Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:

Regularly scheduled events

Report this Comment
Use this form to report the selected comment to the moderators. Reporting should generally be used only if the comment breaks forum rules.

85. Re: Tribes: Ascend Passed 1M Downloads May 17, 2012, 23:40 Jerykk
 
Orogogus wrote on May 17, 2012, 14:23:
Jackplug wrote on May 17, 2012, 14:13:
T:A has the physics is all wrong for a Tribes game. It seems that if you are travelling fast in one direction and then fly upwards off a ramp, then try to steer left you cant cos of the momentum and you fly away from you intended target. When playing Tribes 1, you had very good control when doing the same thing.

Useless none listening devs as usual, who noob the game so everyone can play it without having high learning curve..

From the way you describe it, the T:A method would be the higher learning curve.

I think the skiing in T:A actually does have a higher learning curve. The jetpack provides far less vertical boost than it did in the previous games and disc-jumping barely provides any boost unless you already have a decent amount of momentum. As Jackplug mentioned, it's also harder to change direction.

So now we have Tribes Ascend and the same frickin problem exists. bad physics for chasing, auto regen, and hey lets add no team damage while we are at it.

The lack of friendly fire balances out when it comes to defense. Sure, cappers no longer have to worry about friendly mortar spam, but HoFs don't have to worry about getting pummeled by friendly LD fire either. The health regen kinda has the same effect. Chasers can regen while chasing while cappers can't heal at all unless they drop the flag. This gives chasers the benefit of being able to disc-jump multiple times. I play a Soldier with the Egocentric perk and I can disc-jump three times starting from full health, which is usually enough to catch up to the capper unless the map is really small and he's moving really fast. Health regen also means that defense never has to leave their position to heal, but it also makes it much easier for HO to harass from long-range because they can just keep healing, forcing someone on defense to leave their position and actively engage them. If they just increased the boost you get when disc-jumping from a standstill, that would solve a lot of issues.

It's weird that T1 was naturally balanced while the rest of the games haven't been. T2 massively favored defense, what with everything having tons of shields and the base turrets being pretty OP. Also, homing missiles everywhere. T:V favored offense, with disc-jumping from standstill being largely ineffective and the grapple allowing cappers to make drastic and sudden changes in direction. T:A favors offense as well, though the force fields, jammers and Super Heavy perk do make it more balanced than T:V. T1 had perfect balance. Cappers could move at supersonic speeds and fly off into the stratosphere, but defense had mine-discing and body-blocking to counter that. The freeform loadout system and ability to carry more than two weapons also empowered defense, as you could effectively snipe, chase and defend your base all in a single loadout.

This comment was edited on May 17, 2012, 23:53.
 
Avatar 20715
 
 
Subject
  
Optional
Message
 
Login Email   Password Remember Me
If you don't already have a Blue's News user account, you can sign up here.
Forgotten your password? Click here.
 




footer

.. .. ..

Blue's News logo