medium armors)
Do you REALLY thrax/kp/others would be that shortsighted?
 
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SniperOmega
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76 - 03-29-2004, 13:24
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Read it all the way through. sounds cool. I would like to hear more discussion or updated information on how mine(s) will be used, and how many per armor. Along with the workings of OOB and the repairkit (as everyone else is probably worried about).

I really like the way the balancing for the health/armor for the armors sound. Could we get a % life taken from a directdisc and mid-closedamage disc to each armor?
 
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Natural
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77 - 03-29-2004, 13:27
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Quote:
Originally Posted by sLoGg
i think if you can kill a guy and salvage his repair kit, you deserve that health

and based on the sp demos (which i dont want to be basing this on, but kinda have to) the chaingun will eat you apart, for some reason i see dying a lot in the near future

So what's the logical gaming reasoning here?

The health kit gives you a small heal... everyone SHOULD use the health kit properly to give them extra health... so the kit should be roughly the equivalent of a health boost.

The advantage of a health kit is when you steal someone else's kit.

When does this happen? When a player suicides? When a player is killed in one shot via a minedisk? When a player forgets to use his kit? When a player doesn't know to use his kit?

But... when SHOULD this happen?
 
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Ben Reed
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78 - 03-29-2004, 13:28
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Quote:
Originally Posted by Crom
3) Gameplay
This was my first chance to play a build of T:V, and there is a lot for me to write about...so here it is in point form:
- Skiing takes skill...even after a bit of skiing around the same map for a while, i was still rarely hitting sweet-spots. I am really happy i couldn't just pick it up and ski like i was playing t1 with better graphics
Oh joy, I'm going to suck again at HO and capping. Oh well, maybe I'll practice my sniping and chaining and take up LD, or practice my turreting and take up farming. Something not so skiing-intensive.

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- vehicles are fun, but not too sure how useful. the rover/buggy had great suspension phsyics, looked awesome, drove great (when i wasn't flipping it over in 10 secs.)...but i am not too sure how usefull it will be in competitive gameplay. The rocket-suit-dealy also looked amazing, and had great driving physics/gameplay. this vehicle would be more useful, as flying it kinda reminded me of trying to play scout d.
Eh. Even if it proves useless, I'll probably skin naked pictures of Julia onto its side and play suicide truck bomber on pubs. Look at me, Ma! I'm going to expel the Zionist scum!

Call me stupid, but what was the weaponry on the Pod like again? Does it have mounted guns in there like rockets or lasers, or do you basically sit in it and fire your own guns, like a lightweight APC you can both fly and shoot from at the same time?

Quote:
- turrets are also fun. there was a burner/burninator turret really close to a base on the lush MP map which could be used for some seriously lame spam...however thrax mentionned it was going to be moved. The turret itself was a little tough to get into (i could jet into it, rather, i had to land then enter), but i am sure this will be tweaked. the actual weapons animation looked wierd and unpolished, which normally would be expected, but the rest of the game was so clean that it really stuck out for me.
Eh. I don't like the idea of mountable turrets. Seems to be a waste of a perfectly good, mobile defenseman. Hopefully next time we get a good look at T:V we'll be able to see stuff like deployable turrets -- which will hopefully be retained.

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- Grabbing the flag causes you to leave behind a long blue or red trail...which also appears in your screen. It looked kind of strange, and rather distracting.
Being able to see the front edge of such an "aura" would strike me as annoying. I like the idea of the red or blue tail, though, makes it a lot easy for unobservant bastards like me who could never spot the enemy capper until he was halfway home in either T1 or T2.

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- There are jump-pads which, if timed correctly, can give you a hell of a nice boost. On the ruined-city map, there are numerous routes that can be taken from jump-pad to jump-pad, and the few times i worked it right, i was able to get some good speed. this was esp. useful cause this map is not very ski-friendly as compared to the other lush map.
I like this idea, hopefully it'll make less ski-friendly maps more friendly for competitive play. I'm sick to death of rolling hills, I want to fight people in ruined cities and above the canopy of forests and that kind of thing.

Quote:
- rag-doll animations were funny, but looked a little much for me. however, they did look great when i saw Thrax ma a heavy in the SP map.
Based on the videos I've seen, I have to agree. A lot of the ragdoll animations look like people are doing acrobatic twirls rather than plummeting to the ground after getting their intestines mangled by a disc concussion.

Quote:
- SP had lots of things you could push around...in fact, Thrax spent most of the time i saw him playing pushing barrels around the SP map.
I smell a Donkey Kong modded gametype in the making.

Quote:
Things I Found Interesting:
- On the topic of Disc Jumps, Thrax revealed numerous tidbits; firstly, a disc jump would next-to kill a light. Due to the re-balancing of the armors, which Thrax explained as "If a T1 light was a 1 and med. a 2, the T:V med is around a 1.2, and a light much much lower" [edit insert] Basically, the way i understood it, a Disc Jump by a light would come very close to killing him...this has HUGE ramifications in terms of chasing in Light, cause even 1 escort with half a CG could eliminate a few chasers quickly. Also, it means that if you cap in light, you better not dj.
Fine by me.

Quote:
- Thrax revealed that Rep Kits "might not be in the game". The way this was said to me, it sounded like it might have already been decided. Thrax said KP was still considering it, but to me it sounded like they were gone. they were not in the build i played either.
Not so fine by me. I'm not a Control-K kind of guy, I like to stay alive as long as I possibly can. The rep kit is invaluable to me in that respect.

Quote:
- A disc-jump/boost combo will get you going "really quick" according to Thrax, but "is no substitute for good skiing". Thrax also noted that the boost is presently WAY too strong, and needed some rebalancing. He also did not laugh when i called it the "renegaydes feature".
Good for him that he didn't laugh. When balanced properly, such a boost is a great augmentation to a mobility-oriented game like Tribes. I say this because it reminds me of the unfairly obscure Armored Core games on PS2 and their Over Boost function, and anything that reminds me of Armored Core is a good thing in my book.

Quote:
- You can alter your direction in mid-flight without jetting; what i mean is, if you jet up, let go of jet, and hold right, you will fall to the right.
Also reminiscent of Armored Core. This is obviously the much-vaunted "gliding" the dev team is always referring to. I like the sound of this.

Quote:
- burner/burninator turrets, according to Thrax, would "tear up a light" if you hit one directly
Nothin' says lovin' like a chaser in the oven, baby.

Quote:
- mortars have green trails still.
Too bad you probably won't be able to skin them, I was always much more fond of my flaming mortar trails in my T1 config.

Quote:
- Invisible, elastic OOB a la TR2 give you a heck of a boost
Oh, the awesome wrestling moves that could make for...rebound off the ropes, clothesline some bastard so hard his head comes off, then carve his scalp from his cranium with the energy blade and give a fearsome war whoop. WrestlingMod 1,0, here I come!

Quote:
All in all the game was really fun, and in amazing shape considering the build. Thrax & [Insert name of Lead Programmer] were really cool about letting me (and others) play, so long as we DIDN'T ENTER THE INVS!!1!!
Ten bucks says they lead to the room with the Architect.

You'll get to watch your Tribes career on the zillions of TVs while Colonel Sanders there yammers about patterns and algorithms.
 
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Oxide
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Old
79 - 03-29-2004, 13:30
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ah ok ty Crom. Chuking hand nades should be like in Halo if you ask me, that was perfect.
Did you get to throw the flag? That ought to have a proper animation aswell... :]
 
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afex
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Old
80 - 03-29-2004, 13:34
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ben, i think its called the fighter now, not the pod.
 
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