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.