I was there in the last days of TRIBES when it was fucking awesome.
Unlimited speed was amazing. Granted, it made the game more offense based, but that's why you had to learn to airdisc.
Then we're thinking of different things. The speed I'm referring to was impossible to air disc. They were flag caps from grabbing to capping in a couple seconds, on maps that weren't small. Caps that damn near happened before mines on the first flag could even fully explode. It was abuse at its very limit.
Been trying to rock a few of the different classes. The spinfusor ones are awesome but I get bored with that weapon all the time. Trying to master others.
Currently using the Raider. Seems powerful if you can master the nades and shield pack.
I was there in the last days of TRIBES when it was fucking awesome.
Unlimited speed was amazing. Granted, it made the game more offense based, but that's why you had to learn to airdisc.
Then we're thinking of different things. The speed I'm referring to was impossible to air disc. They were flag caps from grabbing to capping in a couple seconds, on maps that weren't small. Caps that damn near happened before mines on the first flag could even fully explode. It was abuse at its very limit.
It was not fun.
I played in a guild competitively as light flag cap offense. I could cap to cap snowblind without touching the ground. It was awesome.
Granted, our defense was incredible. We had a guy who was offered a spot in Imperial Elite (the top tribes competitive guild) who could keep our flag in base as if by magic.
citizen059hello my name is citizenI'm from the InternetRegistered Userregular
I'm using the same name I have here.
I'm just as bad at this as I was with Tribes 1, but it's still tons 'o fun.
And re: the HiRez forums...man. MAN. They even came out and said "we aren't just going to take Tribes 1 or 2 and slap new graphics on it", and the majority of the complaints are the equivalent of "you didn't take tribes 1 or 2 and slap new graphics on it, wtf".
I'm had a blast tonight even though I'm thoroughly mid-pack when it comes to kills and assists. I really ought to spend some of my gold on unlocking some new classes but I'm not really sure where to start. I'm getting better with the spinfusor, leading targets and anticipating where they land, but I like weapons that have splash damage so I don't have to be pinpoint accurate with my shots.
Here's a bit of me playing today, the quality is kind of shit because I was streaming it to Twitch.tv and just uploaded that to Youtube: http://www.youtube.com/watch?v=doQPvNM3-hM
Hot damn that looks like fun. High speed jetpacking and loads of explosions? I can appreciate that. So when's this planning on going into open beta?
Edit: How come the only thing I can think of when I see this flag-feuding is that one bunch of Red Vs. Blue episodes with the two Halo teams playing CTF? "WE MUST PROTECT THIS HOUSE!!!"
I'm almost certain they are going to tweak the speed cap as the Beta progresses. I remember reading somewhere that the cap was put in at its current level in order to fix some broken tactics in the alpha while they found better ways to fix them. The good thing about the situation is that a speed cap is really easy to adjust (relatively speaking) and that we're still in Beta so there is plenty of time for it to be adjusted.
I dont think it's entirely the speed cap. It's just too hard to get moving as anything other than a light with a booster pack. You are never going to catch someone if they take a half-decent route, they can even fuck up all day and if you weren't moving at speed in the right direction initially, you will not catch up.
There's a real lack of options when it comes to medium or long range combat too. The spinfuser does everything really well, which is fine... but some classes dont HAVE a spinfuser and their primary weapons are very lackluster. Why would you need a Scrambler when someone with a spinfuser never has to get in range of the turret in the first place, or when going for the generator may actually be able to kill someone if they're guarding it.
Overall the game is pretty awesome, I'm just sad that the spinfuser is the alpha and omega of weapon choices. It's a Tribes staple to be sure, but the other stuff had uses...
Edit: I think most of the weapon issues are projectile speed and explosive radius, not necessarily their damage or style. The spinfuser has a fast movespeed, great direct hit damage and a pretty big radius. The grenade launchers are hit or miss. The one the ranger has is great, the one the raider has is 'okay' and the one for the scrambler is just ass on a stick. I don't really know why the Scrambler has a pistol and perhaps the worst primary weapon in the game...
I dont think it's entirely the speed cap. It's just too hard to get moving as anything other than a light with a booster pack. You are never going to catch someone if they take a half-decent route, they can even fuck up all day and if you weren't moving at speed in the right direction initially, you will not catch up.
There's a real lack of options when it comes to medium or long range combat too. The spinfuser does everything really well, which is fine... but some classes dont HAVE a spinfuser and their primary weapons are very lackluster. Why would you need a Scrambler when someone with a spinfuser never has to get in range of the turret in the first place, or when going for the generator may actually be able to kill someone if they're guarding it.
Overall the game is pretty awesome, I'm just sad that the spinfuser is the alpha and omega of weapon choices. It's a Tribes staple to be sure, but the other stuff had uses...
Edit: I think most of the weapon issues are projectile speed and explosive radius, not necessarily their damage or style. The spinfuser has a fast movespeed, great direct hit damage and a pretty big radius. The grenade launchers are hit or miss. The one the ranger has is great, the one the raider has is 'okay' and the one for the scrambler is just ass on a stick. I don't really know why the Scrambler has a pistol and perhaps the worst primary weapon in the game...
To get you to pay money for a non shit loadout.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
0
Jerkbotsome kind of hypnotistRegistered Userregular
I dont think it's entirely the speed cap. It's just too hard to get moving as anything other than a light with a booster pack. You are never going to catch someone if they take a half-decent route, they can even fuck up all day and if you weren't moving at speed in the right direction initially, you will not catch up.
There's a real lack of options when it comes to medium or long range combat too. The spinfuser does everything really well, which is fine... but some classes dont HAVE a spinfuser and their primary weapons are very lackluster. Why would you need a Scrambler when someone with a spinfuser never has to get in range of the turret in the first place, or when going for the generator may actually be able to kill someone if they're guarding it.
Overall the game is pretty awesome, I'm just sad that the spinfuser is the alpha and omega of weapon choices. It's a Tribes staple to be sure, but the other stuff had uses...
Edit: I think most of the weapon issues are projectile speed and explosive radius, not necessarily their damage or style. The spinfuser has a fast movespeed, great direct hit damage and a pretty big radius. The grenade launchers are hit or miss. The one the ranger has is great, the one the raider has is 'okay' and the one for the scrambler is just ass on a stick. I don't really know why the Scrambler has a pistol and perhaps the worst primary weapon in the game...
To get you to pay money for a non shit loadout.
Isn't the scrambler actually the most expensive loadout?
I dunno, never played the game. But I'm assuming every loadout is going to have something crappy about to prevent there being a 'best' loadout.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
0
citizen059hello my name is citizenI'm from the InternetRegistered Userregular
Another day, still playing just as terrible. Well, mostly.
I can't flag cap for anything - even if I get speed built up and ski through at 120-130+ with it, it seems like 3-4 guys are on me instantly and I can't shake them.
Not to mention they're all incredibly accurate.
Still crazy amounts of fun though. I'm playing soldier almost exclusively and while my spinfusor accuracy is...well, NOT accurate...when I do land those shots it's pretty awesome.
Hit my first mid-air target tonight while on the move - I was heading toward the enemy base and he launched over me going from my left to my right over my head. I placed the shot just right.
I dont think it's entirely the speed cap. It's just too hard to get moving as anything other than a light with a booster pack. You are never going to catch someone if they take a half-decent route, they can even fuck up all day and if you weren't moving at speed in the right direction initially, you will not catch up.
There's a real lack of options when it comes to medium or long range combat too. The spinfuser does everything really well, which is fine... but some classes dont HAVE a spinfuser and their primary weapons are very lackluster. Why would you need a Scrambler when someone with a spinfuser never has to get in range of the turret in the first place, or when going for the generator may actually be able to kill someone if they're guarding it.
Overall the game is pretty awesome, I'm just sad that the spinfuser is the alpha and omega of weapon choices. It's a Tribes staple to be sure, but the other stuff had uses...
Edit: I think most of the weapon issues are projectile speed and explosive radius, not necessarily their damage or style. The spinfuser has a fast movespeed, great direct hit damage and a pretty big radius. The grenade launchers are hit or miss. The one the ranger has is great, the one the raider has is 'okay' and the one for the scrambler is just ass on a stick. I don't really know why the Scrambler has a pistol and perhaps the worst primary weapon in the game...
To get you to pay money for a non shit loadout.
Isn't the scrambler actually the most expensive loadout?
Yup. Most expensive by like 10 magic internet coins or somesuch.
I enjoy it and pride myself on finding a niche for useless builds, but I cant find something Scrambler just feels good for.
I've been enjoying the game. Certainly has the old Tribes feeling.
My only problems have been related to Defense (my preferred role). Namely how it is entirely and completely useless. I'm not sure if it is just these maps or a deeper problem, but it is impossible to play good D. Generator rooms are seemingly built to be attacked with multiple entrances, clear sight lines to the gen itself and zero choke points. Flags are... I know they have to be open for flag routes and all that to be Tribes, but the original games at least gave you a CHANCE to set up some play to keep it from being too easy. Good lord, the snow map the flag is sitting on an open platform. Move it back inside the tower and at least make a good grab route mean something. This makes the impossible-to-catch problem worse.
Heavies also need some balance. Right now, they practically have the mobility of a Medium (you should not see a Heavy skiing towards you and wonder if it's a Light aiming for your flag or not due to the speed), there is little-to-no counter to them and they can take out huge numbers of "defenders". Had a game on the snow map, trying to play Gen D, 1 Heavy came in, there were five of us defending, he wiped us out, repeatedly, destroying the generator with ease. The problem there is you can't chip away at the Heavies and use your mobility to hit and run since they recharge their health.
Bloodsheed on
Xbox Live, Steam, PSN: Eclibull
0
SarksusATTACK AND DETHRONE GODRegistered Userregular
Flags sat out in the open in the previous games, or at least Tribes 2. Actually the flags sat in between two buildings on a platform in Katabatic, which was a snow map in Tribes 2. Does this game have very many deployables? Usually you just mined the flag and then set up a turret in T2 with some dudes with mortars or missiles. What's available in Ascend?
Flags sat out in the open in the previous games, or at least Tribes 2. Actually the flags sat in between two buildings on a platform in Katabatic, which was a snow map in Tribes 2. Does this game have very many deployables? Usually you just mined the flag and then set up a turret in T2 with some dudes with mortars or missiles. What's available in Ascend?
Not THIS open. The snow map here (not Katabatic) has zero meaningful obstructions around the flag, so even deploying defense around it is pointless when a Spinfusor can take them all out from range.
Deployables are... pathetic. The claymores (no old school mines) are meant more for warning Snipers someone is behind them than defending a flag. The Tech deployable turrets take 2 Spinfusor shots to destroy and do horribly pathetic damage. They're fine in numbers, but until you sink a good amount of time into the class, they are only able to deploy one at a time (and even upgraded, you get 2) and have a huge "No Other Turret" zone around each one. Oh, and they also all shut down if the generator goes. The Forcefield is on a class rarely used, and even they can be easily (very easily) destroyed from any direction.
Unless the entire team goes Tech there is very little in the way of defensive ability. If you're the only Tech on the team you might as well change class. Heaven knows their shitty SMG isn't a threat by itself and a single turret is even less of one.
I been playing I think it's pretty damn fun, though yeah my complaint with it is mainly the level design as well. It's WAY too geared towards offense. Both flags are out in the open, and while that's been in previous games the other elements of these levels exaggerate the problem. On the two spaceships level, all the flag defenses are right there for an enemy sniper to safely pick off, and on the ice level it's in the open surrounded by hills which basically mean a capper can come from any direction and leave in any direction. Combined with the limited deployables and there's not much you can do to make the flag secure. Honestly the most effective thing I've found is to aim a spinfusor shot at the ground just in front of the flag where a capper is coming in, so the explosion knocks them off course and they miss the flag.
And yeah, the generators may as well have giant SHOOT ME signs on them, given how easy they are to attack. Multiple avenues of attack, barriers and obstacle that ironically protect an invader more than the defense, and the regenerating health and ammo drops on death mean once someone's in there it's incredibly hard to flush them out.
Still though I think the gameplay itself is great, and this sort of balance stuff is precisely what betas are for revealing.
Ah, so it is Katabatic. In my defense, it has been a long, long, long time since I played Tribes anything, and I was always more of a Tribes 1 player than Tribes 2.
As Dartboy said, all of my issues are balance/level design issues and I'm enjoying the gameplay. Just have to shift out of my preferred style until some of these are addressed/new maps release with less stupid base setup.
yeah since they added that cave to the gen on katabatic it makes it extremely easy to take out enemy gens, they really do need to make defending important things easier, but I suppose gens going down isn't as terrible as it was in previous titles, since gens going down equalled everyone running around it absolute shit armor/loadouts
To be fair to the maps, there's all of two right now.
Hopefully some of the future maps are more structured bases that allow for interesting defense, like the actual Broadside.
And as others have noted, virtually all of the CTF maps in TRIBES and TRIBES2 had the flags in the open. Often on smaller platforms than we're seeing in the two maps we have, which actually made them easier to defend, but I can't think of one single CTF map, at least in TRIBES, where the flat wasn't out in the open.
Other than the lack of ski speed, I'm really enjoying this so far. Has there been any mention of including the grappling hook from Tribes: Vengeance into the game?
Other than the lack of ski speed, I'm really enjoying this so far. Has there been any mention of including the grappling hook from Tribes: Vengeance into the game?
Yes, as a joke, then as a "perhaps sometime in the future maybe but probably not".
15) Grappler: We have decided to add a grappler to every class.
...
*just joking on #15 . I wouldn't totally rule out having a grappler on a class at some point in the game's history, but it's not on the current roadmap*
One thing I actually really like is that each class has their own unique weapons. Like, four classes have spinfusors, but each one uses a different model and has slightly different stats.
I wouldn't be surprised if in the future some class did indeed get a grappler, or at least some sort of tractorbeam-ish weapon that could be used like that. This game has more room on the maps for that sort of stuff than Vengeance anyway.
And the buckler. That was one of my favorite things from Vengeance (actually, I thought it did the feel of most of the weapons pretty well). I think the buckler actually would fit well with the dynamic combat this game has.
Without a boost pack you will never catch someone with a boost pack. Mediums hit their softcap around 130 and that's with a good hill. With a boost pack a light on flat ground can go from 0 to 200 and stay there.
Maps need more terrain between cap points. One big shallow valley with no slopes in it ensures no one in middle will ever catch anyone.
I sure hope they actually wanted my feedback because I think I wrote a short book in the feedback section of the survey hi-rez just sent me about the beta so far. I hope that I communicated that even with my plethora of comments/suggestions, I'm still enjoying the hell out of this.
I sure hope they actually wanted my feedback because I think I wrote a short book in the feedback section of the survey hi-rez just sent me about the beta so far. I hope that I communicated that even with my plethora of comments/suggestions, I'm still enjoying the hell out of this.
I did too. I wrote a freaking heartfelt essay.
Summary:
"I like this game and consider myself a fan but please focus on the details! Weapons, jetting and loadout balance are killing it!"
Also, spawning with your kit and generators/base security being worthless, along with lack of meaningful deployables or defense options are dumbing the game down. Even new players can see it.
Medium Armor is way too powerful. It can take considerably more hits than light, and has pretty much all the benefits of light as far as speed (as of now) goes. Light is killed from full to dead in a single non-light spinfusor, which is ridiculous.
Honestly, as it stands right now there's virtually zero reason to go light, and every reason to go medium.
Heavy Armor is ok, but is too fast all around. Shots from most heavy weapons are too fast, the chaingun is way too accurate, and it's too easy to lock on with missiles.
Light is redonkulously underpowered both in speed, and versatility.
And I agree that lack of meaningful deployables is hurting things, but the maps there currently are doesn't really do much to need them. CTF isn't the ideal gametype for base deployables really, so I'll reserve judgement until more maps/gametypes are added.
It's not just that lights are underpowered, it's that everything except being a flag runner with a spinfuser is completely pointless.
Even a loadout designed to destroy a generator is pointless given you're just trading points with whoever is going to uproot you and repair it immediately at your death. The bases are so simple that essentially the generator has one long hall and two ways in. If a heavy is stationed there on defense it's a waste of time to try and uproot them in the small hallways without a spinfuser, even the Scrambler and Raider grenade launchers have a laughable explosion radius and take a full clip + reload to kill a heavy unless you get direct hits with every single shot.
Bases need better design, landscape needs to be more interesting and they need to fix the weapons that aren't a spinfuser or chaingun.
Been a few days, still having some fun with it but really disappointing overall. A lot of stuff just doesn't make sense, and only having two weapons per Loadout feels way too restrictive.
While the dates may move around some based on our internal testing, the next patch to Tribes Ascend is planned toward the end of this coming week (Thursday or Friday).
We are trying to squeeze in as much as we can to this next patch.
While more is currently planned, here are some of the items that have already been coded and are in the testing phase.
Increase speed at which experience points are gained (This was actually hot-fixed into the game through a server restart on Nov 6).
Remove speed cap. Implement various falling, skiing, and jetpack physics changes.
Projectiles inherit more velocity from the shooting player.
Adjusted flag throwing physics to improve throwing in specific directions.
New tooltips for Skills and redesigned layout for the Skills popup window.
Added two-step process for selecting both class perks at the same time.
Different colored chat for same team vs enemy team.
Fix for zoom breaking if zoom was enabled while a player died (this only happened when the
Toggle Zoom feature was enabled).
Fix a number of issues with Settings menu and saving settings.
Help text ignores are now properly saved.
Fixed post process effects persisting to the main menu when disconnected from a match
Fixed hit indicator being on the opposite side for the back side hits.
Fixed mipping issues on many hand models as well as the spinfusor and sniper rifle
Separated input release time and animation time from inventory stations.
Fixed bug with call-in cooldown not behaving properly.
Added the synching of PID-loop state between client/server for Shrike. This should lower server correction and possibly eliminate the “death blossom.”
Allow re-selections of Perks that player has already assigned to a character.
Fixed bugs with wrong popup windows, lost button events and wrong buttons visible in different states.
Store redirects to purchase gold from store when not enough gold on player to purchase classes.
Fixed an issue where context help messages would not disappear if the player died near an object showing help text.
Improved projectile behavior for Raider’s NJ4SMG, Infiltrator’s Nova Colt, and Doombringer’s Chaingun.
Fixed an issue where the health regen effect would cancel the jammer pack effect.
When a player enters an inventory station, they begin health regen immediately.
Support for “Borderless Window” option. Removes border from window (best use is to run at monitor’s full-screen resolution -- allows for faster Alt-Tabbing in aand out of the game).
Brand New Rabbit Map
Several server-side fixes for stability, etc.
I am optimistic, as a lot of these changes look like they can improve things - but I am also feeling like the stuff that really bothers me about the game is way too ingrained in what they have for them to ever change it.
Posts
Then we're thinking of different things. The speed I'm referring to was impossible to air disc. They were flag caps from grabbing to capping in a couple seconds, on maps that weren't small. Caps that damn near happened before mines on the first flag could even fully explode. It was abuse at its very limit.
It was not fun.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Currently using the Raider. Seems powerful if you can master the nades and shield pack.
I played in a guild competitively as light flag cap offense. I could cap to cap snowblind without touching the ground. It was awesome.
Granted, our defense was incredible. We had a guy who was offered a spot in Imperial Elite (the top tribes competitive guild) who could keep our flag in base as if by magic.
My name on there is Bartlebe. What about you guys?
I'm just as bad at this as I was with Tribes 1, but it's still tons 'o fun.
And re: the HiRez forums...man. MAN. They even came out and said "we aren't just going to take Tribes 1 or 2 and slap new graphics on it", and the majority of the complaints are the equivalent of "you didn't take tribes 1 or 2 and slap new graphics on it, wtf".
I'm using the name Gridlink.
Painted this for their fan art contest a few days ago. Sharing the love
Hot damn that looks like fun. High speed jetpacking and loads of explosions? I can appreciate that. So when's this planning on going into open beta?
Edit: How come the only thing I can think of when I see this flag-feuding is that one bunch of Red Vs. Blue episodes with the two Halo teams playing CTF? "WE MUST PROTECT THIS HOUSE!!!"
And I answered my own question, yes I believe.
There's a real lack of options when it comes to medium or long range combat too. The spinfuser does everything really well, which is fine... but some classes dont HAVE a spinfuser and their primary weapons are very lackluster. Why would you need a Scrambler when someone with a spinfuser never has to get in range of the turret in the first place, or when going for the generator may actually be able to kill someone if they're guarding it.
Overall the game is pretty awesome, I'm just sad that the spinfuser is the alpha and omega of weapon choices. It's a Tribes staple to be sure, but the other stuff had uses...
Edit: I think most of the weapon issues are projectile speed and explosive radius, not necessarily their damage or style. The spinfuser has a fast movespeed, great direct hit damage and a pretty big radius. The grenade launchers are hit or miss. The one the ranger has is great, the one the raider has is 'okay' and the one for the scrambler is just ass on a stick. I don't really know why the Scrambler has a pistol and perhaps the worst primary weapon in the game...
To get you to pay money for a non shit loadout.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Isn't the scrambler actually the most expensive loadout?
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
I can't flag cap for anything - even if I get speed built up and ski through at 120-130+ with it, it seems like 3-4 guys are on me instantly and I can't shake them.
Not to mention they're all incredibly accurate.
Still crazy amounts of fun though. I'm playing soldier almost exclusively and while my spinfusor accuracy is...well, NOT accurate...when I do land those shots it's pretty awesome.
Hit my first mid-air target tonight while on the move - I was heading toward the enemy base and he launched over me going from my left to my right over my head. I placed the shot just right.
Yup. Most expensive by like 10 magic internet coins or somesuch.
I enjoy it and pride myself on finding a niche for useless builds, but I cant find something Scrambler just feels good for.
My only problems have been related to Defense (my preferred role). Namely how it is entirely and completely useless. I'm not sure if it is just these maps or a deeper problem, but it is impossible to play good D. Generator rooms are seemingly built to be attacked with multiple entrances, clear sight lines to the gen itself and zero choke points. Flags are... I know they have to be open for flag routes and all that to be Tribes, but the original games at least gave you a CHANCE to set up some play to keep it from being too easy. Good lord, the snow map the flag is sitting on an open platform. Move it back inside the tower and at least make a good grab route mean something. This makes the impossible-to-catch problem worse.
Heavies also need some balance. Right now, they practically have the mobility of a Medium (you should not see a Heavy skiing towards you and wonder if it's a Light aiming for your flag or not due to the speed), there is little-to-no counter to them and they can take out huge numbers of "defenders". Had a game on the snow map, trying to play Gen D, 1 Heavy came in, there were five of us defending, he wiped us out, repeatedly, destroying the generator with ease. The problem there is you can't chip away at the Heavies and use your mobility to hit and run since they recharge their health.
Not THIS open. The snow map here (not Katabatic) has zero meaningful obstructions around the flag, so even deploying defense around it is pointless when a Spinfusor can take them all out from range.
Deployables are... pathetic. The claymores (no old school mines) are meant more for warning Snipers someone is behind them than defending a flag. The Tech deployable turrets take 2 Spinfusor shots to destroy and do horribly pathetic damage. They're fine in numbers, but until you sink a good amount of time into the class, they are only able to deploy one at a time (and even upgraded, you get 2) and have a huge "No Other Turret" zone around each one. Oh, and they also all shut down if the generator goes. The Forcefield is on a class rarely used, and even they can be easily (very easily) destroyed from any direction.
Unless the entire team goes Tech there is very little in the way of defensive ability. If you're the only Tech on the team you might as well change class. Heaven knows their shitty SMG isn't a threat by itself and a single turret is even less of one.
Doesn't get much more open than that.
And yeah, the generators may as well have giant SHOOT ME signs on them, given how easy they are to attack. Multiple avenues of attack, barriers and obstacle that ironically protect an invader more than the defense, and the regenerating health and ammo drops on death mean once someone's in there it's incredibly hard to flush them out.
Still though I think the gameplay itself is great, and this sort of balance stuff is precisely what betas are for revealing.
As Dartboy said, all of my issues are balance/level design issues and I'm enjoying the gameplay. Just have to shift out of my preferred style until some of these are addressed/new maps release with less stupid base setup.
Hopefully some of the future maps are more structured bases that allow for interesting defense, like the actual Broadside.
And as others have noted, virtually all of the CTF maps in TRIBES and TRIBES2 had the flags in the open. Often on smaller platforms than we're seeing in the two maps we have, which actually made them easier to defend, but I can't think of one single CTF map, at least in TRIBES, where the flat wasn't out in the open.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Yes, as a joke, then as a "perhaps sometime in the future maybe but probably not".
I wouldn't be surprised if in the future some class did indeed get a grappler, or at least some sort of tractorbeam-ish weapon that could be used like that. This game has more room on the maps for that sort of stuff than Vengeance anyway.
And the buckler. That was one of my favorite things from Vengeance (actually, I thought it did the feel of most of the weapons pretty well). I think the buckler actually would fit well with the dynamic combat this game has.
Maps need more terrain between cap points. One big shallow valley with no slopes in it ensures no one in middle will ever catch anyone.
Do they have a patch schedule?
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
I did too. I wrote a freaking heartfelt essay.
Summary:
"I like this game and consider myself a fan but please focus on the details! Weapons, jetting and loadout balance are killing it!"
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Medium Armor is way too powerful. It can take considerably more hits than light, and has pretty much all the benefits of light as far as speed (as of now) goes. Light is killed from full to dead in a single non-light spinfusor, which is ridiculous.
Honestly, as it stands right now there's virtually zero reason to go light, and every reason to go medium.
Heavy Armor is ok, but is too fast all around. Shots from most heavy weapons are too fast, the chaingun is way too accurate, and it's too easy to lock on with missiles.
Light is redonkulously underpowered both in speed, and versatility.
And I agree that lack of meaningful deployables is hurting things, but the maps there currently are doesn't really do much to need them. CTF isn't the ideal gametype for base deployables really, so I'll reserve judgement until more maps/gametypes are added.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Even a loadout designed to destroy a generator is pointless given you're just trading points with whoever is going to uproot you and repair it immediately at your death. The bases are so simple that essentially the generator has one long hall and two ways in. If a heavy is stationed there on defense it's a waste of time to try and uproot them in the small hallways without a spinfuser, even the Scrambler and Raider grenade launchers have a laughable explosion radius and take a full clip + reload to kill a heavy unless you get direct hits with every single shot.
Bases need better design, landscape needs to be more interesting and they need to fix the weapons that aren't a spinfuser or chaingun.
They did post the following patch notes today:
I am optimistic, as a lot of these changes look like they can improve things - but I am also feeling like the stuff that really bothers me about the game is way too ingrained in what they have for them to ever change it.