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On March 27 2012 19:41 Clownz wrote: 3 questions
1. What does Falloff mean? "Falloff range is 33% more aggressive, and the maximum falloff amount was increased 5%." -¿wait wat?
2. Is raider a better dueler than soldier? Why?
3. Why soldier is better at defending than raider?
1. Means the damage is reduced at longer ranges (typically applies to snipers trying to kill someone at the other end of the map but is also why your Eagle Pistol sometimes does 39 damage instead of the full 100). 2. It appears to be the general consensus. The reason behind it is that you won't beat a skilled SMG user who enjoys a hugely increased health pool (thanks to the Shield Pack). 3. Because Raiders are called Raiders and not Defenders ? Not sure if the question is about balance or if you're asking why it is actually so.
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On March 27 2012 20:06 frd wrote:Show nested quote +On March 27 2012 19:41 Clownz wrote:
3. Why soldier is better at defending than raider? 3. Because Raiders are called Raiders and not Defenders ? Not sure if the question is about balance or if you're asking why it is actually so.
Is it so that mostly in competitive play raiders attack and soldiers defend? If so, why? 
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Falloff
At some point a bullet has lost enough velocity to do less damage, I'm not sure what kind of bullet does so at such short range, but better gameplay comes before logic here so we'll just pretend it makes sense. the 5% increase in max falloff means that the BXT does 300 damage at minimum I think, when it was 325.
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On March 27 2012 20:19 Clownz wrote:Show nested quote +On March 27 2012 20:06 frd wrote:On March 27 2012 19:41 Clownz wrote:
3. Why soldier is better at defending than raider? 3. Because Raiders are called Raiders and not Defenders ? Not sure if the question is about balance or if you're asking why it is actually so. Is it so that mostly in competitive play raiders attack and soldiers defend? If so, why?  Raiders are better at clearing flag stands of players and deployables, and better at destroying base assets. Soldiers would be slightly better on defense, I suppose, because they can boost themselves more efficiently with discjumps to chase. That said, in competitive play, a soldier will never be fast enough to effectively chase a capper. Which leaves it only one real role, which is capper protection in case of stand-offs.
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Raiders' only explosive weapon can't reliably hit incoming cappers, soldiers can. Besides they have AR which is great for clearing any offense. Raiders aren't bad at clearing out offense around your base, but they really can't do much to cappers imo. Plus as mentioned raiders are a ton better at offense than soldiers so..
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Do you guys think heavies have a place in competitive play? Besides HOF, I dont really see what other role they can do better than other classes. Maybe generator camping but I dont really think destroying generators is worth dedicating one player full time. Imo they should buff heavies in a way that gives them a better acceleration option, like a boost from grenade/weapon splash which I really think needs to be waaay better.
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Juggs are good at clearing flagstands, you need a DB for shrikes. I am unsure what to do with a Brute though, they might need something.
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On March 27 2012 21:45 HwangjaeTerran wrote: Juggs are good at clearing flagstands, you need a DB for shrikes. I am unsure what to do with a Brute though, they might need something.
Yeah that is true for pubs, for competitve play Im not so sure. Last night I was watching Zoidbergstein's stream and he commentated how they tried having a heavy mid field offense which was okay but not comparable to raider. Also he said HOF with doombringer was okay but again not worth it for maybe one more pathfinder. He explained very nicely why he thinks that.
Competitive play of CTF in any game, according to him, boils down to one thing: timing. In tribes its very hard for a capper to cap the flag because of the deployables, HoF and other defenses, and even harder to get home alive with snipers/ shrikes. So to combat these things, the team works everything out in timings: it takes Zoid aprox 1min to be on enemy flag and every other player whose doing offense works in the same 1min manner. Thats the time they have to spawn, jet to the other teams base, clear the stand, anoy snipers etc. To be able to fill that 1min norm they choose classes that ur up to the job; pathfinder, soldier or raider. He said they experimentated with juggernaut in flag stand clearing/making havoc role, and considering the damage juggernaut was the best at it but he was simply to slow and couldnt fill the 1min norm.
On the defense side, he didnt discuss much a role that heavies have on defense besides HoF. He just mentioned they are okay but once your flag is capped and you need to chase, there is not much you can do. Its really not worth sacrificeing one more chaser for a heavy on defense.
Thats why i think heavis should get a buff in their acceleration options because Im really a fan of them, HOF especially, and I would hate to not see them being played in competitive play.
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On March 27 2012 22:12 NukeD wrote:Show nested quote +On March 27 2012 21:45 HwangjaeTerran wrote: Juggs are good at clearing flagstands, you need a DB for shrikes. I am unsure what to do with a Brute though, they might need something. Yeah that is true for pubs, for competitve play Im not so sure. Last night I was watching Zoidbergstein's stream and he commentated how they tried having a heavy mid field offense which was okay but not comparable to raider. Also he said HOF with doombringer was okay but again not worth it for maybe one more pathfinder. He explained very nicely why he thinks that. Competitive play of CTF is any game, according to him, boils down to one thing: timing. In tribes its very hard for a capper to cap the flag because of the deployables, HoF and other defenses, and even harder to get home alive with snipers/ shrikes. So to combat these things, the team works everything out in timings: it takes Zoid aprox 1min to be on enemy flag and every other player whose doing offense works in the same 1min manner. Thats the time they have to spawn, jet to the other teams base, clear the stand, anoy snipers etc. To be able to fill that 1min norm they choose classes that ur up to the job; pathfinder, soldier or raider. He said they experimentated with juggernaut in flag stand clearing/making havoc role, and considering the damage juggernaut was the best at it but he was simply to slow and couldnt fill the 1min norm. Thats why i think heavis should get a buff in their acceleration options because Im really a fan of them, HOF especially, and I would hate to not see them being played in competitive play. That....isn't completely true. Deployables aren't what makes it hard to cap, its the defenders/snipers/shrikes.
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On March 27 2012 22:13 Coriolis wrote:Show nested quote +On March 27 2012 22:12 NukeD wrote:On March 27 2012 21:45 HwangjaeTerran wrote: Juggs are good at clearing flagstands, you need a DB for shrikes. I am unsure what to do with a Brute though, they might need something. Yeah that is true for pubs, for competitve play Im not so sure. Last night I was watching Zoidbergstein's stream and he commentated how they tried having a heavy mid field offense which was okay but not comparable to raider. Also he said HOF with doombringer was okay but again not worth it for maybe one more pathfinder. He explained very nicely why he thinks that. Competitive play of CTF is any game, according to him, boils down to one thing: timing. In tribes its very hard for a capper to cap the flag because of the deployables, HoF and other defenses, and even harder to get home alive with snipers/ shrikes. So to combat these things, the team works everything out in timings: it takes Zoid aprox 1min to be on enemy flag and every other player whose doing offense works in the same 1min manner. Thats the time they have to spawn, jet to the other teams base, clear the stand, anoy snipers etc. To be able to fill that 1min norm they choose classes that ur up to the job; pathfinder, soldier or raider. He said they experimentated with juggernaut in flag stand clearing/making havoc role, and considering the damage juggernaut was the best at it but he was simply to slow and couldnt fill the 1min norm. Thats why i think heavis should get a buff in their acceleration options because Im really a fan of them, HOF especially, and I would hate to not see them being played in competitive play. That....isn't completely true. Deployables aren't what makes it hard to cap, its the defenders/snipers/shrikes.
Yeah. I was just naming stuff randomly for example purposes, thats why i included "other defenses" . Offcourse defenders/ shrikes/ snipers make it hard, but deployables are also a nuisance and team offense is expected to clear them aswell.
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Also, I tought you guys might appreciate some info regarding no spectator first person view. Its one of things that really bugged me (along with no chat channel intergrated in a post game score screen, or anywhere in the client) so I asked Zoid if he knew anything about it.
Apparently Zoid talks a lot with HiRezBart and he told him they are currently working on it and are aware how important it is for the game. Turns out that kind of feature requires a lot of programing and engine work and was intended to be in the game since start. They expect it to be implemented soon.
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On March 27 2012 22:34 NukeD wrote: Also, I tought you guys might appreciate some info regarding no spectator first person view. Its one of things that really bugged me (along with no chat channel intergrated in a post game score screen, or anywhere in the client) so I asked Zoid if he knew anything about it.
Apparently Zoid talks a lot with HiRezBart and he told him they are currently working on it and are aware how important it is for the game. Turns out that kind of feature requires a lot of programing and engine work and was intended to be in the game since start. They expect it to be implemented soon. Bart says many things. Most of them don't happen.
Just head over to the tribal war IRC at #ascend and you'll probably find him eventually.
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Oh boy, the Jackal is nuts. However, I think there's an issue with it, where you'll stick 3 shots on a base asset and it only applies the damage once. Will test it further a bit later. Didn't have enough saved for the Throwing Knives or the Smoke Grenade, so can't comment on that.
As a sidenote, I wonder if they've screwed up the pack pricing (you have the option of purchasing the weapons as a pack, or the weapons and the skins as a pack, or the weapons and one of the skins as a pack), because the weapons + Assassin skin pack costs more than the weapons + Merc skin. The Assassin skin is nicer, imo, but I wonder if they're actually putting a price on "coolness".
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On March 27 2012 20:19 Clownz wrote:Show nested quote +On March 27 2012 20:06 frd wrote:On March 27 2012 19:41 Clownz wrote:
3. Why soldier is better at defending than raider? 3. Because Raiders are called Raiders and not Defenders ? Not sure if the question is about balance or if you're asking why it is actually so. Is it so that mostly in competitive play raiders attack and soldiers defend? If so, why? 
Soldier thumper explodes instantly, making it easier to deal damage on the stand to cappers.
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What do you guys think about gold prices in this game/buying gold in general? Have you done it?
I initially purchased the $10 coin/VIP pack, and I'm thinking of buying more. But it seems to me gold prices are prohibitively high. One weapon equals $10. When I click that purchase button I will absolutely _not_ feel like I have gotten my moneys worth. The same with skins - $20 for the Infiltrator bundle, and that's just one of many to come.
I do realize that in purchasing gold you are also partly paying for playing the game as well as supporting the company, and not necessarily the "product" you get such as weapons/skins. Now let's say you've spent $60 on gold coins, similar to a pay-to-play game. At this point you've "purchased" the game, and now all future gold purchases will be even more ridiculously priced. It's probably a bit weird to think of it this way, but I am really not too happy about the amount of virtual goods you get for what you pay...
If I follow my own reasoning, I guess I have another $50 to go before I can complain about prices. Still...
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To me it looks quite reasonable, I wouldn't buy stuff with gold directly though, just boost. That said I'm so piss poor I haven't put any money into the game yet. Only grinded the Grenades and Falcon for Sentinel.
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On March 27 2012 23:53 frd wrote: Oh boy, the Jackal is nuts. However, I think there's an issue with it, where you'll stick 3 shots on a base asset and it only applies the damage once. Will test it further a bit later. ... and upon further testing it turns out it's just an issue with how the damage is displayed.
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On March 27 2012 23:53 frd wrote: Oh boy, the Jackal is nuts. However, I think there's an issue with it, where you'll stick 3 shots on a base asset and it only applies the damage once. Will test it further a bit later. Didn't have enough saved for the Throwing Knives or the Smoke Grenade, so can't comment on that.
As a sidenote, I wonder if they've screwed up the pack pricing (you have the option of purchasing the weapons as a pack, or the weapons and the skins as a pack, or the weapons and one of the skins as a pack), because the weapons + Assassin skin pack costs more than the weapons + Merc skin. The Assassin skin is nicer, imo, but I wonder if they're actually putting a price on "coolness". The assassin skin costs more than the merc one does
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Air detonations with the Jackal....NO
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On March 28 2012 03:29 Ethenielle wrote: What do you guys think about gold prices in this game/buying gold in general? Have you done it?
I spent $50 yesterday. I didn't do it for the gold, but because it feels like a $50 game to me. It's more for the support of HiRez and appreciation for a good implementation of Tribes.
Also, about the 1 minute timing and reason there's no HO in competitive play. Just like SC2 this game will evolve, and we just don't know what it'll evolve into.
Personally I think (and hope) that teams will just adjust to hit at 1:15 instead of 1:00 and the pros will outweigh the cons. In T1 there were some teams that would do their first run without even going to an inventory station to get an energy pack. There were more options in T1 when it came to strategies and I hope they add in a requirement to use an inventory station as well.
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