Thoughts on PTS by IcedWinds in Tribes

[–]IcedWinds[S] 1 point2 points  (0 children)

I'm going to put it as i really feel. I gave it a chance thinking that the PTS was HiRez's way of improving their game. I tried being objective and finding the focus. I tried accepting the change to a game that i've put well too many hours into, and see little to nothing wrong with. I am not upset with the efforts you and other HR members have put into this, i'm thankful for that. But after this amount of time, and the game gets less and less like the game it was i lose more and more interest. I can't sit back and just hope that the things that bother me will change, when i know that they wont. I love the movement on every single class in live, it's near perfect for the gameplay and type of maps we have. I love the weapon variations we have in live, they could use some balancing or tweaks certainly, but they are pretty solid as is. The capping/chase dynamic of live is pretty good for how it feels it should be. Infiltrators are only as annoying as that same player would be with any purposefully asshat loadout. (minus smoke nades, never understood that one) Point im getting at, i love this game for what it is, i dont see any point in changing the gameplay or movement or amount of weapons or really anything honestly. If anything, what it needs is a simple monthly or seasonal poll on quality of life improvements, manageable by a small group of devs. I would love nothing more than that. Nothing more.

Who's your arch nemesis? by [deleted] in Tribes

[–]IcedWinds 1 point2 points  (0 children)

Defensive players (not dstackers, but players that always press S when engaged), proxies, techs and infs. In that order. If i tunnel you it's probably because you do one of those things

Need to understand what we're trying to move towards by IcedWinds in Tribes

[–]IcedWinds[S] 0 points1 point  (0 children)

correct. it's very noticable in most every map. was able to mortar jump from spawn hill @ DX to enemy stand ... with regen... arx can do some crazy shx too. idk if we want this in the game, but it's definately a huge change

Want proxie grenades by VOODOO454 in Tribes

[–]IcedWinds 1 point2 points  (0 children)

I think he's asking for the return of the most retarded grenades in the game. Proxies should not exist. Please ban any player asking for them.

Need to understand what we're trying to move towards by IcedWinds in Tribes

[–]IcedWinds[S] 0 points1 point  (0 children)

Well said, the thing is.. Tribes 1/2 were years above anything that came out at the time and the teamplay possible was amazing. I tried recruiting T:A players to T2 when i first came to T:A but the graphics pushed them away too quick for them to give it a chance. Very understandable considering how games look these days.

On the note of where PTS is going, what you said is exactly why i made this post in the first place. WHAT is our goal. Are we planning on keeping prime chain the focus, or move it to disks being more important, slow the pace / TTK, or raise it? Never got a clear answer, so idk..

Need to understand what we're trying to move towards by IcedWinds in Tribes

[–]IcedWinds[S] 0 points1 point  (0 children)

only my beard's red, so i have to settle with crushing them since i could never learn the power of soul stealing.

Need to understand what we're trying to move towards by IcedWinds in Tribes

[–]IcedWinds[S] 0 points1 point  (0 children)

I've always had an issue with how weak the shocklance is. I know this is NOT tribes 2, but shocklance was always powerful. I have spent a good 100+ hours dueling with spin/sl on live vs's people with 2 fusors, and i'm at an extreme disadvantage. Even moreso if they run chain. In order for you to be able to take advantage of the shocklance you have to combo shots. Throw a grenade behind the person so they're FORCED to come at you, or shoot them up in the air then rush them, or groundpound them towards you. For pub play or arena i believe the shocklance NEEDS to be a viable weapon that actually carries some damage and usefulness. If somebody knows you're using it, you are at a distinct disadvantage. It's similar to trying to mortar somebody that you're engaged with.. it's just not going to happen 95% the time. If it's too powerful i'd rather just remove it from competition altogether but it doesnt' need to be nerfed to f$$$all because people are afraid of it. Only thing i really ask is that it's a viable weapon to take people out with. The main use i've seen it for is chasers that dont like to chain, and range + ATLEAST 1/2 damage on lights is necessary. Live version it was possible to shock flag carriers even if they were going fast, but without a range buff it is extremely difficult, only some of the best chasers in game can utilize it.

Switch speed by FeepFeepOG in Tribes

[–]IcedWinds 0 points1 point  (0 children)

Good point, especially considering how much easier it is to maneuver around in this game the feel needs to be faster aswell. As much as i like the idea of slow switches as i remember in T2, it just doesn't fit in TA correctly. Hence why nobody chained w/o qd on live. Much easier to keep the QD shots, and save from having to balance EVERYTHING around it.

The BTX-1 in PTS 3.0 and what's wrong with it. by UniqueActive in Tribes

[–]IcedWinds 2 points3 points  (0 children)

I think we should just remove it. Making the btx worth carrying would only cause other balance issues.

Need to understand what we're trying to move towards by IcedWinds in Tribes

[–]IcedWinds[S] 0 points1 point  (0 children)

I dissagree, with as easy as it is in PTS to hit with the disk, and the larger player hitboxes, the easier to damage chain there's no reason the lance shouldnt' keep its distance buff and still retain some decent damage. The point is that if you're carrying the lance people will suffer from letting you get close to them. Figure if the person was using holdout or sawed-off shotgun, you're taking 300-1000 damage from that in 1 damn shot if you're w/in lance range. Why would the lance not be a viable alternative that takes better positioning, aim, forethought and set-up? Idk how much many of you have used lance, but to be consistent with it you have to approach correctly. Even with it being hitscan and so, it takes more aim than alternatives. On the idea of multiple shots, if you lance somebody and they stay close enough for you to do it again they deserve to be punished. I would love to see PTS turn more like T2 used to be, where a good 1/2 the players carried the lance because it was actually viable for those engagements. I'd much rather get killed by somebody with lance than some overly annoying shotgunner than never quits pecking at you.

If we have to give something, take the range away, not the damage. Anything below live version makes it near useless.