Teams that have played

War

Veteran XX
So if you have scrimmaged give us some feedback. We just had our first, slightly unorganized practice last night. I think we learned a lot, but we dont have the feel for what a scrim will be like.

So if you have scrimmaged, please give us the low down. What maps, team size, scores, flow of it, etc..
 
all we've done is played a bit of 6 on 6 on emerald so far. It was pretty fun though. We all still suck though. Both sides were having trouble actually stopping any cappers. there were way to many llama grabs that got home on both sides. mostly due to disorganization and sucking from both sides ;)
 
Ya, we did ok on defense last night for the first part, and then the O made some adjustments and our D got raped. Defense is a lot harder in this game for sure, so I think we are gonna have to come up with new and unique ways to defend.

BTW, we are always looking for scrims...msg me, Eq, or Shelten in #kore
 
I have been fortunate to have played in four orgainsed scrims (not all with the same team btw), all 8 v 8, and all on Emerald and Winterlake, err one on Cavern too.

My Opinion:

Team sizes - Even 8 v 8 on the curent maps felt more like deathmatch than tribes ctf, but that might be because you can dj from one base to the other on the current maps so there is no respite at all, i dont know. I won't lie to you i do miss the "space" of tribes one and two. Oh and i dont mean the long ass boring bits that happened sometimes in t2 base, i mean those little bits of thinking time you used to get. ;)

Positions- As all old players will probably do we went with a semi-traditional setup on the first game. 1x ld sniper/repairer/tm, 1 x ld, 1 x Pod Defense/Chaser (on emerald this position just played ld/md), 1 x HoF, 2 x HO and 2 x cappers (1 HO'd sometimes). HO/BT was useless imho, it went down LOTS, but who cares if it only stays down for 30-40 secs. HoF was a no go, even with good support etc. Without a longer lasting shield pack, organised disc spam/gren spam and rp spam own you real quick. Oh and you last even less with a rep pack btw. :( Cappers and ld seemed to have a fair tug'o'war, but all the games were definately more about flag stand-offs than chasing. Subsequent games i have played in we have ditched BT all together and just gone mo sensor/ld harrasment and we had much more success, which although it was still fun, as an ex heavy player i was kinda saddened. Oh and a few mines on the flag and 2 ld/md burnering/gren spamming it is way more effective than a HoF. MD buckler flag d is pretty win too. <-- the above is just my opinion, maybe other have found better ways....

Maps - None of the current maps are good competition maps imo, but who knows i thought that about minatour when i first played it and i ended up loving it, so..... What i do know is i want to see some bigger maps to bring back some "space", although this will probably make HO and BT even more useless. so who knows....

The Sensor System - Everyone who has read any of my posts knows i don't like this, but its for a valid reason. In all the scrims ive played it it has been necessary to take it down to cap/ho against competent ld/md/hof's who use their mini-map, but keeping it down takes serious man-power, as a one man in a rep pack can keep it/get it up in seconds. I won't harp on it anymore, suffice to say i think this element takes away far more than it adds to the game. ESPECIALLY in competition.

Conclusion - I had fun, it isn't really what i want in tribes, but it is fun, so i cant complain there, maybe with bigger maps i'll get the space i want, i dont know, but if it stays like it is, a DM with flags then i can't see myslef playing it as much as t1 and t2.

Disclaimer- it is early days, maybe IG will make enough changes either at release or after to make it a little more engaging, if not, it'll still be fun and sell a lot, it just wont be the game that occupies me for the next 3 years. :(
 
First Scrim last night with 8v8 on Emerald and Cavern. Scores were 9-5 and 6-9 I think. Our server is new and doesn't have the speed hack fix in yet, so that was occasionally causing problems, but for the most part it was a lot of fun.

It seems though that this game is very offensively oriented, and stacking or even D will just lead to a loss. Maybe it's because we haven't fully come up with enough counters on defense yet, but sending more O seemed to work better than switching something on defense.

And no, it wasn't anything like team deathmatch. There was a lot of coordination and communication going on by both teams, leading to some very interesting plays. I think at one point they had 2 cappers and a clearer hit our flag simultaneously to get a grab away. Nothing like watching three blips come together at our flag and one of them get away with flag.
 
Well, the thing that really annoys me, is the Heavy roles seems to have become a lot less important. I don't even HD anymore, as a MD with speed pack is more effective, imo. HO are used mainly for spamming down the sensor and just clearing the area. Base rape has become secondary.

Granted only a few maps, so we will have to wait and see.
 
eM.Einsteinium said:
And no, it wasn't anything like team deathmatch. There was a lot of coordination and communication going on by both teams, leading to some very interesting plays. I think at one point they had 2 cappers and a clearer hit our flag simultaneously to get a grab away. Nothing like watching three blips come together at our flag and one of them get away with flag.

I think you may have misunderstood my meaning. I dont mean the game was played like team deathmatch, of course there was co-ordination, flag clearing etc etc. I mean the fact that there is never any repsite, which was a feature of both previous titles, to me TV has a lot more twitch gaming in it, which isn't necessarily a bad thing, its just not what i look for in a game. But like i said this could just be map size related. :)
 
War said:
HO are used mainly for spamming down the sensor and just clearing the area.

Any armour with a speed pack and an rp can take down the sensor quicker than a HO with mortars, then carry a gren launcher and you can speed pack spam the ld/md, then speed pack spam turrets with the disc.......not to mention you can stay alive in a duel far longer. Just another reason not to use the heavy armour War. Its a sad story for the fatty in us all at the moment. :(
 
somehow i doubt that RP + speedpack is faster than mortar + speedpack.

the problem is that spamming the sensor down from midfield is borderline useless, because it's so easily repaired.
 
jsut said:
somehow i doubt that RP + speedpack is faster than mortar + speedpack..

Its about the same actually, i just tested it, maybe the rp is slightly quicker by a few milliseconds i dunno. The point is though is that you can do it in a light or medium armour and then still be able to esccort/chase and stay alive in a duel, not to mention get there 3 x quicker.

Edit - after more thorough testing i've found the rp at range to be a lot quicker than mortar spam.
 
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fair enough. i still maintain it's nearly useless though without taking the gens down, unless it's emerald where the map is so small you could probably hold it down with O pressure pretty well.
 
Going by my one beta pickup experience, It's a lot harder to cap than in a pub. But I guess that's expected, eh? So id expect low scoring games against 2 good teams.

Then again, I never had good escorting, and it was something like 5 people on the flag stand. Including KP doing hof. Ouch.
 
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HD definately still has its place in a competition setting.

Also, the scrim we played last night scores were much closer than in pubs. On emerald it was 2-1 for qutie a while until we altered our strats around and opened it to 5-2, and finished the game at 10-3.
 
I don't understand why people think defense is so hard in T:V, ok here are some reasons why IT"S NOT

1. 1 disc to capper in face = owned, that means he is totally stopped and can't go anywhere even after he has grabbed.
2. disc anywhere on your flag stand right before he grabs or right when he grabs and there is like a 70 % chance that he will get almost deadstopped or even launched way out of range of his intended route.
3. Buckler, u practically can't harm someone with a buckler because the disc just richochet's so basically, if u have a MD BBing with buckler u really can't push him out of the way to easily without owning urself with ur own disc or getting killed by his buckler block, which is 1 hit kill btw...
4. Sniper Rifle kills lights in 1 shot to the head.. thats pretty self explanatory.
5. u can lay mines which take like 3 nades just to kill on the flag so basically u can just grab it on ur way out of ur base, place it on the flag, and the capper can't kill it in time before he grabs unless hes doing a extremely slow ass route.
6. U can throw a nade and disc at the same time when a capper comes in and he's owned.
7. U can spam a capper's route with the burner when hes coming in for example on Winterlake u know he can only come through 2 open sides to get a decent route.. so when u see him comin in u can just spam where hes gonna fly with burner and he practically dies once he gets through it.

Now please don't say defense is hard because it's not for those reasons.
 
you're assuming the cappers are running routes, and running in light. in my (albiet limited) experience thus far, a lot of them aren't doing either.
 
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