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On March 28 2012 10:36 NoSlack wrote:Show nested quote +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. That isn't the reason there is no HO in comp play. The reason there is no HO in comp play can be summed up into the following 1: They're inferior at dueling compared to raiders. You lack a shield, you have a giant hitbox, and next to no jets. And if you play brute where you do have a shield pack, now you don't have a chaingun so you're effectively useless in a duel. 2: Defense can simply jump out of the way of your mortars. All the current maps have ledges or somewhere else you can sit while you look for their capper. Getting in their face with a chaingun stops this 3: You're a sitting duck for snipers. Pretty much all the spam points currently in the game require you to be in sight of the defense...aka sniper food 4: You're slow. If you get out of position or die it takes forever to get back. Yes this contributes but it isn't the main factor. 5: You're shrike food. Since you're so damn slow as a heavy he can do pretty much whatever he wants to you. But the sniper will probably kill you first.
Its not like T1 or T2C where constant mortar spam WILL clear the flag, mortars are simply too pitiful in this game. And its not like T2C where one heavy can commonly kill 6+ LD before he dies. If gens are ever important (please put naked spawn in hirez) then we'll see HO. Until they give us a heavy loadout with a shieldpack+chaingun or make gens useful you won't see too many HO.
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You guys might want to get the new infiltrator stuff before they hotfix it. It is so OP. You'll feel dirty as crap, but be rolling in EXP. The jackal has insane damage and midair detonation, the knives have massive damage and high travel speed and the smoke grenades are ok.
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On March 28 2012 10:41 Coriolis wrote: 1: They're inferior at dueling compared to raiders. You lack a shield, you have a giant hitbox, and next to no jets. And if you play brute where you do have a shield pack, now you don't have a chaingun so you're effectively useless in a duel.
Funfact, all armors have about the same hitbox size. Titan tested it on his stream.
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On March 28 2012 13:56 Keltanokka wrote:Show nested quote +On March 28 2012 10:41 Coriolis wrote: 1: They're inferior at dueling compared to raiders. You lack a shield, you have a giant hitbox, and next to no jets. And if you play brute where you do have a shield pack, now you don't have a chaingun so you're effectively useless in a duel.
Funfact, all armors have about the same hitbox size. Titan tested it on his stream. Even if they do it isn't the same mentally. Ask any comp player and they'll tell you they hit more on heavies regardless of speed simply because of the perception of it being bigger.
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Regardless of hitboxes, heavy have such slow movement that they are easy targets. In fact, before Jugg got the LMG secondary weapon, pretty much every single heavy class was a free kill in scrims/matches/pubs. You could literally outduel a heavy with pathfinder, infiltrator, sentinel, raider, technician, and soldier. Now it is somewhat harder with Jugg having LMG, but heavy classes still lack a lot of utility.
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On March 28 2012 14:03 Coriolis wrote:Show nested quote +On March 28 2012 13:56 Keltanokka wrote:On March 28 2012 10:41 Coriolis wrote: 1: They're inferior at dueling compared to raiders. You lack a shield, you have a giant hitbox, and next to no jets. And if you play brute where you do have a shield pack, now you don't have a chaingun so you're effectively useless in a duel.
Funfact, all armors have about the same hitbox size. Titan tested it on his stream. Even if they do it isn't the same mentally. Ask any comp player and they'll tell you they hit more on heavies regardless of speed simply because of the perception of it being bigger.
I know, I also hit heavies easier. It was just something that I saw, which was quite funny.
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The reason there's no serious HO play right now is because every other class can base rape better than they can, if they know what they're doing. Almost every game I play in, the first thing I do is open Soldier and take out the enemy turrets and sensor. 4 discs to kill a turret? Ugh. I can drop all of the outside base assets in 10 discs, then go into the generator room and assault that better than any heavy class can. There's a bunch of reasons why (in my opinion, at least) soldier and raider are the best offensive classes.
-Base assets don't have shielding. Yeah, only explosive weapons can hurt them (not including gens), but c'mon. 4 discs to take out a level 1 turret? You'd almost need mortars or missiles to take out assets by yourself in T1/T2c. -As Coriolis said, mortars are a complete joke in T:A. 1300 damage and a huge reload time, compared to 910 on a disc with half the reload time. -Regenerating health means maximum health pools don't mean that much. If a heavy with a shield pack walked into your gen room in previous Tribes games, he was going to be holed up there for a long while. You could eventually take him out with blasters and well-placed discs, though. In T:A, a soldier can kill whoever tries to rep the gens, then regen back up to full before the defenders get back. -Also, standardized ammunitions drops. There's no way to starve someone out of ammo in T:A.
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I don't know who came up with the smart idea of giving the infiltrator a gun that's almost as good as a mortar against base assets, but really...
I mean I like the concept, but it should really be a one shot thing. you fire it, you hit reload to trigger it. Done. being able to stack up 3 of them and then boom is just a bit too awesome IMO.
edit: an upside is that it makes sticky nades somewhat less mandatory. along with the mine change, I see smarty pants infiltrators running jackal+mines and just trolling the fuck out of people in base.
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Yeah, I think the Jackal is just a bit imbalanced compared to the other abilities of an Infiltrator. Does it have any shortcomings when compared to ARX buster? Lower damage?
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On March 28 2012 20:38 HwangjaeTerran wrote: Yeah, I think the Jackal is just a bit imbalanced compared to the other abilities of an Infiltrator. Does it have any shortcomings when compared to ARX buster? Lower damage?
Damage is 500 instead of 600. Not really significant at all.
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Oh man, getting bolt launcher and thrust pack for PTH was the best thing I've ever done. I haven't had this much fun in an FPS in years, seriously. Chasing grabbers is fun as fuck. Also doing e-grabs is easier with thrust. OH MAN. I get all hyped every time I think about playing my sweet, sweet PTH again.
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On March 29 2012 01:18 Scalepad wrote: Oh man, getting bolt launcher and thrust pack for PTH was the best thing I've ever done. I haven't had this much fun in an FPS in years, seriously. Chasing grabbers is fun as fuck. Also doing e-grabs is easier with thrust. OH MAN. I get all hyped every time I think about playing my sweet, sweet PTH again.
i'm a tribes purist and i've been holding off on both of those, but it seems you can't exactly be competitive with just an energy pack and spinfusor anymore. sad.
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As far as I understand energy pack is better for capping, since you regen energy faster when jumping between hills and shit, which you need for jetpacking when going back to base. No idea about the difference between bolt launcher/spinfusor though. I think Bolt launcher does more dmg to you however, but the dps is roughly the same, I've heard.
But then again my first Tribes game is T:A, so I don't know anything.
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I started playing raider on stand with the arxbuster and jammer pack today. It's really funny as all the inf's just run right past you and get revealed while all the cappers get 1-2 stickies in the face and a smg follow up if they live. I forgot just how good the raider was, haven't played him in almost a month now.
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On March 29 2012 04:13 Scalepad wrote: As far as I understand energy pack is better for capping, since you regen energy faster when jumping between hills and shit, which you need for jetpacking when going back to base. No idea about the difference between bolt launcher/spinfusor though. I think Bolt launcher does more dmg to you however, but the dps is roughly the same, I've heard.
But then again my first Tribes game is T:A, so I don't know anything. Epack+spinfusor better for capping, thrust pack+bolt better for chasing/stand D. And thrust pack/bolt didn't exist in any other tribes game anyways, defense had pretty standard loadouts with minimal differences.
On March 29 2012 04:14 Keltanokka wrote: I started playing raider on stand with the arxbuster and jammer pack today. It's really funny as all the inf's just run right past you and get revealed while all the cappers get 1-2 stickies in the face and a smg follow up if they live. I forgot just how good the raider was, haven't played him in almost a month now.
NONONONONO Use shield pack+grenade launcher or I will hate you for all eternity.
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im loving the new inf gear but the new 16vs 16 is way too many people, even 14v14 felt a little too large.
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On March 29 2012 02:16 ohmkerg wrote:Show nested quote +On March 29 2012 01:18 Scalepad wrote: Oh man, getting bolt launcher and thrust pack for PTH was the best thing I've ever done. I haven't had this much fun in an FPS in years, seriously. Chasing grabbers is fun as fuck. Also doing e-grabs is easier with thrust. OH MAN. I get all hyped every time I think about playing my sweet, sweet PTH again. i'm a tribes purist and i've been holding off on both of those, but it seems you can't exactly be competitive with just an energy pack and spinfusor anymore. sad. Personally, I use energy + bolt for capping on most maps, and thrust + bolt for capping on sunstar/chasing everywhere, but energy+fusor is useful as well, given that you've got the upgraded armor and proper perks (reach + egocentric for capping, usually).
Edit: Also, I agree that 16v16 is far too much people on the current map pool, especially Sunstar.
+ Show Spoiler +Actually, I could write multiple paragraphs on the shittiness of sunstar, but I should probably refrain. Suffice to say, I would like it purged from T:A and from my brain.
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Sunstar has gone from hated to loved since the introduced the barnshield, but I can understand people - especially vehicle lovers - still disliking it.
On the down side, infiltrators. Infiltrators everywhere.
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On March 29 2012 08:39 Tamburlaine wrote: Sunstar has gone from hated to loved since the introduced the barnshield, but I can understand people - especially vehicle lovers - still disliking it.
On the down side, infiltrators. Infiltrators everywhere. i found a nice little 250ish cap route, so im happy(ier) with sunstar. i still scrunch up my face in disgust when it's loading
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