Yakoob on 14/8/2011 at 14:37
Really? That didn't even cross my mind. It seemed pretty accurate compared to T2, going downhill, "skating" and using hills as ramps you could move damn fast. Maybe it's not the speed but the scale? I pointed in my post I thought the bases seem too close to each other. Even the hills seem fairly small and sparse. I mean, compare this to the mountains in Katabatic or Quagmire. This is a little hill with a valley around it, in comparison.
Koki on 14/8/2011 at 15:04
I thought the idea was to ski down slopes then jetpack to another hill to do it again. In the video it seems like skiing has no friction at all so you can just ski forever.
But I won't argue much about it because the only Tribes I played was Vengeance.
Yakoob on 14/8/2011 at 18:34
Quote Posted by Koki
but I won't argue much about it because the only Tribes I played was Vengeance.
GET OUT OF HERE HEATHEN!
See, the hills in Vengance were nothing compared to some of the mountains in T2. Google a few pics for comparison. If you skated down those kills you could get insane speeds. and yes, even post-hill skating still considerably lowers your friction, and with a bit of jetpacking (so you're just gliding slightly above the ground) and stratically jumping from one slope to another, you could maintain your momentum for a good while.
Koki on 14/8/2011 at 20:03
Vengeance wasn't that bad. SP wise that is. The story setup was almost a joke but after that it was okay. And the gameplay even today remains refreshingly different.
Yakoob on 15/8/2011 at 01:40
You know I actually agree, I genuinely liked the SP campaign. The changed game mechanics and even the story ended up working exceptionally well in the single player (kinda makes me want to replay that actually).
But I was speaking strictly of MP which, compared to its predecessors, was raped and butchered to all hell.
Aerothorn on 15/8/2011 at 16:17
It's true - the #1 problem with Tribes: Vengeance was map size. A heavy could just walk across the map and mortar the spawn point. It was ridiculous. Which is my main fear with Ascend, particulary given that it's coming to consoles. Are there any console FPS games with massive maps? Or do the RAM limitations make that impossible?
Koki on 15/8/2011 at 16:54
Borderlands and Far Cry 2? Though most use camp-based spawn system, don't know how that relates to MP. And both save on memory by reusing the same textures over and over.
Yakoob on 15/8/2011 at 20:21
Well a huge map does not necessarily equate with a huge memory footprint. In T2 for instance, the entire terrain was made via a simple height map, with the occasional building/rock/bridge model here and there, it wasn't all that intensive. Recreating that in Tribes:Ascend on console wouldnt be that big of a memory issue, at least not anymore than the traditional games (i.e. replace the grass texture with hires grass, the object models with hi-poly ones etc)
Aerothorn on 15/8/2011 at 23:57
Good to know. I guess it's a design thing, than; small maps are more easily controlled, balanced, polished. Designers seem afraid of the crazy antics and lost sniper of the Big Maps.
Because that was half the fun of Tribes 2: Grabbing a shrike and a sniper rifle and finding some ridiculous perch, and seeing how many you could take down before they came for you.
Speaking of which, jetpacks are pretty much the perfect answer to overpowered snipers.