User information for Beaner

Real Name
Beaner
Nickname
Beaner
Email
Concealed by request
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None given.

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Signed On
March 3, 2001
Total Posts
512 (Apprentice)
User ID
9214
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512 Comments. 26 pages. Viewing page 1.
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46.
 
Re: Battlefield 4 Trailer Tease
Mar 20, 2013, 05:20
46.
Re: Battlefield 4 Trailer Tease Mar 20, 2013, 05:20
Mar 20, 2013, 05:20
 
siapnar wrote on Mar 19, 2013, 23:02:
<Electric-Spock> wrote on Mar 19, 2013, 22:04:
BF3 is a such a failure regarding a true successor it's not even funny -

- Netcode = Shit. If you don't acknowledge it, or at least notice it, theres no hope for you.

- Nerfed Gameplay. Horrible fish bowl sized maps. Health Regen, even on vehicles like 3 seconds after being hit. Lame. Removed
VOIP, no commander, and you can spawn on any squad mate and not just lead. So much for tatics, RUSH!. All vehicles have infinate ammo, and you can't run up in any enemy's base as it's out of bounds and you die, which is tied in with class nerfing removing special forces etc... You don't have to monitor clip/magazine consumption, just reload over and over. Unlimited sprint. No cross squad communication and the game feels more like Team Death Match with no one working together. There's more but you get the point.

- No Mod tools or ability to host your own dedicated server. They took away the pride of running your own server and the community making maps and whole other mod's. Project Reality, AIX, etc...

- Premium and Micortransactions. WTF. You had people that pre-ordered the limited edition of the game and just because they didnt pay for the rest of the DLC up front and buy premium they are punished by not being able to connect to premium servers. Customer Service? Also, selling unlocks? Whore out much EA?

- Announcement of BF4 before BF3 was completed? Signs of what's to come I guess. EA/Dice know that COD's engine is getting dated and they are ready to step in, take over, and cash in on the yearly event.

I understand you must make changes for the game to be entertaining on a console but jeez. I really wish they would have made the Medal of Honor series the COD clone and left Battlefield for the PC. It looks like ARMA 3 is the only PC focused FPS option now
You've got a ton of valid points there, especially the lack of true teamwork and some things getting dumbed down, but damn, I still have fun.

And if you think a company like EA is going to release mod tools for their game so they can increase it's longevity.. HA!

This seems to be the overall consensus issue with most new multiplayer games these days. I wish they would focus as much on netcode as they do all the eye candy.

-
29.
 
Re: Star Citizen Multiplayer Details
Nov 13, 2012, 01:10
29.
Re: Star Citizen Multiplayer Details Nov 13, 2012, 01:10
Nov 13, 2012, 01:10
 
I have faith. His efforts are refreshing considering all the casual publisher goop these days.
24.
 
Re: Steam Top 10
Jul 30, 2012, 04:44
24.
Re: Steam Top 10 Jul 30, 2012, 04:44
Jul 30, 2012, 04:44
 
This isn't really a great game stand alone. Its more the co-op online experience with a group of friends which makes it good.
7.
 
Re: Tribes: Ascend Patched
May 25, 2012, 04:39
7.
Re: Tribes: Ascend Patched May 25, 2012, 04:39
May 25, 2012, 04:39
 
lol...that is all..
87.
 
Re: Tribes: Ascend Passed 1M Downloads
May 18, 2012, 00:56
87.
Re: Tribes: Ascend Passed 1M Downloads May 18, 2012, 00:56
May 18, 2012, 00:56
 
Jerykk wrote on May 17, 2012, 23:40:


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.

People can defend the wonky TA physics all they want. At the end of the day whether you favored T1, or T2. Both games allowed for the extreme maximum in movement control and jetting. Excellent momentum (classic for T2). Neither one of them had chase issues. They had a higher intensity threshold compared to TV/TA. The chase skirmishes in TA are nowwhere near as exciting as they are in T1/T2. That's one of the best parts about the high level of play in Tribes.

This comment was edited on May 18, 2012, 01:05.
86.
 
Re: Tribes: Ascend Passed 1M Downloads
May 18, 2012, 00:49
86.
Re: Tribes: Ascend Passed 1M Downloads May 18, 2012, 00:49
May 18, 2012, 00:49
 
There are things in TA that will require a new kind of mindset to play. I understand that. What I hate is that this mindset does not allow any player to go full out with their skillset. Its forced down to try and balance the game out for newbies. It's like watching Nascar and forcing everyone to run 4 cylinder turbo engine so any joe six pack can join the race.

I much prefer what they did in T2. They added a lot of things that will appeal to new players and help them along the way as they improve. Mortars, missiles, elf gun, vehicles, deployables etc. All things that will appeal to newbies without sacrificing the extreme's in the movement and physics that many long time players have come to love about tribes. Its just not the same in TA and it kind of makes the game blow.
16.
 
Re: Unreal 4 Details & Screenshots
May 18, 2012, 00:35
16.
Re: Unreal 4 Details & Screenshots May 18, 2012, 00:35
May 18, 2012, 00:35
 
more eye candy, more crappy gameplay and netcode.
79.
 
Re: Tribes: Ascend Passed 1M Downloads
May 17, 2012, 06:17
79.
Re: Tribes: Ascend Passed 1M Downloads May 17, 2012, 06:17
May 17, 2012, 06:17
 
Jerykk wrote on May 17, 2012, 05:41:
Yeah, this is a big issue for defense. Unless you already have a decent amount of momentum, disc-jumps are pretty worthless. Cappers already have momentum when they grab the flag so it's not an issue for them but for LD/MD, it's pretty annoying.

I've been through beta's for T2, Tribes Vengeance and Legions. I'm just shocked that the same problems with a 4th tribes game still exists.

We all know the story of T2 and its soupy slow base physics. Fortunately that was fixed by community players with classic or base++. At least base T2, as slow as it was, was still smooth chasing.

With TV Irrational seemed to be a bit clueless about the concept of chasing. It was non existent except on the smallest maps. Momentum from a disc and stand still was utter crap.

Than Legions comes around. Same problem. Bad momentum, easy Llama grabs crappy chasing and of course they added auto regen which caused other problems. They kept blaming the problem on the map designs. The game played best on very small maps for that reason. They did improve on it to the point where it was close to T2C but we know what happened to legions.

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. I don't get it. Usually I wouldn't fret much because I know at some point community players will improve by tweaking the game properly. Zodd/Zod did it with T2. Rapher did it to some extent with TV. Unfortunately that isn't ever going to happen with Tribes Ascend. That's a big difference.
77.
 
Re: Tribes: Ascend Passed 1M Downloads
May 17, 2012, 05:34
77.
Re: Tribes: Ascend Passed 1M Downloads May 17, 2012, 05:34
May 17, 2012, 05:34
 
Flatline wrote on May 16, 2012, 13:10:
Matshock wrote on May 16, 2012, 12:31:
That's the problem though- it takes at least 5 people who are good at flag defense AND choose to do it vs. 1 that barely knows how to cap. If both teams actually get enough defense people then things get interesting.

Part of this I blame on map/game design. Most flags are seriously placed out in the open in ski ramp paths to facilitate difficult defense. Lone wolf flag cappers can dominate because the maps are designed to let them dominate.

I don't know how long some of you have played tribes but blaming these issues just on map design is false. There were plenty of maps in T1 and T2 where the flag was in a wide open space open to fast routes. (Canyon Crusade anyone?) It was never that big an issue. Part of the problem is that there is no ability to kill the capper at the flag stand. No ability for LD to mine disc kill someone coming in for a lame attempt. In T1/T2, cappers actually had to run a good timed route to get a clean grab and escape. In Ascend, most any fumble bumb can llama grab with very little issue.

Secondly I don't know why, but every frickin non dynamix tribes game has issues with chasing. Why is it that in T1/T2 you could move to chase from a stand still after a capper coming in full speed. A quick disc jump and chase. It was weak in Tribes Vengeance and its weak in Tribes Ascend. Is this suppose to be Tribes or what?

In an attempt to make the game more casual it has brought about other balance issues that make this game less appealing for real competitive play. Who can honestly take this game serious when you have auto regen and no team damage? when every capper can llama in for a grab and pop away with some nitrons. Its more like s shiny variant of Shifter/Renegades.
55.
 
Re: Tribes Ascend: Launches
Apr 12, 2012, 23:04
55.
Re: Tribes Ascend: Launches Apr 12, 2012, 23:04
Apr 12, 2012, 23:04
 
Veterator wrote on Apr 12, 2012, 22:43:
Capture and Hold mode is not very good. Needs SOMETHING to make it more focused, slower caps (5 second turnovers is stupid), and it has definite favoritism to a handful of classes by design.

Which is funny because one of their biggest excuses for not allowing you to customize your loadout and force fix classes was so people would use a variety of balanced classes. What bullcrap. Yeah people gravitated toward some popular loadouts, but I'll take that freedom over this TA fixed limited class bullcrap. Now all you have is limitations and people gravitating toward a few specific popular fixed classes. This isnt really Tribes. Its more like a variant or mod of Tribes. At least it looks pretty. Thats all I can say in a positive light for now. Grinding in a classic fps like Tribes is sad. very sad. Those COD machine gun weapons need a spread like the tribes chaingun. Yeah you know the actual "Tribes" chaingun.

10.
 
Re: Tribes: Ascend Diary
Apr 12, 2012, 00:34
10.
Re: Tribes: Ascend Diary Apr 12, 2012, 00:34
Apr 12, 2012, 00:34
 
ColoradoHoudini wrote on Apr 11, 2012, 20:26:
Not sure what other maps there are. I just saw the email today that they are adding Raindance. Apparently the most popular of the original Tribes maps. I wasn't a Tribes player, so I'm curious to see what all the fuss is about.

Don't expect too much. Raindance was one of the more popular CTF maps in Tribes 1. It was remade for Tribes 2 and just as popular. It plays well but a lot of the way that map played may not play the same in TA. It's not like its going to be a "wow this map is amazing" for people who have never played Tribes before. Hi-rez should have had this and maybe some other classic CTF maps in beta so they could test and get the physics right. Too much of TA is Tribes vengeance ice skating not so much Tribes "jump skiing" which allowed for more radical type of moves.
9.
 
Re: Tribes: Ascend Diary
Apr 12, 2012, 00:26
9.
Re: Tribes: Ascend Diary Apr 12, 2012, 00:26
Apr 12, 2012, 00:26
 
This is the right dirrection but making a great franchise like tribes into F2P with their whacky restrictions just sucks.

Its funny but these free games will actually end up costing you more than one you paid for up front.
34.
 
Re: Tribes Ascend Beta Adds New Map; Physics Changes
Mar 22, 2012, 01:28
34.
Re: Tribes Ascend Beta Adds New Map; Physics Changes Mar 22, 2012, 01:28
Mar 22, 2012, 01:28
 
It's not that bad.
But I am disappointed that so far there are no Children of the Phoenix or Starwolf tribes. :(

If you never played Tribes it isn't that bad of a game. But like many of us, you have to admit there are many elements of the first two tribes games that you miss. The missing clans as you mentioned. I truly miss the full ability to customize my loadout. The fact that you can no longer use popular common loadouts. It makes the game less appealing to me.
33.
 
Re: Tribes Ascend Beta Adds New Map; Physics Changes
Mar 22, 2012, 01:21
33.
Re: Tribes Ascend Beta Adds New Map; Physics Changes Mar 22, 2012, 01:21
Mar 22, 2012, 01:21
 
The nitron changes are appropriate. They put too many things in the game to try and make it easier for newcomers to get quick boosts of speed without actually having to know how to ski very well or disc jump. By doing that they completely put other things out of balance. Chasing was a big part of tribes and yet Irrational Games and Hi-rez didn't seem to understand that delicate balance. At least Hi-rez is making these adjustments in the right direction. They can add more weapons and armors since newbies like that. Just bring back more of the traditional things like decent disc jumping, better jets and up hill skiing without sputtering out so easily. Also they need to have team damage and get rid of the health regen.
31.
 
Re: Tribes Ascend Beta Adds New Map; Physics Changes
Mar 22, 2012, 01:12
31.
Re: Tribes Ascend Beta Adds New Map; Physics Changes Mar 22, 2012, 01:12
Mar 22, 2012, 01:12
 
some steps in the right direction. I still hate the way they employed the fixed classes. Its just not tribes the game that way. Also this game proves why the unreal engine is horrible for mulitplay games that require stellar netcode.
29.
 
Re: MechWarrior Tactics Announced
Feb 22, 2012, 05:03
29.
Re: MechWarrior Tactics Announced Feb 22, 2012, 05:03
Feb 22, 2012, 05:03
 
This seems to be the trend. Take legendary classic games and go F2P with them. Kind of sucks.
19.
 
Re: Renegade X: Black Dawn Released
Feb 1, 2012, 04:58
19.
Re: Renegade X: Black Dawn Released Feb 1, 2012, 04:58
Feb 1, 2012, 04:58
 
wow pretty impressed for a free game.
8.
 
Re: Tribes Ascend Beta Patch
Nov 24, 2011, 01:08
8.
Re: Tribes Ascend Beta Patch Nov 24, 2011, 01:08
Nov 24, 2011, 01:08
 
Yeah the fixed loadouts really changes the dynamic of the game in a bad way for me. I know its to suit their F2P model but its like ripping a key defining feature out of Tribes. There are time where you need to make those quick reflex changes to assist on O or D and the fixed classes kind of ruins that flexibility all together. They've done some stuff right. It looks good, the movement seems a bit off (not good like T2C,T1) but a bit better than the TV ice skate thing (although it is still basically ice skating like TV). I absolutely hate the concept of auto regen but oh well.
8.
 
Re: Tribes: Ascend Speed Cap Removed
Nov 12, 2011, 00:15
8.
Re: Tribes: Ascend Speed Cap Removed Nov 12, 2011, 00:15
Nov 12, 2011, 00:15
 
None at all. Coincidence our names are similar.
6.
 
Re: Tribes: Ascend Speed Cap Removed
Nov 10, 2011, 23:22
6.
Re: Tribes: Ascend Speed Cap Removed Nov 10, 2011, 23:22
Nov 10, 2011, 23:22
 
Jerykk wrote on Nov 10, 2011, 22:40:
Nice! Now they just need to get rid of the retarded predefined loadouts and bring back the freeform loadout system.

Unfortantely their payment system completely revolves around the fixed classes. I doubt they could or would make that change. This game is ok. It's still not the extreme esport fun level as T1 or T2C. I was hoping they could take it to that level. Thus far its like meh. But hey its pretty.
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