Tribes Vengeance Multiplayer DEMO out!!

Well that was beta, and your settings might've been borked. There's a huge guide on how to tweak your settings for optimal performance. If you're really interested in trying the game out I can get the guide for you, but if you're going to maintain your shallow opinion then there's no point.
 
I liked this and ended up playing for 8 hours plus or so.

But, I kind of agree with Ferrio in a way. I miss the huge levels, beacons, flares, flexible n more deployables, and just the sense of a bigger war on a grander scale.

I played T1 and liked that a lot. Liked T2 despite the hate it seems to get. But usually it gets pretty boring if you don't have more than 20 players, imo.

Overall though, I think T:V solid. It's fast and intense, yet has some of the tribes elements. I'd probably like it better if it was somewhere inbetween T2 and T:V. I guess not unlike T1, heh. T:V feels less strategic. I hope come retail it'll have a mix of big(bigger than the maps in the demo)base and small type maps. I haven't been keeping up with this game, so will there be more vehicles? Like a 6+ slotter for quick heavy transpot on bigger maps? And is 24 the max players?

The sniper rifle seems useless and I don't like how it uses up ammo now. Grappling Hook is fun but why does that use up 'hook' ammo, gah!

Jeep is fun. You can do cartwheels and flips when accompanied with a bad driver. Or try running over the jeep with the tank :p Yeah, I got bored near the end of the play-stretch.
 
The sniper rifle seems useless and I don't like how it uses up ammo now.

To me the sniper rifle has always been useless. I never figured out what's the poitn of a sniper rifle that gives away your location....especially when it rarely kills what it hits.
 
Because it's supposed to be used for DEFENSE i.e. the capper is getting away you snipe his ass in the air. Or when he's coming in on a route you weaken him, then take him out when he goes for the flag.

Offensive sniping, aka o-sniping is LAME.


And about the big levels and all of that... you guys are crazy!! Maybe you guys played competitively in clans where the setup is entirely different. But when you're playing in a public game on a HUGE-ass level, and are a heavy have fun waiting in a ship for 10 minutes for someone to finally pick you up or drive away. Then have fun dying in 2 seconds because the pilot sucks. OR you can walk 10 minutes to the other side of the damn level to be killed in 2 seconds by the ridiculous turrets and all of that.
 
And we know YOU would :P

Listen, here's a quote from TheRedDread, the captain of the best Tribes clan in both Tribes1 and Tribes2 (and many other games I might add)

TheRedDread said:
Tribes1 and Tribes2 are awesome in competitive play. Tribes1 rocks in pub play, and Tribes2 is like chewing glass for pub play.

Since most people play in pubs...
 
Good thing I don't...

Thing is, Tribes 1 had more action and was faster paced...

Tribes 2 attempted to add a lot of additional strategy, but perhaps went a bit too far. However, it had the right idea. A lot of the features in Tribes 2 that are missing in the new game, however, were ALREADY IN TRIBES 1!!!! Vengeance may once again be a faster game, but it stripped away FAR too much. It is not even HALF of what Tribes 1 was.
 
Even if you weren't in a clan in tribes 1, all you had to do was find an established server. Once you play at a certain server enough it usually attracts the same people and you'll get to know each other and trust each others actions. Least that's how it was for me. Occassionaly you'd get an asshat or two.. but since the server had such a cohesion it was easy to get rid of them.


After a lot of additional play, my original opinion still stands.


It seems to me in order to make the game faster they just stripped away so much stuff.

I find that there's only two actions that can be done:

1. Get the flag.
2. Continually put up base defenses, which is a painful process due to the new deployable system.


-Destroyed targets is useless, they can be repaired so fast it's not even funny. You said that puts a team at a disadvantage, but isn't that the point? If you let someone waltz in your base and tear it to shreds, you SHOULD be at a disadvantage. As it stands now I don't even touch that shit since I know it's a waste of my time and energy.

-Radar seems like an afterthought. It doesn't seem all that useful so far (I have yet to get shot down by some seeking missle cause of radar). Getting spot still sucks, but not enough to try and take somethign out that is so easy to repair. Where's radar jamming stuff btw?

-The way deployables are handled stinks in my opinion. I gotta run to 5 different spots mattering on what the hell I want. Then the shit may not even be there. And since when is a mine a fucking deployable?

-What happened to lazer targetting for mortars?

-Vehicles are piss poor.

-Heavies seem way too mobile. They're walking seems to fast too me, and skiiing is so fucking easy that they can traverse terrain easily. No more relying on a team to get your ass over there, or spot you targets.

-Shield walls, where are they? This was one of the main reasons you wanted to knock power out.

-The way packs work are weird, not sure if I like it or not.


Because it's supposed to be used for DEFENSE i.e. the capper is getting away you snipe his ass in the air. Or when he's coming in on a route you weaken him, then take him out when he goes for the flag.

Offensive sniping, aka o-sniping is LAME.


Did I happen to mention the horrible lag on sniping now. IF I remember correctly, although I never liked the thing, the shots were instant. No such the case anymore. Hitting airborne targets is a bitch and a half with the lag, seems much more effective to take out slower moving objects at the enemies flag. Even then I'd do so much more damage just charging in and doing the spinfusor wars.
 
Ferrio said:
I find that there's only two actions that can be done:

1. Get the flag.
2. Continually put up base defenses, which is a painful process due to the new deployable system.
Woh woh woh, wait a second here. You're telling me in a Capture the Flag match you're either trying to cap their flag or defending your own?? Because that's not the entire point of the gametype or anything.


-Destroyed targets is useless, they can be repaired so fast it's not even funny. You said that puts a team at a disadvantage, but isn't that the point? If you let someone waltz in your base and tear it to shreds, you SHOULD be at a disadvantage. As it stands now I don't even touch that shit since I know it's a waste of my time and energy.

-Radar seems like an afterthought. It doesn't seem all that useful so far (I have yet to get shot down by some seeking missle cause of radar). Getting spot still sucks, but not enough to try and take somethign out that is so easy to repair. Where's radar jamming stuff btw?

I didn't say it puts teams at a disadvantage, I said that it costs teams the game because it's so damn tough to repair the base (in t1/t2) that unless you're EXTREMELY well organized you're gonna be spending the rest of your time repairing the base because the other team will continually rape you. In T:V it sets you back and takes a few guys to repair the base but it's done so relatively quickily. Look at it this way. Raping gives your cappers a window of opportunity where they can come in relatively unharassed or more offense can come and kill the D.

In T:V this window is about 10-20 seconds, maybe 30 if the D is disorganized. In T1/T2 it was in the minutes range. In T:V a dedicated HO squad can definitely keep a base totally down, but in T2 it just needed like 1 or 2 guys to totally demolish your base for the entire map.

The sensors are actually pretty damn useful. Having the IFFs to show where enemies are, especially on D, helps out a ton. Try playing without any sensors and it's rather easy to miss an enemy player coming to attack. And you're actually defending the old-style missile launcher?? That thing was the biggest piece of no-skill crap. Just hold it up, wait for lock and launch. Tribes is about SKILL. The disc-launcher takes skill to kill people with, same with every single other weapon. The missile launcher took NO skill whatsoever, any monkey could use that thing effectively and it was so annoying and realy slowed the game down.

Radar jamming = Destroy the sensors


-The way deployables are handled stinks in my opinion. I gotta run to 5 different spots mattering on what the hell I want. Then the shit may not even be there. And since when is a mine a fucking deployable?

This is a new design decision and some people may not agree with it. I was never really a farmer so I can't really comment on this. People are still setting up very effective defences so I don't really think the way deployables are handled now is really an issue, just gotta adapt.

-What happened to lazer targetting for mortars?
Ya, I agree with this one. Losing the targetting lazer sucks cause I used that thing all the time, just for communication and also for mortaring.

-Vehicles are piss poor.
Well, you don't really leave a lot of room to argue with here. Anyway, vehicles were NEVER supposed to be the focus of Tribes, they totally weren't in T1. T2 pretty much made the entire game centered around vehicles and that sucked horribly. The damn Shrike was so ridiculously overpowered. I'll say that the pod is pretty overpowered as well right now :/

-Heavies seem way too mobile. They're walking seems to fast too me, and skiiing is so fucking easy that they can traverse terrain easily. No more relying on a team to get your ass over there, or spot you targets.
This is GOOOOOOD. Tribes is about mobility, the more the better. Heavies are more mobile, but so is every single other class, so it all evens out in a more mobile game overall. This makes it FUN as I mentioned before where nobody wants to wait for 10 minutes to get a damn APC or walk 10 minutes across the damn map.

-Shield walls, where are they? This was one of the main reasons you wanted to knock power out.
There are shield walls, I don't know what you're talking about. They're those mesh shaped things that are the colour of your team. They're not a big deal in the game since bases aren't really that big of a deal in the game. But that's just in the 4 maps that were released, who knows what the other maps will hold. Either way, you have a pretty weird complaint here...

Did I happen to mention the horrible lag on sniping now. IF I remember correctly, although I never liked the thing, the shots were instant. No such the case anymore. Hitting airborne targets is a bitch and a half with the lag, seems much more effective to take out slower moving objects at the enemies flag. Even then I'd do so much more damage just charging in and doing the spinfusor wars.

Sniping is an issue that a lot of people have commented on. I'm still not sure if the devs are treating it as a problem, or just a design decision that people are going to have to adjust to. In beta people really rocked me with the Sniper Rifle a lot, but I haven't seen people using the sniper in the demo much. I think the devs are taking a look at the sniper rifle though to see how it can be improved/fixed.
 
rastex said:
Woh woh woh, wait a second here. You're telling me in a Capture the Flag match you're either trying to cap their flag or defending your own?? Because that's not the entire point of the gametype or anything.

You're being too general, there was tons of stuff you could do in CTF in the old tribes that weren't directly related to the two.

1. Set up bases closer to enemy terrortories
2. Destroy the bases's infastructure (right now that's not really worth it like I said)
3. Target for heavies.
4. Transport armies.
5. Set up ample defenses for base/repair base. Ya you can do this now... but fucking why it's an afterthought.

I didn't say it puts teams at a disadvantage, I said that it costs teams the game because it's so damn tough to repair the base (in t1/t2) that unless you're EXTREMELY well organized you're gonna be spending the rest of your time repairing the base because the other team will continually rape you. In T:V it sets you back and takes a few guys to repair the base but it's done so relatively quickily. Look at it this way. Raping gives your cappers a window of opportunity where they can come in relatively unharassed or more offense can come and kill the D.


In T:V this window is about 10-20 seconds, maybe 30 if the D is disorganized. In T1/T2 it was in the minutes range. In T:V a dedicated HO squad can definitely keep a base totally down, but in T2 it just needed like 1 or 2 guys to totally demolish your base for the entire map.


More like 10 seconds IF. Stand in the middle of the base and turn on the damn repair pack, even if your'e the only one it takes NO TIME AT ALL. Again for a game that's suppose to revovle around teamplay, this was a stupid decision.

The sensors are actually pretty damn useful. Having the IFFs to show where enemies are, especially on D, helps out a ton. Try playing without any sensors and it's rather easy to miss an enemy player coming to attack. And you're actually defending the old-style missile launcher?? That thing was the biggest piece of no-skill crap. Just hold it up, wait for lock and launch. Tribes is about SKILL. The disc-launcher takes skill to kill people with, same with every single other weapon. The missile launcher took NO skill whatsoever, any monkey could use that thing effectively and it was so annoying and realy slowed the game down.

Radar jamming = Destroy the sensors

The missle launcher took no skill cause of the radar/generator, the skill was keeping your fucking radar/generator up. The radar now has little or no value I think. Ya it can spot people but big deal, so you lose their blip for 10 seconds then it's over.

As for radar jamming, you can't always keep sensors down (especially in vengence). Also you can't permentantly jam temp outposts that you would put near bases (like deployable inventory... man those are near useless now).



This is a new design decision and some people may not agree with it. I was never really a farmer so I can't really comment on this. People are still setting up very effective defences so I don't really think the way deployables are handled now is really an issue, just gotta adapt.

It sucks plain and simple, and does not go along with this "much quicker game" at all. Standard practice in tribes was to get a remote inventory place that by where you were going to be setting up defense and go to town. Not only do you have to go running back to base each time now, you have to go to a different spot each time.


Well, you don't really leave a lot of room to argue with here. Anyway, vehicles were NEVER supposed to be the focus of Tribes, they totally weren't in T1. T2 pretty much made the entire game centered around vehicles and that sucked horribly. The damn Shrike was so ridiculously overpowered. I'll say that the pod is pretty overpowered as well right now :/

Shrike was good for flag running. The transport was good for transporting, but I guess fuck all that cause we got crazy running heavies now. What's the pod, the stupid circle flying thing? I've sniped guys outta the damn thing... ya it's a little of a pain, but then again it's a vehicle, it's suppose to. But hey this wouldn't be a problem if we had proper missle launchers.

This is GOOOOOOD. Tribes is about mobility, the more the better. Heavies are more mobile, but so is every single other class, so it all evens out in a more mobile game overall. This makes it FUN as I mentioned before where nobody wants to wait for 10 minutes to get a damn APC or walk 10 minutes across the damn map.

Well for a game that was suppose to be about teamwork this was a stupid way to go about things.

There are shield walls, I don't know what you're talking about. They're those mesh shaped things that are the colour of your team. They're not a big deal in the game since bases aren't really that big of a deal in the game. But that's just in the 4 maps that were released, who knows what the other maps will hold. Either way, you have a pretty weird complant here...

Though I have yet to test the properties of these "shield walls" I don't think they're the same thing. First of all all the "shield walls" in vengence seem just for sealing off spawn points. Also do they go down when a generator is fried? Either way their placement seems stupid. There's no reason to knock shields out to get them down cause they don't fucking guard anything.

Sniping is an issue that a lot of people have commented on. I'm still not sure if the devs are treating it as a problem, or just a design decision that people are going to have to adjust to. In beta people really rocked me with the Sniper Rifle a lot, but I haven't seen people using the sniper in the demo much. I think the devs are taking a look at the sniper rifle though to see how it can be improved/fixed.

The gun itself isn't bad, ya it uses ammo now which sucks but if they're going to do that they should atleast get rid of the delay. I seem to be the only one snipining, and although I do a pretty good job at it... it's usually against idiots that stand still or someone that can't jetpack/skii right.
 
Ok, I hate going into these long drawn out arguments that are picked apart piece by piece. I admit that I did it first so I want to get out of that. I think we're just going to have to agree to disagree. From what I understand you're more of a fan of forced teamwork with many different subroles that coalesce into an epic battle. I'm a fan of freeform play where teamwork is possible, but the player isn't useless if there isn't any.

And mint, I'm a vet3 at Tribalwar, never been to TWL sorry.
 
Also as cool as the grappling hook is (it's great fun)... it seems kinda... unbalanced.... Capping the flag with ti seems really really easy..

fliesthroughtheair.jpg
 
rastex said:
Ok, I hate going into these long drawn out arguments that are picked apart piece by piece. I admit that I did it first so I want to get out of that. I think we're just going to have to agree to disagree. From what I understand you're more of a fan of forced teamwork with many different subroles that coalesce into an epic battle. I'm a fan of freeform play where teamwork is possible, but the player isn't useless if there isn't any.

And mint, I'm a vet3 at Tribalwar, never been to TWL sorry.

Heh, it sounds like you don't enjoy teamwork AT ALL. You'd rather just keep respawning and doing your own thing, is that right? :P
 
No targeting laser, that sucks. I loved paiting targets for mortar launchers. This new TRIBES keeps getting worse sounding.
 
dark10x said:
Heh, it sounds like you don't enjoy teamwork AT ALL. You'd rather just keep respawning and doing your own thing, is that right? :P

On a pub, ya. In competitive play the whole dynamics of the game will be entirely different. And if you think there'll be no teamplay in competitive play because you don't need someone to carry around a sensor pack then I think you're sorely mistaken.
 
The new Tribes seems pretty good to me.. but its pretty different.

The maps are bigger than I thought they would be after hearing all the talk of small maps.

Btw.. that shield weapon. How the fuck do you use that? I havent killed one person.
 
dem said:
The new Tribes seems pretty good to me.. but its pretty different.

The maps are bigger than I thought they would be after hearing all the talk of small maps.

Btw.. that shield weapon. How the fuck do you use that? I havent killed one person.


I just started using it, so far got one person, but only cause he was a moron. It's hard as hell to use in a spinfusor fight.
 
Ya, the buckler is pretty weird. I think it's main purpose is to body block incoming cappers and HO and I think it can also deflect bullets (chaingun/blaster) and decreases your damage.. maybe. Killing with it is tough, I've done it a few times but like Ferrio, were pretty lucky.
 
Should we make a new thread for the actual release?

And people need to understand one thing.

It's not T1, its not T2, its frigging T:V; why whine when you can always go back and play those games, or just play CS.
 
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