Yakoob on 9/2/2012 at 17:13
Quote Posted by Koki
Turns out today's patch is supposed to cut XP weapon prices(I fucking hope so, unlocking Spinfusor on the Infiltrator costs ONE HUDRED SEVENTY THOUSAND XP) and introduce autobalance.
As for the weapon loadouts, did you really expect what to face in previous games? Because on the forums everyone is bitching about the classes in Ascend, and wants free customization "like in Tribes 2". So were there classes or what?
No there weren't classes but when I saw a guy in light armor with spinsufour I knew I was up against a light armor with spunsufour. Now I also need to worry if it's all upgraded, and how much. But as I said the upgrades dont seem that substential so I don't think it will really be an issue.
EDIT: Ok the Shriek is officially useless. Not only is the shooting slow and underpowered, its handling is absolutely atrocious. It turns soooooooo goddaamn slooooow. On one of the green hilly maps, if I go for a five run to hit an enemy turret, I literally CANNOT TURN BACK without hitting the "end of map" boundaries and exploding. Every single time. Jesus, seriously.
Tho I am in love with the granade that makes the enemy drop the flag; got so many flag returns with that thing haha!
catbarf on 10/2/2012 at 07:12
Apparently being a Technician with a Thumper makes me a 'noob fagot'. I chose Technician because I like building turrets to do my work for me, I bought some gold to support the developers, I used it to buy a Thumper because grenade launchers are cool, and in the eyes of some that makes me a horrific wallet-warrior and cheap exploitative asshole.
I have to wonder if these people have even tried using the Thumper. The projectile is slow, arcs heavily, and has a tiny blast radius. If there's one thing Hi-Rez is doing right, it's fixing balance problems with each update.
Koki on 10/2/2012 at 14:47
The Thumper can one-shot light classes. That's a lot to give to what is supposed to be a support kit.
catbarf on 10/2/2012 at 15:15
The only class I've ever one-shot was a cloaked light hoping I wouldn't notice him, and even then only with a direct hit. So the only class the Thumper can kill in one shot with a slow-moving, limited-blast projectile is exactly the class that has the absolute easiest time avoiding it.
More importantly, it's completely useless against anyone who doesn't want a knife fight. Not having a secondary weapon is a pretty big disadvantage. And the sentry guns aren't at all effective for flag defense (except llama grabs) so I'm not exactly sure how the Tech is supposed to be useful if he were given a crappy primary.
Koki on 10/2/2012 at 15:36
Well, complaining about slow-moving projectiles in a Tribes game is kind of like complaining about insta-hit railgun in Quake. Every weapon except for pistols and sniper rifles has a slow moving projectile so everyone's on the same boat.
Infiltrators(the class that can go invisible) have most HP of all Light classes. And you one-shot it. So there's that.
The range is usually not an issue; at distance farther than the Thumper's it's pro skill to hit anything but a stationary target anyway.
Besides hell, Soldier class starts with Thumper as default weapon. So you're basically a Soldier who can drop hitscan turrets.
catbarf on 10/2/2012 at 15:50
A soldier who exchanges a useful and effective weapon for hitscan turrets that are awkward and time-consuming to place and easy to blow up. Is that really overpowered?
Edit: It's not that it's a non-hitscan projectile, it's that it's a non-hitscan projectile with an arc and low speed. I've had a much easier time hitting people with the Spinfusor, and if the Tech could take that I'd gladly use it instead. The Spinfusor also seems to do more damage to heavies, since it usually takes three or more direct hits with the Thumper to kill one. It might be that the Thumper's set up to do more damage to lights and less to heavies, relegating it to a defensive role.
Yakoob on 10/2/2012 at 18:42
I finally played long enough to unlock the Inflitrator and I am so, so disappointed. His infiltration abilities are near useless.
* Your firepower sucks. Your guns are weak and don't even damage sensors and turrets (the hell?). You only get two granades and if the enemy has at least one defender who placed a turret or a shield around the generator, you'll use up all your firepower before you even get to it. And seeing as its the enemy base, they will have it back up before you manage to return.
* You decloak as soon as you start throwing a nade, not when it leaves your hand or explodes. So try to throw a nade at a turret adn guess what, half the time the turret will shoot you down before your nade even reaches it.
* Ok so destroying generators isn't great, so how about killing pesky enemies? Nope. The only enemy you can one hit kill are lights which are gonna be flying around at hyperspeeds so no chance of meleeing them. The Meds and Heavys would take multiple hits, but even using a single attack causes you to decloak. And even if you open up with melee and start shooting after, the weapons are so weak the heavy will just turn around and shoot you.
* Everything you do makes you decloak. I can understand shooting and maybe nades, but even taking damage causes you to decloat. Hell, taking *fall* damage makes you decloak. And its so annoying that you are still technically cloaked when you decloak, so its still using up your power in the meantime, so you need to decloak manually.
About the only use the inf has is on maps where the enemy doesn't defend their gens AT ALL or taking out the occasional sniper. It really needs more firepower, but the spinsufour costs 100,000 fucking XP, that's ridiculous. You get something like 500xp in a 20 minute game, so that translates to 67 hours of gameplay. To get just ONE gun, not to mention all the other perks and skills that would make the infiltrator suck a little less.
Oh and the unlock system is showing its bad side as well. Sometimes I play a game with a bunch of newcomers, so its just pathfinders, soldiers and the occasional heavy. Sometimes I play a game where the team has leveled up, so you have tons of turrets, shields, EMP mines etc. Changes the entire gameplay dramatically, and you never know what you'll end up with the random server join.
And the game needs VoIP badly, right now there's barely any teamwork going, which is diappointing seeing how some things demand it (i.e. you cannot drive the gravcycle with a flag, making my old T2 heist of leaving a grav behind a mountain behind the enemy base as I come in cloaked, run backwards (to everyone's surprise and unpreparadness) only to have them see me speed off on a grav or a shriek a few seconds later).
:nono:
Koki on 11/2/2012 at 07:11
I'm fairly sure the point of the Inf wasn't to sneak into enemy base and take out his gen all on his own.
That'd be pretty silly.
Yakoob on 11/2/2012 at 07:30
Then what is? I mean, I can infiltrate to anywhere in the enemy base or around it, but the problem is, once I get there, I don't really have the tools to do anything.
Killing lone snipers from behind, though, that's fun, especially if you kill the same sniper 3rd time in a row hehe...
catbarf on 11/2/2012 at 07:31
I've seen Infs toss three grenades (there's a perk that lets you have 3) and take out a full health generator. They're also great for destroying turrets, since the turrets won't shoot them while they're cloaked, even if they're revealed. If you're getting killed by turrets you're doing something wrong, it's only about 50 damage per shot so it takes a couple of seconds to kill even a Light.