Edit:
And that makes things much easier!
Still suck, but at least I can hit shit now >_<
Man they should really tell you about that mouse wheel zoom... the tips and such only tell you about shift for scope >: (
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Southlight
United States11766 Posts
Edit: And that makes things much easier! Still suck, but at least I can hit shit now >_< Man they should really tell you about that mouse wheel zoom... the tips and such only tell you about shift for scope >: ( | ||
Khalum
Austria831 Posts
- Are the 3 vehicles we have right now pretty much all we'll ever see? No more bombers/transports/mobile bases? (Is orbital strike the replacement for the bomber? And inv station call down replacement for the mobile base?) - Are there any plans to introduce larger maps? - Is the current player limit to be considered as set in stone? No 32v32 etc? (Maybe custom servers will allow hosts to set team sizes?) - Is there something like a dev tracker? [edit] - Is the targetting laser completely gone? (The one that lets you measure distances.) - Are beacons completely gone? | ||
Thereisnosaurus
Australia1822 Posts
2) it depends on how things play out. The current competitive scene is angling towards 7v7 or 8v8 for which the current maps are plenty big enough. I'm sure there'll be larger maps in the future, it's just whether they'll be sooner or later and the current trends suggest the latter 3) I doubt there will be 32v32 in the immediate future. There have been whisperings of a more war-level gametype with bigger bases, more vehicles, larger maps and player counts, but that's probably a year or so away 4) yes, here: http://forum.hirezstudios.com/phpbb/search.php?keywords=&terms=all&author=HiRez*&fid[]=250&sc=1&sf=all&sk=t&sd=d&sr=posts&st=0&ch=300&t=0&submit=Search 5) targetting laser is gone, I'm trying to get the old function reinstated, but it's not likely to happen soon 6) beacons are gone, along with much of the other high level strategic tools and defence network gear since they don't really fit the model being used. | ||
nanospartan
649 Posts
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Keltanokka
Finland279 Posts
On February 27 2012 18:19 nanospartan wrote: Man i really suck at this game (BF3 and CS casual player) can anyone offer any tips? it seems like i get killed by a ton of splash, and im not used to the bullet drop and slow projectiles... ![]() You will want to start getting used to leading the target and depth perseptipn. soldier is great to start with because of this. Try hitting people with the thumper as they land and switch to the AR when they are in the air. Also I'm not sure what the bullet drop is that you're talking about since there isn't any. There is only damage falloff. Also, there is no bonus damage for headshots, so don't bother aiming for the head. Other then that you really just have to play and get used to the skiing mechanic. | ||
Thereisnosaurus
Australia1822 Posts
To avoid getting killed by splash, maintain speed and keep track of opponents. time your boosts to put you in the air when they would fire at you. Never run along the ground or stand still if you're being engaged, at worst you should bunnyhop in short 1 second bursts, at best you should aim to skatepark around, only hitting the ground at 100+ kmph and getting airborne as soon as possible again. Press back while jetting to pull up off the ground quicker to get out of the splash zone. | ||
Jarvs
Australia639 Posts
I personally use 120 and find it easier to aim as weapons seem to travel faster due to the fish-eyedness of the view. Obviously this is just an optical illusion but it does help. I think the one downside I'm experiencing is sniping is tougher with a higher FoV. Can't be too sure. | ||
Khalum
Austria831 Posts
On February 27 2012 18:14 Thereisnosaurus wrote: 1) we'll see new vehicles. In fact, we already have. The very first trailer released has footage of a ship that's close to the old tribes 2 HPC 2) it depends on how things play out. The current competitive scene is angling towards 7v7 or 8v8 for which the current maps are plenty big enough. I'm sure there'll be larger maps in the future, it's just whether they'll be sooner or later and the current trends suggest the latter 3) I doubt there will be 32v32 in the immediate future. There have been whisperings of a more war-level gametype with bigger bases, more vehicles, larger maps and player counts, but that's probably a year or so away 4) yes, here: http://forum.hirezstudios.com/phpbb/search.php?keywords=&terms=all&author=HiRez*&fid[]=250&sc=1&sf=all&sk=t&sd=d&sr=posts&st=0&ch=300&t=0&submit=Search 5) targetting laser is gone, I'm trying to get the old function reinstated, but it's not likely to happen soon 6) beacons are gone, along with much of the other high level strategic tools and defence network gear since they don't really fit the model being used. Thanks a lot for the quick reply! I'd actually like to add my 2ct here: (Not only because I think my opinion is super important but also to bump this thread as the game is pretty good (even though it's not Tribes2 HD) and should get as much exposure as possible.) 1) Yeah well the HPC is the only thing that's really missing from T2, the other two got replaced by call ins. 2) 7v7/8v8 makes perfect sense for competitive play. 3) I as a casual gamer really enjoyed the huge maps in T1/T2 where 60 clueless people were able to produce really fun games. Imo T:A has enaugh distinct classes to support 32 players per side if the maps are designed in a reasonable way. I'd like them to remove call ins and replace them by their vehicle equivalents from the previous games for this game mode. 4) Thanks! 5,6 ) These make me wonder. It make sense to add beacons after doing an inv station call in, especially without the command screen. This is probably not 100% true for the current maps as they are rather small but I'd like to see this when/if they introduce bigger ones. The targetting laser also still has it's uses imo but when people learn the maps there's probably no need as you know where to aim in order to hit certain places. IIrc the only times i used the laser in T2 was for bombing runs which are not part of T:A anyways. | ||
rEalGuapo
Germany832 Posts
On February 27 2012 14:51 Southlight wrote: Yeah most of my points have come from mines, I just have real issues landing any hits at all ![]() I sucked as Sent at the beginning too. I then thought of what SC2 tought me about improving. So I played Team Deathmatch for a while and just focused on hitting, no matter how much damage my shot would do, I just fired, fired, fired, not waiting for the dmg. to load up, in order to hit, not caring about moving / dmg / dying. I think this is the fastest and most time efficient way to improve your aim since you really focus on it and don't try to learn multiple things at once (like spotting enemie cappers, dodging attacks, picking off cappers, spot / pick off chasers / position right to get the capper / learn the routes / etc etc). It took me about 3-4hours until I really started hitting a lot of my shots, with some fine music and a few breaks, this is achievavle in one day. Now I regulary kill the enemy cappers or save our cappers' ass. I started placing top 5 almost every single match after only 2 days of Sentinel training, overall about 5-6hours. Isolation training is the key to getting good at anything in my experience. I really see the other modes as training for CTF, this helped me a lot getting good at different roles super fast! It is probably even intended to be this way, since Arena really is about timing your shots and killing faster then getting killed, while TD is all about movement (except for Sentinels). | ||
resilve
United Kingdom678 Posts
On February 27 2012 06:43 VoO wrote: Show nested quote + On February 27 2012 04:22 Ethenielle wrote:Had a pretty sick experience on crossfire though, I was coming at their flag 200 kmph and a heavy on our team llama caps 2 seconds before I arrive and dies instantly. What a plant :@ Every time. Always have the same experience on crossfire too. I spam vsaf vsaf vsaf everytime I am making an approach, if someone llamas after that I rage hard at them in team chat. If it happens again (which it rarely does after ive brought their attention to team messages) I just spend the rest of the game skiing around praticing routes and let the team lose for all I care. | ||
Waah
United States120 Posts
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Coriolis
United States1152 Posts
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rwrzr
United States1980 Posts
On February 27 2012 22:27 Waah wrote: I got enough xp to buy the Spinfusor + Eagle Pistol on Soldier right now. It's my main class so I don't mind using the points, but is there a big improvement compared to AR + Thumper DX, or does the alternate loadout simply allow the class to do a certain task more efficiently (if so, which)? Thumper is a mini Spinfusor (but the shots don't drop or have a range limit) From what it seems the eagle pistol is point and click without having to lead (ala counterstrike or sniping) I believe its up to you play a class with a default spinfusor and see if you like the feeling. | ||
Waah
United States120 Posts
On February 28 2012 00:42 rwrzr wrote: Show nested quote + On February 27 2012 22:27 Waah wrote: I got enough xp to buy the Spinfusor + Eagle Pistol on Soldier right now. It's my main class so I don't mind using the points, but is there a big improvement compared to AR + Thumper DX, or does the alternate loadout simply allow the class to do a certain task more efficiently (if so, which)? Thumper is a mini Spinfusor (but the shots don't drop or have a range limit) From what it seems the eagle pistol is point and click without having to lead (ala counterstrike or sniping) I believe its up to you play a class with a default spinfusor and see if you like the feeling. Will do, thanks. | ||
Pablols
Chile517 Posts
On February 28 2012 00:42 rwrzr wrote: Show nested quote + On February 27 2012 22:27 Waah wrote: I got enough xp to buy the Spinfusor + Eagle Pistol on Soldier right now. It's my main class so I don't mind using the points, but is there a big improvement compared to AR + Thumper DX, or does the alternate loadout simply allow the class to do a certain task more efficiently (if so, which)? Thumper is a mini Spinfusor (but the shots don't drop or have a range limit) From what it seems the eagle pistol is point and click without having to lead (ala counterstrike or sniping) I believe its up to you play a class with a default spinfusor and see if you like the feeling. Eagle pistol is so good, each shot does 100 damage, perfect for finishing off enemies ![]() | ||
sandg
Australia123 Posts
1. No matter how hard I try, I can't seem to bodyblock anyone, even if they don't knock me away with grenades/discs often they will grab the flag even though I am standing on top of it. What is the proper technique for blocking ? 2. I'm getting the hang of skiing a little bit, still can't get much higher than 150-200 sanics (if you haven't typed GOTTAGOFAST in secret code menu, pls do so asap lol), if I'm lucky... are the high speeds obtained by pathfinders due to the thrust pack, or are they just good at boosting themselves with nitros ? | ||
Keltanokka
Finland279 Posts
On February 28 2012 01:31 sandg wrote: This game is awesome, haven't played tribes since t2 came out, not that I had much experience with it. Atm I'm trying to get good at defense, using juggernaut as hof (if there is no doombringer, I haven't unlocked it yet), in order to check out what routes cappers usually take until I try to become a capper myself. This is my ultimate goal, when I was playing ut2004 I was my clan's main flag capper for ctf/instagib ctf. I have a couple of questions, cos I'm still real nooby... 1. No matter how hard I try, I can't seem to bodyblock anyone, even if they don't knock me away with grenades/discs often they will grab the flag even though I am standing on top of it. What is the proper technique for blocking ? 2. I'm getting the hang of skiing a little bit, still can't get much higher than 150-200 sanics (if you haven't typed GOTTAGOFAST in secret code menu, pls do so asap lol), if I'm lucky... are the high speeds obtained by pathfinders due to the thrust pack, or are they just good at boosting themselves with nitros ? If you are getting 150-200 sanics in a juggy that's pretty good lol. The faster routes (280-90+) usually require you to setup with 2 nitrons and a disc jump (needs egocentric, otherwise you die lol). These routes have quite a long setup time however as they require atleast 1 regen before they can go in. If you also use a nitron just before going into the flag you can usually get 300+ grabs. As for body blocking, the superheavy perk helps a lot since at its final upgrade tear it damages anybody that touches you depending on their speed, so you will instagib most good cappers. I've been mucking about by bocking blocking as a pathfinder in pubs, although body blocking as infiltrator is funnier ![]() | ||
sandg
Australia123 Posts
On February 28 2012 01:41 Keltanokka wrote: Show nested quote + On February 28 2012 01:31 sandg wrote: This game is awesome, haven't played tribes since t2 came out, not that I had much experience with it. Atm I'm trying to get good at defense, using juggernaut as hof (if there is no doombringer, I haven't unlocked it yet), in order to check out what routes cappers usually take until I try to become a capper myself. This is my ultimate goal, when I was playing ut2004 I was my clan's main flag capper for ctf/instagib ctf. I have a couple of questions, cos I'm still real nooby... 1. No matter how hard I try, I can't seem to bodyblock anyone, even if they don't knock me away with grenades/discs often they will grab the flag even though I am standing on top of it. What is the proper technique for blocking ? 2. I'm getting the hang of skiing a little bit, still can't get much higher than 150-200 sanics (if you haven't typed GOTTAGOFAST in secret code menu, pls do so asap lol), if I'm lucky... are the high speeds obtained by pathfinders due to the thrust pack, or are they just good at boosting themselves with nitros ? If you are getting 150-200 sanics in a juggy that's pretty good lol. The faster routes (280-90+) usually require you to setup with 2 nitrons and a disc jump (needs egocentric, otherwise you die lol). These routes have quite a long setup time however as they require atleast 1 regen before they can go in. If you also use a nitron just before going into the flag you can usually get 300+ grabs. As for body blocking, the superheavy perk helps a lot since at its final upgrade tear it damages anybody that touches you depending on their speed, so you will instagib most good cappers. I've been mucking about by bocking blocking as a pathfinder in pubs, although body blocking as infiltrator is funnier ![]() Haha those are the speeds I get as a pathfinder is what I meant... got a long way to go ;_; | ||
Krowser
Canada788 Posts
I play brute and generator rooms are my playground. Bella Omega is now my least favorite map because of this change. | ||
FaRess
Tunisia937 Posts
On February 28 2012 02:45 Krowser wrote: Does anyone know what the idea was behind the change to CTF Bella Omega? Removing the underground base and replacing it with a lame corridor? I play brute and generator rooms are my playground. Bella Omega is now my least favorite map because of this change. it's the least favorite map for 50 % of the people who participated in the ctf maps poll, you're not alone, to be quiet frank I don't think anyone understand what they are trying to do | ||
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