Door defense was a joke. A guy skis in, fires a mortar, blows that measely turrets up, squeezes right by you to drop into the base, then fires a mortar right next to your gen. You're banged up and your gens are fucked. Before you can set the turrets back up, another guy has already skiid into your base and is tossing a mortar or two around. He dies, and the viscious cycle repeats. A half decent HO could always beat a good HD in Tribes 1.
And sure, you didn't die to the HO rusher and he always died, but he pretty much always took your gens with him and there was another HO rusher right behind him. The limitless speed made T1 ridiculous. A capped speed helped, but too much capping made T2 too easy to defend. I think capping the speed is needed to prevent this insanely easy HO rushing, but not make it to the point that HO just becomes shocklance bait.
Maybe I played the wrong T1. The one I played was where turrets did measely damage, weren't very versatile, and could be disabled with one disk and base turrets could be taken out with a chain gun and some grenades.
And sure, you didn't die to the HO rusher and he always died, but he pretty much always took your gens with him and there was another HO rusher right behind him. The limitless speed made T1 ridiculous. A capped speed helped, but too much capping made T2 too easy to defend. I think capping the speed is needed to prevent this insanely easy HO rushing, but not make it to the point that HO just becomes shocklance bait.
Maybe I played the wrong T1. The one I played was where turrets did measely damage, weren't very versatile, and could be disabled with one disk and base turrets could be taken out with a chain gun and some grenades.