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.
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.