God, I love those times when you're having a bad game and out of nowhere, you go on an absolute fucking tear for the last 5 minutes. Got 5k points only in the first 15 minutes, and 10k points in the last five to top the scoreboard
Epic last 5 minutes too. It was 4-4, and we each had the flag. All of us were tossing the flag between each other as to not die. I only got to hold it once, briefly before I had to set it off as I got clipped by an air strike from a Shrike. But fuck it was intense.
On January 31 2012 20:22 gregnog wrote: The game is a pretty fun pass time.
There are tons of issues with the physics right now though. Touching anyone in any way is so weird. Your pinky toe barely grazing the top of someones head while going 200 mph and you stop cold. The #1 flag defense is literally just standing on top of the flag... seems kind of awkward.
Doombringers seem kind of a durp class, people just find corners of the map and troll missle launch all game not helping their team in any way.
Not really sure what Thereisnosaurus is talking about with the "leading" with SMG and AR. They are pretty much light speed. Going top speed flying through the air anyone with an auto can just hit you with 100% accuracy even if they are so far away you cant even see them. It seems kind of cheesy, I would much rather have the autos do more damage but not be so easy mode with the accuracy.
Nope, Nope and Nope.
Even if you're a heavy and you're standing on the flag, you can easily grab it 'with your feet' over the heavy's head. Even when he's jumping up. And half the time this won't be an issue, you just blast him aside.
DMB are pretty effective as HoF on some maps and in some situations. The chaingun is a monster. The saber is pointless, so you're right there.
What's top speed? You need to lead a LOT with the AR etc.. Unless you're both standing still... Long range shots with moving targets are almost impossible without leading half a screen...
No. You can not simply take the flag when someone is standing on it. Absolutely no idea what you are talking about. I exclusively play Pathfinder as well. It is very random/awkward when you touch people, especially at higher speeds. You can not simply shoot someone aside, especially a heavy, as they only move a foot. I have grabbed a flag over someones head dozens of times, but the chances of that happening are still very slim, lower than 10% at least, if not ~5%. Being able to just skim over the top and grab the flag above their head is just situational, where they have minimal defense and you can grab a flag at lower speeds.
When I say "top speed" I mean over 200 mph, which I am almost always flying at. People that are too small to see never have a problem hitting me. I have played the ranger and have never had a problem hitting anyone. Not exactly sure what your talking about on this either. Granted I barely play any classes with an auto and haven't for at least a month. I still don't think its as hard as you are making it out to be. A dude with an SMG simply shouldn't be able to hit me while I am going 200 mph and so high in the air neither of us can see each other without markers.
Btw, I obviously don't mean they hit every single bullet. But the high %'s that the autos achieve is just silly. Like I said earlier, higher damage with lower accuracy would make a more enjoyable game to me.
Well I just think you have a skewered view on this. I play defense in a competitive team and I've done quite a bit of casting. What you say is simply not true. It takes about half a clip to kill a full health medium with the AR if you're hitting 100%. Even the best of the best don't do this. They need at least two clips (top level players) to kill someone at distance (across midfield Katabatic for instance) and when they do, that's a once a map shot.
Body blocking is one of the hardest aspects in this game right now. The flag reach perk makes it almost impossible, and even if you're sporting 'Super Heavy' you're going to be pinballed aside enough for a capper to get through when you're on the flag itself. What you need to do is to anticipate the trajectory and block in mid-air. Which isn't a small feat. It's a 'cry out and go WHOAH' moment for a caster. That is of course when the capping routes are anything like this and aren't just straightforward front to back at 200. You'll be lucky not to get MAed if you're doing those.
^a competitive EU match played yesterday. I wasn't main caster, but you can here me muttering in the background now and then.
Oh really? What team are you on? One of the EU ones I'm assuming, but I'm curious being on a team myself.
I have to wonder how one already gets on a team, or even how competitions are formed during this beta. Don't get me wrong, I'm really happy that there is commentary for pro games already but how is all of this organized?
On February 02 2012 08:41 Mistapibb wrote: I have to wonder how one already gets on a team, or even how competitions are formed during this beta. Don't get me wrong, I'm really happy that there is commentary for pro games already but how is all of this organized?
Theres a really hardcore community from Tribes 2. A lot of them switched over and kept the same communication. They have big IRC channels on quake net and a team speak server for all teams to join.
On February 02 2012 08:41 Mistapibb wrote: I have to wonder how one already gets on a team, or even how competitions are formed during this beta. Don't get me wrong, I'm really happy that there is commentary for pro games already but how is all of this organized?
Theres a really hardcore community from Tribes 2. A lot of them switched over and kept the same communication. They have big IRC channels on quake net and a team speak server for all teams to join.
Yeppppppp Theres a ascend channel of some sort on quakenet (apparently euros go here) and the US scene mostly goes to tribalwar.irc.com in #ascend.
And I wouldn't really call it pro games. Most of us are just ex t1/t2 comp players with a few people from other games.
On February 03 2012 00:06 Coriolis wrote: http://hi-rez.custhelp.com/app/answers/detail/a_id/297 NEW PATCH NOTES OMG Apparently hirez hates chasing, nerfs shrike+chaingun style weapons. Looks like chasing will be even worse than before....
Holy shit, I'm only a quarter of the way through reading them and these are some absolute monster changes. I'm excited to see all the changes - it's gonna be like playing a new game almost lol.
On February 03 2012 00:06 Coriolis wrote: http://hi-rez.custhelp.com/app/answers/detail/a_id/297 NEW PATCH NOTES OMG Apparently hirez hates chasing, nerfs shrike+chaingun style weapons. Looks like chasing will be even worse than before....
Whiteouts did get nerfed though, and now you can chase as a pathfinder with disc/light AR/nitrons/thrust pack if you want to. Medium chasing is clearly worse though with the thumper nerf, but the tech has one as well so you might drop turrets to chip some HP off and go chase after them.
I was debating whether to get Scrambler or Raider yesterday. Picked up Raider, and now I find out I can use the most broken capping ability in the game (self scramble) on my Raider. Fuck yes :D
On February 03 2012 02:39 TBone- wrote: Wait, I just maxed out on the ranger, what will happen to all my xp on him :'(.
jesus dude it's like the first paragraph:
Due to the depth and breadth of changes in this update, users will start fresh in the game with no items purchased. Gold and XP will be refunded based on previously earned XP, Tokens and Gold in the game (such that your time in the game thus far is rewarded). This will allow each user to choose how to allocate their earnings optimally under the new system without being constrained by your previously made choices
On February 03 2012 02:39 TBone- wrote: Wait, I just maxed out on the ranger, what will happen to all my xp on him :'(.
jesus dude it's like the first paragraph:
Due to the depth and breadth of changes in this update, users will start fresh in the game with no items purchased. Gold and XP will be refunded based on previously earned XP, Tokens and Gold in the game (such that your time in the game thus far is rewarded). This will allow each user to choose how to allocate their earnings optimally under the new system without being constrained by your previously made choices