On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
On January 10 2012 08:27 Ulfsark wrote: I am very interested in this game. Money is kind of tight for me at the moment. Think this game is worth the money in its current state? Or should I wait and see how things go?
What are the known problems it has?
Kinda confused by this post.
This game is currently planned to be Free-To-Play with the only things money can buy you is classes/exp faster, not anything that you cannot get through just time playing without spending money.
On January 10 2012 08:27 Ulfsark wrote: I am very interested in this game. Money is kind of tight for me at the moment. Think this game is worth the money in its current state? Or should I wait and see how things go?
What are the known problems it has?
Kinda confused by this post.
This game is currently planned to be Free-To-Play with the only things money can buy you is classes/exp faster, not anything that you cannot get through just time playing without spending money.
On January 10 2012 08:27 Ulfsark wrote: I am very interested in this game. Money is kind of tight for me at the moment. Think this game is worth the money in its current state? Or should I wait and see how things go?
What are the known problems it has?
Kinda confused by this post.
This game is currently planned to be Free-To-Play with the only things money can buy you is classes/exp faster, not anything that you cannot get through just time playing without spending money.
lol yeah I realize that now sorry, Ill edit it.
But what are the current issues?
just a few things that i deal with
they're trying to get weapon speed inheritance down properly (read a few pages back, it's explained somewhat) weapons are still being balanced so you need to re-learn how those work almost every patch maps are being altered almost every patch. so you need to re-learn your lines on 4-5 maps every 2-3 weeks
On January 10 2012 07:19 Terr wrote: You can spot people with LeftAlt, I have changed it to one of my additional mouse buttons since it's easier to use it way.
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
Thanks! I'm starting to feel that defense is kinda wasteful because it is so hard to damage decent (180+ kph) cappers at the flag post (With the Doombringer is funny, I see myself as those AA guns that can't hit shit in the movies) Maybe a raider to chase and disrupt their defense? Capper, sniper and chaser are the only roles I feel are efficient, and I hate them all Are flag defense heavies worthy or should I start practicing something else?
On January 10 2012 07:19 Terr wrote: You can spot people with LeftAlt, I have changed it to one of my additional mouse buttons since it's easier to use it way.
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
Thanks! I'm starting to feel that defense is kinda wasteful because it is so hard to damage decent (180+ kph) cappers at the flag post (With the Doombringer is funny, I see myself as those AA guns that can't hit shit in the movies) Maybe a raider to chase and disrupt their defense? Capper, sniper and chaser are the only roles I feel are efficient, and I hate them all Are flag defense heavies worthy or should I start practicing something else?
if you're a jugg, the actual best thing you can do is sit on the flag and stop the momentum of the flag carrier by body blocking him. i find that to be so much more important than health
I spend way too much time on this game, daily. The game is incredibly fun and has plenty of depth. It may very well be the reboot the Tribes franchise has needed.
Some minor gripes that I have: 1. Hand grenades are awkward. I feel the nitro grens that the pathfinder have are really intuitive but every other grenade seems to go nowhere where I intend. They either float too far or too short and most of the time when I think a grenade would be useful I'd rather just take another shot with my primary weapon.
2. Perks/unlocks are strict upgrades. No real decision making there.
On January 10 2012 07:19 Terr wrote: You can spot people with LeftAlt, I have changed it to one of my additional mouse buttons since it's easier to use it way.
Thaaaaaaaaaanks!
On January 10 2012 07:56 Charger wrote:
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
Thanks! I'm starting to feel that defense is kinda wasteful because it is so hard to damage decent (180+ kph) cappers at the flag post (With the Doombringer is funny, I see myself as those AA guns that can't hit shit in the movies) Maybe a raider to chase and disrupt their defense? Capper, sniper and chaser are the only roles I feel are efficient, and I hate them all Are flag defense heavies worthy or should I start practicing something else?
if you're a jugg, the actual best thing you can do is sit on the flag and stop the momentum of the flag carrier by body blocking him. i find that to be so much more important than health
I try, but that's even harder. Even with the superheavy perk a spinfusor/thumper blast will move me from the flagstand. I still sit on top of it, but the flag "hitbox" on stand is wierd and with the reach perk they can dodge me.
I don't want to whine anymore I know I suck (hard) at this game but I like it and I want at least to be considered for scrims.
On January 10 2012 07:19 Terr wrote: You can spot people with LeftAlt, I have changed it to one of my additional mouse buttons since it's easier to use it way.
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
Thanks! I'm starting to feel that defense is kinda wasteful because it is so hard to damage decent (180+ kph) cappers at the flag post (With the Doombringer is funny, I see myself as those AA guns that can't hit shit in the movies) Maybe a raider to chase and disrupt their defense? Capper, sniper and chaser are the only roles I feel are efficient, and I hate them all Are flag defense heavies worthy or should I start practicing something else?
i have a lot of fun defending as a juggernaut. i've been getting some nice kill streaks from just shooting a disc at the flag when a light is grabbing it. or shooting mortars around the generator area to clear it out in my base
On January 10 2012 07:19 Terr wrote: You can spot people with LeftAlt, I have changed it to one of my additional mouse buttons since it's easier to use it way.
Thaaaaaaaaaanks!
On January 10 2012 07:56 Charger wrote:
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
Thanks! I'm starting to feel that defense is kinda wasteful because it is so hard to damage decent (180+ kph) cappers at the flag post (With the Doombringer is funny, I see myself as those AA guns that can't hit shit in the movies) Maybe a raider to chase and disrupt their defense? Capper, sniper and chaser are the only roles I feel are efficient, and I hate them all Are flag defense heavies worthy or should I start practicing something else?
i have a lot of fun defending as a juggernaut. i've been getting some nice kill streaks from just shooting a disc at the flag when a light is grabbing it. or shooting mortars around the generator area to clear it out in my base
If you are only shooting the disc at the flag you should switch to Soldier, as the Spinfusor MKD does less damage than the regular Spinfusor. You should try to combo your mortar and your disc on the flag (shoot mortar swap shoot disc) to maximize your chances. If you do it correctly you can kill light and medium cappers on the spot.
On January 10 2012 07:19 Terr wrote: You can spot people with LeftAlt, I have changed it to one of my additional mouse buttons since it's easier to use it way.
Thaaaaaaaaaanks!
On January 10 2012 07:56 Charger wrote:
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
Thanks! I'm starting to feel that defense is kinda wasteful because it is so hard to damage decent (180+ kph) cappers at the flag post (With the Doombringer is funny, I see myself as those AA guns that can't hit shit in the movies) Maybe a raider to chase and disrupt their defense? Capper, sniper and chaser are the only roles I feel are efficient, and I hate them all Are flag defense heavies worthy or should I start practicing something else?
i have a lot of fun defending as a juggernaut. i've been getting some nice kill streaks from just shooting a disc at the flag when a light is grabbing it. or shooting mortars around the generator area to clear it out in my base
If you are only shooting the disc at the flag you should switch to Soldier, as the Spinfusor MKD does less damage than the regular Spinfusor. You should try to combo your mortar and your disc on the flag (shoot mortar swap shoot disc) to maximize your chances. If you do it correctly you can kill light and medium cappers on the spot.
oh. i had assumed heavy did more damage then the medium. testing the damageout i now realize what's going on ehhh i like the mortar too much to switch to brute or soldier
On January 10 2012 07:19 Terr wrote: You can spot people with LeftAlt, I have changed it to one of my additional mouse buttons since it's easier to use it way.
Thaaaaaaaaaanks!
On January 10 2012 07:56 Charger wrote:
On January 10 2012 05:28 LagT_T wrote: On my journey on learning how to play ctf I've found It is hard to get feedback on my gameplay because the stats showed at the end of the game dont show much. I like to play doom/jugger defense but i dont know if it is important for the team. I usually stand near/on top of the flagpost to combo cappers with mortar+spinfusor and hopefully slow them, or mow them down with chaingun, am I doing it right? Generator defense is also a part of what i do, but only when my flag is taken. Any advice is appretiated. Thanks in advance.
EDIT. Also, if someone can tell me how do I do the "Small/Medium/Heavy Enemy spotted" thingie that leaves a mark I'll appretiate that a lot too.
Yeah that's good defense. Even taking away significant health is a huge plus for your team. Defense isn't usually about stopping them from capping but instead killing the capper asap and you help with that. Now if you're on a team full of idiots (as often happens in pubs) and the guy still makes the cap it's because no one on your team is chasing/doing an emergency grab, or they suck too bad to do either well.
Generator D is good but not at the expense of not defending the flag unless there are multiple people defending and you aren't needed immediately. You gotta be careful because getting your gen up is rarely worth not getting shots on the flag capper.
Thanks! I'm starting to feel that defense is kinda wasteful because it is so hard to damage decent (180+ kph) cappers at the flag post (With the Doombringer is funny, I see myself as those AA guns that can't hit shit in the movies) Maybe a raider to chase and disrupt their defense? Capper, sniper and chaser are the only roles I feel are efficient, and I hate them all Are flag defense heavies worthy or should I start practicing something else?
if you're a jugg, the actual best thing you can do is sit on the flag and stop the momentum of the flag carrier by body blocking him. i find that to be so much more important than health
I try, but that's even harder. Even with the superheavy perk a spinfusor/thumper blast will move me from the flagstand. I still sit on top of it, but the flag "hitbox" on stand is wierd and with the reach perk they can dodge me.
I don't want to whine anymore I know I suck (hard) at this game but I like it and I want at least to be considered for scrims.
easiest way to prevent discs/thumper from knocking you off is to jet straight up in the air. this is only if you see them coming in. then plan your descent right when they are going to be on the flag. it's an easy way to counter thumper spammers or disc users coming in fast
so im saving up for the scrambler class because i herd it has a very high skill ceiling, is this true? also these made me laugh my ass off + Show Spoiler +
Performance: I am running the game on a Q9505@3,4Ghz and a gtx570. During intense fights, the frames drop to below 30 even when I switch to 1280x720 with low effects and now shadows. Is this normal?
Picture Quality: The game has horrible level of detail blends. Especially on the new map the pillars of the aqueduct constantly switch shadowing. Do you get the same?
Fusion grenade indoors: Should this thing be this powerful? I score more kills/generator destructions with it than with my spinfusor. Especially with the upgrades ... It's hard to play Jugg or Doom just because of how powerful the fusion grenade is indoors. Am I missing something about Jugg/Doom that should make them better?
Actually in Tribes 2 there was a role known as Heavy Offense. Their lot in life was to get mortars and go into the enemy base to rape everything with said mortars.
Yes they're supposed to hurt.
Unless you're talking about the fractal grenade. That thing is stupid, practically invisible and just kills you so fast.