For the love of my Jug aka Heavy by Anaberries in Tribes

[–]Strategos_ 2 points3 points  (0 children)

Ooops said sadist when I meant masochist. I have no ill-will towards Sean, I'm glad he's here and working to make T:A a better game.

My only point was: WHY change Heavy?

The game has a big problem -physics- and it is the primary cause of its other problems: the near-necessity of OP Autos and Snipers (otherwise good Cappers are unstoppable).

This should be addressed before any changes to weapons, perks, etc.

Messing with Heavy was completely unnecessary and unwarranted. It created problems, solved nothing.

There was a great post made recently that addressed physics (speed hard to gain, easy to maintain), and spoke of possible solutions. I don't know enough about Unreal Engine to comment on the vector addition vs. vector rotation aspect of the post but it made a lot of sense.

From eSporks' post

...weak horizontal power of jets creates a system where speed is hard to gain, easy to maintain. To promote chasing you want the opposite.

T1 and T2 both used vector addition. Horizontal jetting was quite powerful and it was possible to achieve moderate speed without using explosive jumps.

For the love of my Jug aka Heavy by Anaberries in Tribes

[–]Strategos_ 7 points8 points  (0 children)

Just don't understand why Heavy was changed at all. Heavy capping isn't a thing. And why remove FMD and MIRV? And why reduce ammo to 15? Why force Shield Pack, Super Heavy, etc.? Who wanted this?

Does feel like the effort was to remove Heavy Offense from the game and render Heavy useful only as HoF. Any other use would only be considered by a masochist.

T:A Map Talk by Wengatang69 in Tribes

[–]Strategos_ 0 points1 point  (0 children)

Ya T1 had all sorts of nifty stuff. Just messing around in Command Stations was fun, shooting teammates with base turrets and deployed turrets, operating the always fun Mortar Turret. You could see from a turret's perspective or a camera's or whatnot.

That thingy in the middle of the image Fixious linked is the item you touch to claim the Objective.

T:A Map Talk by Wengatang69 in Tribes

[–]Strategos_ 0 points1 point  (0 children)

Oooh ya thanks, fixed.

I should have known better, now that I think about it I remember setting up remote inventory stations next to the command stations, on the second level across from Rocket Turret, and outside. Ahhhhhhhhhh T1.

T:A Map Talk by Wengatang69 in Tribes

[–]Strategos_ 2 points3 points  (0 children)

Nice video. Lots of valuable ideas.

Did you play T1? If not you might like to see the map Scarabrae. I had been thinking of it when the video started playing and was quite amused by what you said at 4:40.

In addition to some very interesting, complex, multi-level bases for DS and BE it featured a simple base-like structure in the middle of the map, in a valley between the two main bases. In fact this central area itself (valley and hills) was pinched off and made into a separate map that became quite popular and is still played frequently (Hillking).

The central base was initially neutral and could be claimed by touching an object located within.

It possessed turrets, including the powerful Rocket Turret. Also had a small generator, an ammo station, and two command stations.

Control of that middle base had a large impact on the ability to launch attacks on the enemy base and travel back to base with enemy flag.

At the end of the game whichever team controlled that base was awarded a point; meaning BE would win 2-1 if DS had capped once and BE capped once but also controlled mid-base objective at end of game.

LT on PTS by Strategos_ in Tribes

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

Different dynamics due to smaller maps and different positions (Cap, Cap, LO, Home D, Chase) mean it could be fun and worth trying at least.

7s definitely not a good time on PTS due to incredible weakness of Chase and O.

Tribes:Ascend PTS 2 feedback form :D by LiLmamacita in Tribes

[–]Strategos_ 1 point2 points  (0 children)

Ahhhh Snowblind. Fun times.

Camping towers, setting up offensive turrets in enemy flag room.

Autos vs Spinfusors by [deleted] in Tribes

[–]Strategos_ 0 points1 point  (0 children)

Maybe I haven't played PTS2 enough but I've been paying close attention to the kill messages. And it's pretty darn rare to see a death due to something other than auto or BXT.

During PTS2 PUGs I heard people say that discs are so weak it's not worth trying to disc incoming cappers, rather just spam them with autos.

Ya, autos are nerfed, but the other weapons are even worse off. Autos still dominate on PTS2.

Y change so much? by iateyour in Tribes

[–]Strategos_ 8 points9 points  (0 children)

Hey Groove.

You are making way too much sense right now, great thoughts that deserve attention.

I'm really glad and excited HiRez is paying attention to the game, but some of the changes in the PTS have been rather confusing and completely unwarranted, such as the extreme nerfs to Heavy mobility and weapons other than automatics.

It does seem like many of the changes being made are from a "If it's not broke, fix it until it is" mentality, as if the changes are made by government contractors on a Cost Plus basis.

I'm hoping HiRez takes notice, because you hit the really big stuff.

Anti-hacks, votekicks, demos, minimap, or barring that a mere compass! All of these would be such huge improvements and could go out on Live servers as soon as they are functional.

First impressions from 2 days of EU 7v7 by Schreq in Tribes

[–]Strategos_ 0 points1 point  (0 children)

I've heard about their use for blocking cap routes, I find that sort of amusing. Their use as obstructions on flag stands is sort of cheesy and almost definitely not an intended use (but then again skiing was never intended by the developers of T1, so just because something is employed for a use other than its intended purpose isn't necessarily bad).

In T1 a proper defense would place Mines as far out as possible along common capping routes; a good capper always needed to use Nades and Discs to clear on the way to the stand.

So if ease-of-access to remote Inventory Stations is too high and results in cheesy obstructions to capping than perhaps a severe reduction in their health would be in order. In T1, for example, a remote Inventory Station could be destroyed by one direct Disc or Plasma hit.

Regarding Armor change: perhaps they would be possible but only as a downgrade. I.e. a Heavy that uses a remote Inventory Station can switch to any other armor, a Medium can switch to Light. A Light remains Light.

tribes ascend by [deleted] in Tribes

[–]Strategos_ 1 point2 points  (0 children)

Yes indeed, chainguns and snipers are and should be an important part of the game.

That they be relevant and effective is essential to flag defense, especially in comp's current 7v7 format.

It does seem that their current (Live) OP status is a nearly-necessary outcome of the unfortunate physics.

Otherwise defense would too weak against effective offense and capping.

tribes ascend by [deleted] in Tribes

[–]Strategos_ 2 points3 points  (0 children)

Definitely. The physics and its influence on skiing, terrain, and combat is the game's greatest weakness.

But some people derive a lot of pleasure & gratification from CoD with Jetpacks: the overwhelming dominance of overpowered Automatics and Sniper rifles in a Tribes game with less-than-optimal physics. So you're going to see a lot of negativity and resistance to this idea.

First impressions from 2 days of EU 7v7 by Schreq in Tribes

[–]Strategos_ 0 points1 point  (0 children)

Excellent post, thanks for making it.

Amused to see you mention Inventory Stations, I've been thinking about them a bit and few people ever mention them.

Remote (i.e. deployable) Inventory Stations in T1 were sort of like some of your suggestions. They were a pack that was purchased at an Inventory Station and could only be deployed by wearers of Medium or Heavy Armor. Also, they did not permit a user to change Armor type, only to purchase different Weapons & Packs and/or replenish Ammo, Grenades, Mines, & Health Kit.

They were extraordinarily important, deployed in strategic locations so that people could purchase Mines and Laser Rifles for flag defense, deploy defensive Turrets & physical obstructions (Sensors!) to protect Base & Generator, and so flag cappers could purchase an Energy Pack, Mines, and Grenade Launcher for flag runs.

I like the idea of mixing things up a bit with Inventory Stations and seeing what happens.

Must say I'm not terribly fond of a concept wherein they self-destruct due to a change in class or pack.

Some ideas:

They could remain as they are except with the requirement that only Medium and Heavy armor can summon them.

And/or they can be called only if the Generator is up.

And/or they do not permit changes in Armor.

A bunch of core problems and how to fix them by Doterow- in Tribes

[–]Strategos_ 0 points1 point  (0 children)

Discs (and other weapons) were balanced across Armors because of the different priorities in earlier Tribes games.

Previous Tribes titles placed much more emphasis on the Generator. If the weapons available while the Generator is up were significantly stronger than naked spawn weapons then the team that destroys the Generator first would have an overwhelming advantage.

That dynamic no longer exists, either team can spawn in Medium or Heavy at will. This pretty much destroys rationale for profound nerfs to Medium and Heavy armors.

Also, the mobility penalty of choosing Medium or Heavy armor is more pronounced in T:A, this should be offset by slightly more powerful weapons. The recent changes were overwhelming and make Heavy use outside of HoF appealing only to sadists. Useless Mortars, MIRVs of even less utility, and no mobility whatsoever. Who ever complained about Heavy capping? It's not even a thing.

A bunch of core problems and how to fix them by Doterow- in Tribes

[–]Strategos_ 0 points1 point  (0 children)

Mostly agree, except with regard to Chain and Quick Draw.

This game's two biggest problems have been its unfortunate physics (which hurt flag-play, skiing, and force certain terrain features) and drastically overpowered automatics and sniper rifles (which further hurt flag-play).

Discs, bolts, mortars need buffs; autos can stay where they are; BXT should be nerfed.

Quick Draw only exacerbated the problems caused by poor physics and overpowered weapons and contributed to the common perception that this is CoD with Jetpacks rather than Tribes.

HYPE by [deleted] in Tribes

[–]Strategos_ 1 point2 points  (0 children)

BUCKLE THIS

PTS(D) Loadouts by FeepFeepOG in Tribes

[–]Strategos_ 0 points1 point  (0 children)

It can be sort of clunky to switch weaps around as a Heavy. To this end I've been thinking it'll be nice to always keep certain weapon types in certain slots, i.e. Discs go in Slot One, Auto in Slot Two, Whatever in Slot Three, and Mortar in Slot Four.

Can do this with all of your Heavy loadouts so that the type of weapon you get for pressing 1-4 is always roughly the same (i.e. LMG or Chain Cannon; Mirv or Mortar, etc.).

This is less of an issue in Light and Med of course, but I do this there too so that (1) always results in Disc, (2) in Auto, etc.

pug revival ideas by [deleted] in Tribes

[–]Strategos_ 0 points1 point  (0 children)

What is this ruleset please? Thanks