Ranger doesn't have an SMG, it has an assault rifle, which is not hitscan. Are you sure you're talking about the right class?
also, there are runs on all three current maps that put you behind hills for 90% of the run- 5% to get away from the enemy base, and 5% to your flagstand. A sniper who isn't actively chasing won't be able to hit you unless you decide to fly above the hills or just run straight up the middle of the map. You're exaggerating. I've just played a few games with a good sniper (topping the server by 10+ kills) and his team has yet to win, so obviously it's not so good that you can't lose against other good players.
TBH I think the nastiest part of the sentinel is the ability to claymore your flag to hell and gone. If you place them right 1 disc won't clear it, so it shuts down caps completely without a pre-emptive tac strike/mortar/ team mate dedicated to clearing them.
I have not had much success with sentinel at all. I won't say that I'm very good though, but I've had most success with medium-heavy classes, especially the juggernaught.
On November 12 2011 09:07 Thereisnosaurus wrote: Ranger doesn't have an SMG, it has an assault rifle, which is not hitscan. Are you sure you're talking about the right class?
also, there are runs on all three current maps that put you behind hills for 90% of the run- 5% to get away from the enemy base, and 5% to your flagstand. A sniper who isn't actively chasing won't be able to hit you unless you decide to fly above the hills or just run straight up the middle of the map. You're exaggerating. I've just played a few games with a good sniper (topping the server by 10+ kills) and his team has yet to win, so obviously it's not so good that you can't lose against other good players.
TBH I think the nastiest part of the sentinel is the ability to claymore your flag to hell and gone. If you place them right 1 disc won't clear it, so it shuts down caps completely without a pre-emptive tac strike/mortar/ team mate dedicated to clearing them.
I just call it an SMG because its basically that class of weapon
And it is hitscan, it just has a spread
An example of a non hitscan SMG with no spread is the raider one
In alpha it was hitscan, did 3 shot bursts and had NO sperad, and it was the most OP'ed class in the game, so they nerfed it by turning it into an SMG with spread on it
Claymore's arn't what makes the class OP, its still a good weapon in that its like the shields, turrets and all the other goodies you can stack on the generator
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In terms of sniping, we only have 3 maps out right now, but all 3 are absolute sniper heavens
On the new map, nuff said from either of the spawn towers, middle vantage or ship vantage, you have clear access within snipable distance of both flags, spawnpoints and inventories, including the ALL viable flag runs inbetween (there are no decent runs that go up the hill AFAIK without being a jumper which dies in 2 hits to sniper so hes long dead on the way up On this map there is very little need to switch vantage points since both are fairly inacessible to enemies without a significant amount of effort, and you end up spawning on top of really great points anyway
On kabatic, the middle is always visible by sniper, leaving the 2 side runs to be covered. At least one of the side runs will ALWAYS be coverable by a sniper standing on either side of the spawn hill, or the two major towers in the center. Travelling between these two vantage points is very easy as you will be able to cover the distance much faster than a capping opponent taking these routes will be able to cover (since hes covering a much larger distance than you) Moving in between all of these vantage points is very straightforward Central hills have access to both cap points and end/start of flag routes, and have sufficient visibility such that the only way you can hide is by being on the single side route which is not covered - otherwise the sniper is within a 20m walk of procuring your vision for the next 30 seconds
On the last map, it's a little tricker. Even though the main spawnpoint and ships have direct access to all routes in center, and about 30% of the routes on the sides, the center ship is an extremely vulnerable place to stand, and offers very little viability in terms of moving in between routes Good ways of covering more ground (and sniping distance) is by being on the sides, however players travelling through the middle will be harder to hit due to the relative speed increase from shooting at someone travelling perpendicular to you However a good sniper at this point will be able to shoot 2/3 of the map from one of these points, however will not have access to one of the sides My personal is to usually move around the near sides of the spawn which gives me access to the whole map except behind the enemy ship as long as i keep moving around This gives me the option to suicide at any moment and end up back on the ship which allows me to snipe both sides when they pop up their routes
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I dunno, really, i think it's totally OP. Re-usable hitscan weapons don't belong in tribes
Come play with me sometime anyway, i'm leading between 15-25 kills a game (short-long matches)
I'll stick you on my friends list, but I play on the AU servers because my ping on EU or NA is something like 250 consistently, makes it a bit tricky to hit anything
It's a good analysis of sniping by the way, but again it sort of takes into account that you're not going to be pressured while a cap is going down. If I try and stand stil/jump stationary in a good vantage on a lot of maps I will get infiltrator'd/countersniped/missiled/mortared etc. I find keeping moving and taking shots of opportunity at cappers on their way out is safest, while keeping claymores farmed and performing utility jobs like harassing heavies and repairing stuff if necessary the most effective way to rack up score at least, and I win a lot more than I lose simply because Pub teams don't have the teamwork to deal with claymores a lot of the time. All those times where you lose a flag cap because yours gets taken a few seconds before your capper gets home? doesn't happen when you've got me in the game and gen is up (or later on period, since deployable stations don't use base power- I hope that gets nerfed)
On November 12 2011 12:01 Thereisnosaurus wrote: I'll stick you on my friends list, but I play on the AU servers because my ping on EU or NA is something like 250 consistently, makes it a bit tricky to hit anything
It's a good analysis of sniping by the way, but again it sort of takes into account that you're not going to be pressured while a cap is going down. If I try and stand stil/jump stationary in a good vantage on a lot of maps I will get infiltrator'd/countersniped/missiled/mortared etc. I find keeping moving and taking shots of opportunity at cappers on their way out is safest, while keeping claymores farmed and performing utility jobs like harassing heavies and repairing stuff if necessary the most effective way to rack up score at least, and I win a lot more than I lose simply because Pub teams don't have the teamwork to deal with claymores a lot of the time. All those times where you lose a flag cap because yours gets taken a few seconds before your capper gets home? doesn't happen when you've got me in the game and gen is up (or later on period, since deployable stations don't use base power- I hope that gets nerfed)
The biggest thing to remember is the fastest way to reload and get a vantage point is to just suicide and kill yourself
Kills and deaths don't matter in this game, flags and caps do
And a sniper makes it really, really, really hard to cap
Yeah, I actually want to talk to the devs about the suicide thing. It's such an integral part of the game I think it's worth formalising in that instead of suiciding, players recall to their inventory station over a couple of seconds, to perhaps make it slightly less of the best thing to do in any situation, even leave it as is but rename it. As it is, they teach triber kids different nursery songs:
If you're happy and you know it kill yourself...
Humpty dumpty sat on a wall, Humpty dumpty pressed K
Alright update for all you guys. Also, luckbox, my in-game name is Mercury! I play in the NA region though I don't know if that's what you play on.
The new physics changes are pretty damn awesome. The game is lightning quick if you know how to ski. The weapons and loadout system is still weird, but the game is definitely fun from a capping / skiing perspective. There is a huge skill gap in skiing now. From my 6 hours of gameplay yesterday (I couldn't get away from the capping / speed) I only came across one player who could outright keep up with me. Made for some very interesting games.. especially when we decided to stack haha.
The video luckbox showed capping is no where near the speeds you can achieve in this game currently. Its a great video to show gameplay but doesn't really demonstrate the speeds people are achieving. Considering all tribes vets are speed junkies, take a look at this video:
This is showing the upper bounds of skiing but he overall he's not maxing out. That first 'grab' where the flag isn't there and text is displaying he's going about 207km/h. I think he does get some really high speeds somewhere in there but I'm not too sure. Yesterday I achieved a grab at 290km/h and an overall speed of 330km/h. This was so fast I couldn't control my direction quick enough and died from slamming into the OOB grid lol.
Those speeds aren't easy to achieve and may require some elaborate path to hit, but they are doable. You may notice instead of disc jumping he's throwing grenades. Basically its the same thing but the pathfinder class gets a concussion grenade which does less damage and gives the same boost, so everyone has been using that as an alternative to disc jumping.
So if you want to just run routes and get insane speeds and flag cap / flag chase, I would recommend getting this game now. For the other aspects of the game, its still a bit questionable (Baserape is still lulzy). If one side has a class the other side doesn't like technician, that team basically auto-loses.
On November 13 2011 03:45 Luckbox wrote: I'm on EU unfortunately Razith, and yes it's faster post-patch,
Also the mass speed into OOB thing is a glitch, you get to a state where you just continously accelerate and you won't slow down UNLESS you hit OOB.
No this wasn't the speed glitch. I know about that glitch and its hilarious. I've actually hit speeds where I just slammed into the OOB grid and died. I think that was a 290km/h grab and someone landed a disc on me as I grabbed and I was pushing mid 300's.
On November 13 2011 03:38 Razith wrote: The new physics changes are pretty damn awesome. The game is lightning quick if you know how to ski. So if you want to just run routes and get insane speeds and flag cap / flag chase, I would recommend getting this game now.
I'd recommend gettign this game after they sort out the physics. Atm game is kinda broken, yea you can reach higher speeds, but it takes forever to ge any speed. Chasing is non existent due to a myriad of reasons that need fixing/tweaking. So atm everygame it's a race to kill each others efc around each others base, i.e. when flag runners run out of map.
When they sort out all the parameters it should be alot better but atm its like moon gravity in jelly.
On November 13 2011 03:38 Razith wrote: The new physics changes are pretty damn awesome. The game is lightning quick if you know how to ski. So if you want to just run routes and get insane speeds and flag cap / flag chase, I would recommend getting this game now.
I'd recommend gettign this game after they sort out the physics. Atm game is kinda broken, yea you can reach higher speeds, but it takes forever to ge any speed. Chasing is non existent due to a myriad of reasons that need fixing/tweaking. So atm everygame it's a race to kill each others efc around each others base, i.e. when flag runners run out of map.
When they sort out all the parameters it should be alot better but atm its like moon gravity in jelly.
Chasing right now as easy as jetting to your peak, hitting a hill and nade / disc jumping at the bottom. I have no problem catching up with anyone who grabs our flag.
On November 13 2011 03:38 Razith wrote: The new physics changes are pretty damn awesome. The game is lightning quick if you know how to ski. So if you want to just run routes and get insane speeds and flag cap / flag chase, I would recommend getting this game now.
I'd recommend gettign this game after they sort out the physics. Atm game is kinda broken, yea you can reach higher speeds, but it takes forever to ge any speed. Chasing is non existent due to a myriad of reasons that need fixing/tweaking. So atm everygame it's a race to kill each others efc around each others base, i.e. when flag runners run out of map.
When they sort out all the parameters it should be alot better but atm its like moon gravity in jelly.
Chasing right now as easy as jetting to your peak, hitting a hill and nade / disc jumping at the bottom. I have no problem catching up with anyone who grabs our flag.
I think it's more of an issue that you only have a very limited set of weapons to chase with
I really didn't expect to be decent just from playing the old Tribes but holy crap am I terrible at this game haha. I'm finally starting to not totally suck at skiing. I like to roll engineer sometimes but I suck with any gun other than the disc it seems so after buying a bunch of classes I'm definitely digging the default Soldier class.
I have to disagree. Tribes movement was indeed one of a kind. However TFC had much more dynamic movement than UT, Quake or DF2. Conc jumping acceleration alone trumps anything you could do in those other games. Concs, ramp slides, full bhop, total air control, rocket jumps, pipe jumps etc. The game was played at a speed rarely seen in other FPS team games.
Wait, your using conc jumping as a argument for why its movement is better then in tribes? Tribes had all that and more.
I love both TFC and Tribes, probably Tribes a little more as it was my first love but both are great. Anyone play on Cain's Lair in Tribes 1? Probably my fondest memory... sadly I cant even remember the name I used or the team I competed with for a while.
The fact is, Tribes' movement mechanics are a bit more limited than those of Q1 based games like TFC. Theres no air control in tribes(Similar to Q3 Q2 etc), which is a huge limitation on the acrobatic abilities the players can accomplish. And you may be underestimating conc jumping a bit
I use to play Tribes:AA on PS2, was an awesome game with a small competitive community with a bunch of clans. The game is completely dead but I'm trying out this new game. Seems a little slow and not enough energy but still pretty fun for now. I'd like to see how it develops.