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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Question to HiRez: How to chase SANIC?

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 Question to HiRez: How to chase SANIC? 
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Diknak


Joined: Thu Feb 23, 2012 1:28 pm
Posts: 553
Post Re: Question to HiRez: How to chase SANIC?
eureus wrote:
Slowing down the cappers is a terrible idea. Boost the chasers trust packs instead (through a perk like Rage).

-1

That just means that cappers also get a boost to thrust pack.

I agree that adding weight and drag to the flag is the best solution without trying to gut the core physics of the game. It may be a 'bandaid' solution, but it is a realistic solution.

I would also like to see thrust pack make you drop the flag when used. You would be able to use it once before grabbing the flag, but if you tried to use it at all during your return, you would drop the flag. This would increase value to the energy pack for cappers and make the thrust pack important for chasers.
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Fri May 04, 2012 3:14 pm
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irimi


Joined: Thu Mar 08, 2012 1:37 am
Posts: 478
Post Re: Question to HiRez: How to chase SANIC?
Drop flag on Thrust is equally unnecessary, since cappers already don't use it after the grab. Those who use Thrust after a flag grab are slow-moving llamas that any half-bad chaser can take down with ease.

The utility/power of Thrust Pack is rampantly misused in pubs, and that's not something that needs to be fixed or addressed in any way.


Fri May 04, 2012 3:41 pm
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Punichan


Joined: Wed Jan 04, 2012 3:46 am
Posts: 465
Post Re: Question to HiRez: How to chase SANIC?
Diknak wrote:
eureus wrote:
Slowing down the cappers is a terrible idea. Boost the chasers trust packs instead (through a perk like Rage).

-1

That just means that cappers also get a boost to thrust pack.

I agree that adding weight and drag to the flag is the best solution without trying to gut the core physics of the game. It may be a 'bandaid' solution, but it is a realistic solution.

I would also like to see thrust pack make you drop the flag when used. You would be able to use it once before grabbing the flag, but if you tried to use it at all during your return, you would drop the flag. This would increase value to the energy pack for cappers and make the thrust pack important for chasers.


From the surface level... the idea sounds sound... but If I remember right, thrust pack only boost you "UP TO 170Mps..." it does NOT ADD TO THE SPEED that you already have... the high-speed cappers ONLY use it to get to "top speed" then grab and let the speed gained (plus a little bit of jet) to carry the rest of the way home...

Yes, I think "giving chasers boosts" is the same with giving them to the cappers... people answering that are either bargaining to keep their HS-Cap spree, or they are just NOT reading the post...


Sun May 06, 2012 1:15 am
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pro-logic


Joined: Thu Nov 03, 2011 6:01 pm
Posts: 437
Post Re: Question to HiRez: How to chase SANIC?
[snigger] flag stops your energy regenerating, just like it stops your health regenerating [/snigger]

The flag could be filled with lead. And should cause big air resistance... in effect making you the aerodynamics of the next heavier class...

Ie if your light, with flag you handle medium
if your medium, you handle like a heavy
if you're heavy, and manage to cap... good on you


Sun May 06, 2012 3:02 am
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zzzornbringer
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Joined: Mon Jun 27, 2011 10:37 am
Posts: 589
Location: Germany
Post Re: Question to HiRez: How to chase SANIC?
nice suggestion, making the flag weight.

i suggested a bit more drastic solution to the issue a while ago. speed limit for flag carriers. *runs away*

i sign your suggestion though. really good idea. adds another layer of difficulty for successful flag capping. +1
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Sun May 06, 2012 3:57 am
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Punichan


Joined: Wed Jan 04, 2012 3:46 am
Posts: 465
Post Re: Question to HiRez: How to chase SANIC?
pro-logic wrote:
[snigger] flag stops your energy regenerating, just like it stops your health regenerating [/snigger]

The flag could be filled with lead. And should cause big air resistance... in effect making you the aerodynamics of the next heavier class...

Ie if your light, with flag you handle medium
if your medium, you handle like a heavy
if you're heavy, and manage to cap... good on you


I think that's NOT what I had in mind... I did said "a little"... but I am glad I wasn't the ONLY ONE think that something is wrong with the capping mechanics here...


Mon May 07, 2012 1:44 pm
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EvilKoala


Joined: Wed Oct 26, 2011 5:08 pm
Posts: 368
Post Re: Question to HiRez: How to chase SANIC?
I haven't read all five pages of posts.. but I thought I'd throw in my 2c here anyway. I don't think the problem is with chasing. A capper going 300+ is pretty much gonna be unchasable. There's no changing that, and honestly.. if all else was done right, it shouldn't be changed. What isn't done right, is the fact that a capper can pretty much run circles at 300+ around the map until he makes a successful grab. This is because the flags are flat out in the open and base assets are completely useless against it. Sure, a HOF might stop him half the time.. probably less.. a lot less. It only takes 1 of the 6-10 other pathfinders to make a run to distract him though, which is near constant.

So how could you fix this? Force fields. Block ALL high speed cap routes with force fields powered by the generator. Now those 6-10 pathfinders will need to find a new profession so that the 1-2 that are left can actually make a grab. HOF is less burdened, roles are more diversified, and teamwork is important again.


Mon May 07, 2012 4:36 pm
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Nark51
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Joined: Mon Oct 10, 2011 8:54 pm
Posts: 861
Location: United Kingdom
Post Re: Question to HiRez: How to chase SANIC?
So, EvilKoala, what you're saying is... you want every map to turn into a Temple Ruins turtlefest 0-0 35 minute stalemate.
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Mon May 07, 2012 10:23 pm
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Punichan


Joined: Wed Jan 04, 2012 3:46 am
Posts: 465
Post Re: Question to HiRez: How to chase SANIC?
EvilKoala wrote:
I haven't read all five pages of posts.. but I thought I'd throw in my 2c here anyway. I don't think the problem is with chasing. A capper going 300+ is pretty much gonna be unchasable. There's no changing that, and honestly.. if all else was done right, it shouldn't be changed. What isn't done right, is the fact that a capper can pretty much run circles at 300+ around the map until he makes a successful grab. This is because the flags are flat out in the open and base assets are completely useless against it. Sure, a HOF might stop him half the time.. probably less.. a lot less. It only takes 1 of the 6-10 other pathfinders to make a run to distract him though, which is near constant.

So how could you fix this? Force fields. Block ALL high speed cap routes with force fields powered by the generator. Now those 6-10 pathfinders will need to find a new profession so that the 1-2 that are left can actually make a grab. HOF is less burdened, roles are more diversified, and teamwork is important again.



Nark51 wrote:
So, EvilKoala, what you're saying is... you want every map to turn into a Temple Ruins turtlefest 0-0 35 minute stalemate.



or worse... he is talking about 3-4 HoF Dooms... he said force field, all heights, and all fast routes... etc... though he IS thinking towards good cause... but he is also thinking about total maps make over... with his ideals... there WILL BE NO high speed caps... though I DO like the idea of making GEN more important... but I don't think it should be a win/loose kinda thing...

Again... I have NOTHING against Speed Cap... nor Do I hate cappers... it's just that I have seen too many games/rounds being broken by 1-3 cappers who just pull off 20 sec caps, some times strike/speed cap (which IS unstoppable and cheap regardless how much skill is required to perform)... game broken, because NO ONE can catch them! and YES, I DID tried... useless...


Tue May 08, 2012 12:41 am
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QcRevo


Joined: Sat May 05, 2012 12:48 pm
Posts: 5
Post Re: Question to HiRez: How to chase SANIC?
Map design and increased base assets importance, I believe, could indeed bring diversity and make for more «satisfying» defence. But that's a problem on its own, the topic at hand is chasing.




So I thought that there could be a new base asset, a launch pad or cannon, that could launch its user at high speed in a chosen direction. The flag carrier would obviously not benefit from this directly, and if it becomes too easy to gain speed for FCs (or anyone) starting from their base, that asset could only be useable by one whenever the flag is off one's stand.

...on second thought, this sounds a bit absurd, but hey, I laughed a bit at that image, so this won't have been written in vain if someone else does :D


Tue May 08, 2012 1:27 am
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