What I really miss from T2 is the small bases you could acquire (fully stocked with gens and everything) among the map. Although Raindance is bigger, it still feels extremely small when playing. I agree, it fun to ski, but if thats all I'm doing in most of the map than I don't find its done its job facilitating gameplay.
Remember that tower in the middle of the map in Scarabrae? Had turrets, 2 inventory stations and a capture point in the middle.
I usually like someone hitting the flagstand with a mortar. Works better if i'm coming in for a cap. Cleans mines and offers significant distraction to any doombringer that might think to bodyblock me. Ive been playing jug in ctf doing just that. Its pretty easy to learn the spots and exactly where to shoot to put green death on the enemy flagstand. Also jug is better on flag defense when your team cant keep the gen alive, and enemy jugs are bombarding it.
One of the best feelings you get as a jug is a perfectly timed mortar at your own flagstand, blowing up the flag runner before he touches your flag, or lobbing a shell half way across the map pegging the enemy flag carrier at his own flag stand. Denying the cap.
The haters can go home. I love Raindance. The hill configuration is perfect for my skiing. Finally got to level 8 so I can try capture and hold! I wish I had played more and gotten the veteran beta badge
The hills in raindance are great. The bases (especially the gen room) blow. Hopefully they will go through with the idea of adding another entrance to the gen room soon.
Heaven forbid a gen room requires more than a lone Infiltrator or Juggernaut to crack.
The haters can go home. I love Raindance. The hill configuration is perfect for my skiing. Finally got to level 8 so I can try capture and hold! I wish I had played more and gotten the veteran beta badge
The hills in raindance are great. The bases (especially the gen room) blow. Hopefully they will go through with the idea of adding another entrance to the gen room soon.
Heaven forbid a gen room requires more than a lone Infiltrator or Juggernaut to crack.
I like the variety.
I find that a decently defended base takes more than a lone anything to crack, but I want to talk about the Raindance gen room, so I digress.
I agree that variety is nice, however, the Raindance gen room, if a modicum of effort is put into defensing it, is basically unassailable. There is one entrance, it is narrow, it involves a drop, is L-shaped and opens into a large room. This means you must enter slowly, obviously, and into a wide field of fire. A solo tech with a thumper, two turrets and sensor mines can be expected to hold off 3 people. An infiltrator with prism mines and a jackal can hold off 3 people. A brute can hold off against a couple. Combine any of these two and it becomes easy to hold off against 6,7, 8 people. It is simply too easy to saturate where the enemy must pass through with death.
The end result? A gen that is boring to defend because it is trivial to defend. A gen that is pointless to attack because the resources required to take it are not worth it. Ultimately the best course of action is to ignore the gen room entirely as an attacker and just destroy the outside base assets as it takes far less effort and manpower. And a gen room that is never attacked (though I'm sure INFs will poke in from time to time to keep you honest) doesn't sound fun to defend at all.
The haters can go home. I love Raindance. The hill configuration is perfect for my skiing. Finally got to level 8 so I can try capture and hold! I wish I had played more and gotten the veteran beta badge
The hills in raindance are great. The bases (especially the gen room) blow. Hopefully they will go through with the idea of adding another entrance to the gen room soon.
Heaven forbid a gen room requires more than a lone Infiltrator or Juggernaut to crack.
I like the variety.
The end result? A gen that is boring to defend because it is trivial to defend. A gen that is pointless to attack because the resources required to take it are not worth it. Ultimately the best course of action is to ignore the gen room entirely as an attacker and just destroy the outside base assets as it takes far less effort and manpower. And a gen room that is never attacked (though I'm sure INFs will poke in from time to time to keep you honest) doesn't sound fun to defend at all.
Except that's true on all the maps. There aren't any assets worth defending that are powered by the generator anyway.
The haters can go home. I love Raindance. The hill configuration is perfect for my skiing. Finally got to level 8 so I can try capture and hold! I wish I had played more and gotten the veteran beta badge
The hills in raindance are great. The bases (especially the gen room) blow. Hopefully they will go through with the idea of adding another entrance to the gen room soon.
Heaven forbid a gen room requires more than a lone Infiltrator or Juggernaut to crack.
I like the variety.
The end result? A gen that is boring to defend because it is trivial to defend. A gen that is pointless to attack because the resources required to take it are not worth it. Ultimately the best course of action is to ignore the gen room entirely as an attacker and just destroy the outside base assets as it takes far less effort and manpower. And a gen room that is never attacked (though I'm sure INFs will poke in from time to time to keep you honest) doesn't sound fun to defend at all.
Except that's true on all the maps. There aren't any assets worth defending that are powered by the generator anyway.
I disagree. I seriously don't understand how you can think base turrets, radar, the vehicle pad and forcfields aren't hugely useful. Just because base turrets can't hit flag runners doesn't make them useless. They make your base very inhospitable to those wishing to live in it. For example, on Arc, as a raider, if I want to keep the enemy flagstand clear and they have turrets up there are very few safe places for me to be. If the turrets are down I have free reign of the base.
The haters can go home. I love Raindance. The hill configuration is perfect for my skiing. Finally got to level 8 so I can try capture and hold! I wish I had played more and gotten the veteran beta badge
The hills in raindance are great. The bases (especially the gen room) blow. Hopefully they will go through with the idea of adding another entrance to the gen room soon.
Heaven forbid a gen room requires more than a lone Infiltrator or Juggernaut to crack.
I like the variety.
The end result? A gen that is boring to defend because it is trivial to defend. A gen that is pointless to attack because the resources required to take it are not worth it. Ultimately the best course of action is to ignore the gen room entirely as an attacker and just destroy the outside base assets as it takes far less effort and manpower. And a gen room that is never attacked (though I'm sure INFs will poke in from time to time to keep you honest) doesn't sound fun to defend at all.
Except that's true on all the maps. There aren't any assets worth defending that are powered by the generator anyway.
I disagree. I seriously don't understand how you can think base turrets, radar, the vehicle pad and forcfields aren't hugely useful. Just because base turrets can't hit flag runners doesn't make them useless. They make your base very inhospitable to those wishing to live in it. For example, on Arc, as a raider, if I want to keep the enemy flagstand clear and they have turrets up there are very few safe places for me to be. If the turrets are down I have free reign of the base.
Which is why you take the turrets down from a distance first, which is ridiculously easy to do. Once they're down, it's crazy simple to keep them down. Not that they're very accurate anyway. It's really easy to dodge their shots. A machine gun turret or an ELF turret or something would be far more effective.
There's one worthwhile vehicle, and it's only worthwhile if you have someone that's really good at it. So it's not hard for them to top off the generator once they have the points they need and then make themselves a Shrike before the generator gets destroyed again. As I recall, you can't actually destroy the vehicle pad or inventory stations. Forcefields are laughably weak and since they're permeable, still pretty lame. On Raindance, specifically, you have limited placement for them near the flag stand so you can't even properly defend the flag from the front. Can someone else put some input in on the radar? I've won many a game in this and haven't noticed needing it. Ever.
Compared to T1 and T2, the generator and base assets feel about as token as they come.
The haters can go home. I love Raindance. The hill configuration is perfect for my skiing. Finally got to level 8 so I can try capture and hold! I wish I had played more and gotten the veteran beta badge
The hills in raindance are great. The bases (especially the gen room) blow. Hopefully they will go through with the idea of adding another entrance to the gen room soon.
Heaven forbid a gen room requires more than a lone Infiltrator or Juggernaut to crack.
I like the variety.
The end result? A gen that is boring to defend because it is trivial to defend. A gen that is pointless to attack because the resources required to take it are not worth it. Ultimately the best course of action is to ignore the gen room entirely as an attacker and just destroy the outside base assets as it takes far less effort and manpower. And a gen room that is never attacked (though I'm sure INFs will poke in from time to time to keep you honest) doesn't sound fun to defend at all.
Except that's true on all the maps. There aren't any assets worth defending that are powered by the generator anyway.
I disagree. I seriously don't understand how you can think base turrets, radar, the vehicle pad and forcfields aren't hugely useful. Just because base turrets can't hit flag runners doesn't make them useless. They make your base very inhospitable to those wishing to live in it. For example, on Arc, as a raider, if I want to keep the enemy flagstand clear and they have turrets up there are very few safe places for me to be. If the turrets are down I have free reign of the base.
So get a pathfinder with a Spinfusor and kill the turrets. The radar just requires someone to sneeze in the general direction. Everything save the vehicle pad is amazingly simple to destroy and if the enemy techs are defending the gen room then they are lemminging the turrets to try and repair them.
I have trouble finding sympathy for an offensive focused player complaining that one Gen room out of the entire bunch is designed so it takes teamwork on the attacking side to take it out. I'm sure they'll fix that soon, though, so don't worry.
It takes more time for a path to kill an upgraded turret than it does for a tech to repair it. Also paths shelling turrets tend to stand still making them bolt launcher bait.
And it takes team work to take out a gen that is being defended with team work, which only seems fair to me.
It takes more time for a path to kill an upgraded turret than it does for a tech to repair it. Also paths shelling turrets tend to stand still making them bolt launcher bait.
And it takes team work to take out a gen that is being defended with team work, which only seems fair to me.
But if a pathfinder is attempting to blow up a turret, the tech can't repair it. Because of the explosions. Plus any smart pathfinder jets around a bit while firing at the stationary target. This is not difficult to do.
SarksusATTACK AND DETHRONE GODRegistered Userregular
Capture and Hold is really fun with the pathfinder, to me at least. The XP is shit though. I would like to see a breakdown of how many people play each game type because when CTF is the only one that gives a lot of XP I wonder if the other types are played much.
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BeNarwhalThe Work Left UnfinishedRegistered Userregular
The gen room on raindance is super-easy to get into as an Infiltrator. Just have to be patient, but I can usually get 3-4 gen kills a round on that map.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
The sirens before the orbital strikes never seem to give me enough warning to get away from the area.
Isn't an orbital like 10 grand? It should be even less warning, in my opinion.
Yeah. I've only had enough for one a few times, and I've only got kills from one once. Then again it was a triple kill, which felt pretty great and got me a shitload of cash back from the various medals.
I'm surprised that you see so many of them in each game.
Homogeneous distribution of your varieties of amuse-gueule
I wonder if there are any plans to bring in more base turrets, or at least deployable turrets. Missile/machine gun turrets would be nice. Heck, the option to control them again would also be nice.
The beauty is when you activate a orbital strike on the right time you can launch another one not long after. I once dropped a orbital on a heavily defended flag and got a teamkill (5+ kills) and i got about 17k credits back for it. Almost enough for two more.
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FiggyFighter of the night manChampion of the sunRegistered Userregular
The sirens before the orbital strikes never seem to give me enough warning to get away from the area.
Isn't an orbital like 10 grand? It should be even less warning, in my opinion.
There's a cheaper one too.
(Also they're the worst most random thing in the game)
Those are called Tactical Strikes. And they are nowhere near as worrisome as Orbitals. Just jetpack up a bit and you'll be perfectly fine 95% of the time.
The gen room on raindance is super-easy to get into as an Infiltrator. Just have to be patient, but I can usually get 3-4 gen kills a round on that map.
This is true until you run into one tech that places motion sensors or one sentinel that places a drop jammer.
Capture and hold: it's a fun but silly mode. My current set up is soldier with fusor and pistol, ap grenades, utility pack, safety third and quickdraw. 4 grenades that do like 1.2k each that you can throw very quickly. And then the fusor to make sure they don't touch the node.
I can usually get two orbitals in per capture and hold. Especially because the first one usually nets a team kill which like, halfway pays for the next one.
Sarksus: does c&h actually give less exp? Exp is based on time and c&h rounds seem faster. Have you compared exp per minute from c&h and ctf?
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SarksusATTACK AND DETHRONE GODRegistered Userregular
I say that because there was a particularly long match and I only got like 730 XP. Did decently too. Will keep a closer eye on it to see if it just feels long.
Ok so I might have to reinstall TRIBES to check this, but it really bugs me that in the Ascend version of Raindance they put the flag outside of the tower instead of inside. I'm almost certain that it was inside before which made the map considerably more strategic. A simple change make a pretty big difference.
Played a few rounds where at least half of each team was playing JUG spamming mortars in the gen rooms. For every person who's trying to mortar a base from a distance there is at least five asshats rushing into cramped spaces with it.
So is the idea behind this game that the people who spend more money or play more become vastly more powerful than people who don't play that much and don't spend money?
Ok so I might have to reinstall TRIBES to check this, but it really bugs me that in the Ascend version of Raindance they put the flag outside of the tower instead of inside. I'm almost certain that it was inside before which made the map considerably more strategic. A simple change make a pretty big difference.
So is the idea behind this game that the people who spend more money or play more become vastly more powerful than people who don't play that much and don't spend money?
It isn't meant to be pay to win, no, and as someone who hasn't spent any money I don't feel outclassed. Playing more will give you more experience for upgrades but the essential upgrades (like for armor) don't cost that much XP so if you focus on one class you should be able to upgrade that class pretty well.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
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SarksusATTACK AND DETHRONE GODRegistered Userregular
I don't like them. They are at that point where the arcadey controls are more frustrating than more realistic controls. I haven't tried it with a joystick, not sure if it supports one or a gamepad, but flying with the mouse is annoying because sometimes I use the mouse as if I'm aiming a gun and sometimes I remember I'm flying an aircraft so I end up turning incorrectly. I am thinking this is because it doesn't feel like I'm flying an aircraft.
Shrikes feel flimsy, move too slow, control too much like a cow, and are too easily dispatched by even mediocre players. They don't provide sufficient firepower and the way their missiles work (shoots all at once, no alt fire etc) means that they're hampered at what would probably be their only real use, chasing cappers. Miss a fast moving capper, and you will, and you're SOL until you reload which takes forever on the Shrike, which will result in the capper having already capped, or been killed by someone on the ground who can move more agilely and not have to wait forever to reload between shots.
IMO they're almost entirely useless right now. If they ever introduced a troop transport or something, something that can use air combat to prevent, they might show usefulness. Right now though? Nope.
Yeah Shrikes in T2 were there to take out the bombers. They aren't great at attacking infantry. You can be really mean with 'em if you find the capper routes and sit on them though.
Posts
This video is fun
Remember that tower in the middle of the map in Scarabrae? Had turrets, 2 inventory stations and a capture point in the middle.
If they remade that map, i'd play it ALL DAY.
I like it when my friends can actually kill the gen so the flagstand has less defense on it :P
One of the best feelings you get as a jug is a perfectly timed mortar at your own flagstand, blowing up the flag runner before he touches your flag, or lobbing a shell half way across the map pegging the enemy flag carrier at his own flag stand. Denying the cap.
Heaven forbid a gen room requires more than a lone Infiltrator or Juggernaut to crack.
I like the variety.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
I find that a decently defended base takes more than a lone anything to crack, but I want to talk about the Raindance gen room, so I digress.
I agree that variety is nice, however, the Raindance gen room, if a modicum of effort is put into defensing it, is basically unassailable. There is one entrance, it is narrow, it involves a drop, is L-shaped and opens into a large room. This means you must enter slowly, obviously, and into a wide field of fire. A solo tech with a thumper, two turrets and sensor mines can be expected to hold off 3 people. An infiltrator with prism mines and a jackal can hold off 3 people. A brute can hold off against a couple. Combine any of these two and it becomes easy to hold off against 6,7, 8 people. It is simply too easy to saturate where the enemy must pass through with death.
The end result? A gen that is boring to defend because it is trivial to defend. A gen that is pointless to attack because the resources required to take it are not worth it. Ultimately the best course of action is to ignore the gen room entirely as an attacker and just destroy the outside base assets as it takes far less effort and manpower. And a gen room that is never attacked (though I'm sure INFs will poke in from time to time to keep you honest) doesn't sound fun to defend at all.
Except that's true on all the maps. There aren't any assets worth defending that are powered by the generator anyway.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
I disagree. I seriously don't understand how you can think base turrets, radar, the vehicle pad and forcfields aren't hugely useful. Just because base turrets can't hit flag runners doesn't make them useless. They make your base very inhospitable to those wishing to live in it. For example, on Arc, as a raider, if I want to keep the enemy flagstand clear and they have turrets up there are very few safe places for me to be. If the turrets are down I have free reign of the base.
That is some well put together fan trailer.
Which is why you take the turrets down from a distance first, which is ridiculously easy to do. Once they're down, it's crazy simple to keep them down. Not that they're very accurate anyway. It's really easy to dodge their shots. A machine gun turret or an ELF turret or something would be far more effective.
There's one worthwhile vehicle, and it's only worthwhile if you have someone that's really good at it. So it's not hard for them to top off the generator once they have the points they need and then make themselves a Shrike before the generator gets destroyed again. As I recall, you can't actually destroy the vehicle pad or inventory stations. Forcefields are laughably weak and since they're permeable, still pretty lame. On Raindance, specifically, you have limited placement for them near the flag stand so you can't even properly defend the flag from the front. Can someone else put some input in on the radar? I've won many a game in this and haven't noticed needing it. Ever.
Compared to T1 and T2, the generator and base assets feel about as token as they come.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
So get a pathfinder with a Spinfusor and kill the turrets. The radar just requires someone to sneeze in the general direction. Everything save the vehicle pad is amazingly simple to destroy and if the enemy techs are defending the gen room then they are lemminging the turrets to try and repair them.
I have trouble finding sympathy for an offensive focused player complaining that one Gen room out of the entire bunch is designed so it takes teamwork on the attacking side to take it out. I'm sure they'll fix that soon, though, so don't worry.
And it takes team work to take out a gen that is being defended with team work, which only seems fair to me.
But if a pathfinder is attempting to blow up a turret, the tech can't repair it. Because of the explosions. Plus any smart pathfinder jets around a bit while firing at the stationary target. This is not difficult to do.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
Isn't an orbital like 10 grand? It should be even less warning, in my opinion.
There's a cheaper one too.
(Also they're the worst most random thing in the game)
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
It's kind of annoying in the capture and hold mode, which should probably be renamed "Heavy and Call-in mode" or something.
I'm surprised that you see so many of them in each game.
Those are called Tactical Strikes. And they are nowhere near as worrisome as Orbitals. Just jetpack up a bit and you'll be perfectly fine 95% of the time.
This is true until you run into one tech that places motion sensors or one sentinel that places a drop jammer.
Capture and hold: it's a fun but silly mode. My current set up is soldier with fusor and pistol, ap grenades, utility pack, safety third and quickdraw. 4 grenades that do like 1.2k each that you can throw very quickly. And then the fusor to make sure they don't touch the node.
I can usually get two orbitals in per capture and hold. Especially because the first one usually nets a team kill which like, halfway pays for the next one.
Sarksus: does c&h actually give less exp? Exp is based on time and c&h rounds seem faster. Have you compared exp per minute from c&h and ctf?
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Nope, I'm wrong. It's outside the tower.
Nevermind.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
It isn't meant to be pay to win, no, and as someone who hasn't spent any money I don't feel outclassed. Playing more will give you more experience for upgrades but the essential upgrades (like for armor) don't cost that much XP so if you focus on one class you should be able to upgrade that class pretty well.
that's why we call it the struggle, you're supposed to sweat
I'll probably try this out tomorrow sometime
are shrikes fun to fly around in?
that's why we call it the struggle, you're supposed to sweat
IMO they're almost entirely useless right now. If they ever introduced a troop transport or something, something that can use air combat to prevent, they might show usefulness. Right now though? Nope.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live