• Hi-Rez Studios
  •  Language
    • English - United StatesEnglish
  • Games
    • SMITE
      • Home
      • Refer A Friend
      • My referrals
      • Gods
      • Items
      • Player Stats
      • Teams
      • Leaderboard
    • Tribes
      • Home
      • Refer A Friend
      • My Referrals
    • Global Agenda
  • Support
  • Store
FAQ • Login • Register

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

All times are UTC - 5 hours [ DST ]


Forum rules


Please click here to view the forum rules

Inheritance setting for spinfusers?

Moderator: Cyberlink



Post new topic Reply to topic  Page 1 of 2
 [ 12 posts ]  Go to page 1, 2  Next
Previous topic | Next topic 
 Inheritance setting for spinfusers? 
Author Message
tangoliber


Joined: Mon Sep 12, 2011 9:46 am
Posts: 163
Post Inheritance setting for spinfusers?
I understand why Hi-Rez didn't want to set inheritance to 100% as it may be hard for some new players to get accustomed to.
And I understand why they wouldn't want to change it now, because the game is no longer in Beta, and people have spent time getting used to it at 50%.

But would an inheritance toggle for each spinfuser be feasible? It could be set at 0%, 50% or 100% and toggled in the loadout menu, as if you were modding your spinfusers.

Would there be any problem with this? Maybe it would be too confusing for the other player when dueling, if they are trying to predict their opponents shots?


Sun Jun 03, 2012 6:23 am
Profile
raqyee
User avatar


Joined: Fri Mar 30, 2012 5:52 am
Posts: 1914
Post Re: Inheritance setting for spinfusers?
Everyone would use 0% in that case. Inheritance should be global, no need to make it customizable.
_________________
Image
Feel free to add me on steam | Member of conclave.cc


Sun Jun 03, 2012 6:32 am
Profile WWW
SmoothP
User avatar


Joined: Fri Jul 29, 2011 3:28 am
Posts: 1590
Post Re: Inheritance setting for spinfusers?
tangoliber wrote:
Would there be any problem with this? Maybe it would be too confusing for the other player when dueling, if they are trying to predict their opponents shots?

It would still beat trying to dodge a bullethose. 8-)
_________________
Give a man a pistol, and he'll play for a day... Teach a man to disc, and he'll stay devoted forever.
Loadouts 2.0 - Directional Jets - True Inheritance - Cosine Splash - Active Regen - Abolish Credits


Sun Jun 03, 2012 6:36 am
Profile
tangoliber


Joined: Mon Sep 12, 2011 9:46 am
Posts: 163
Post Re: Inheritance setting for spinfusers?
Wouldn't people who are trying to hit midairs set it to 100%?

Would there be any problem if everyone set it to 0%? Wasn't it at 0% earlier in the Beta and people didn't like it?

If it was a setting buried in the loadout menu, then people who don't want to learn a new inheritance would keep it at the default 50. Wouldn't this satisfy the people who want it changed, and not disturb those who don't care?

It feels to me like an elegant solution... about as intrusive as tuning your car in a racing game.


Sun Jun 03, 2012 6:38 am
Profile
DrEuthanasia
User avatar

Beta Tester
Beta Tester

Joined: Thu Dec 17, 2009 5:20 pm
Posts: 1101
Post Re: Inheritance setting for spinfusers?
Given how 0% inheritance gives a distinct advantage while being chased and 100% inheritance gives a distinct advantage while chasing, I disagree. This would affect gameplay far too significantly to enable as a player's choice.


Sun Jun 03, 2012 8:23 am
Profile
tangoliber


Joined: Mon Sep 12, 2011 9:46 am
Posts: 163
Post Re: Inheritance setting for spinfusers?
DrEuthanasia wrote:
Given how 0% inheritance gives a distinct advantage while being chased and 100% inheritance gives a distinct advantage while chasing, I disagree. This would affect gameplay far too significantly to enable as a player's choice.


But to be able to really utilize the differences, wouldn't you already need to be pretty good at the spinfuser? I don't think it would make much of a difference to a new player.
Is it much different from how the player has a choice about binding/using the jet button or not? Its still better to use only the jet button up slopes, right? But most players use the jump/jet button for everything. Or did they patch that advantage out?

Also, wouldn't providing the ability to take that advantage (which ever one best suits your playstyle) help the spinfusers be more effective for players at a higher level?


Sun Jun 03, 2012 9:03 am
Profile
blakey88


Joined: Sun Apr 29, 2012 8:48 am
Posts: 321
Post Re: Inheritance setting for spinfusers?
I think that's a good idea reallly, I don't see how it gives any real advantage but in my opinion its more natrual to use
100% instead of 'guessing' where the average of where a shot
fired with 0% and 100% should hit...
Anyway, you can be used to all of them.


Sun Jun 03, 2012 9:35 am
Profile
tundraboy
User avatar


Joined: Tue Aug 30, 2011 4:07 pm
Posts: 108
Post Re: Inheritance setting for spinfusers?
i think it should stay global tbh cos otherwise people will just moan about it in chat when you kill them as a result of your settings being "OP".

but i wouldnt mind new guns in the future that have different inheritence values, such as a special fusor variant with 0%
_________________
"You what? You went in there, wrote "I AM A FISH" four hundred times, did a funny little dance and fainted!"


Sun Jun 03, 2012 11:52 am
Profile
DrEuthanasia
User avatar

Beta Tester
Beta Tester

Joined: Thu Dec 17, 2009 5:20 pm
Posts: 1101
Post Re: Inheritance setting for spinfusers?
tangoliber wrote:
But to be able to really utilize the differences, wouldn't you already need to be pretty good at the spinfuser? I don't think it would make much of a difference to a new player.
Is it much different from how the player has a choice about binding/using the jet button or not? Its still better to use only the jet button up slopes, right? But most players use the jump/jet button for everything. Or did they patch that advantage out?

Also, wouldn't providing the ability to take that advantage (which ever one best suits your playstyle) help the spinfusers be more effective for players at a higher level?

It doesn't require skill to fire disks backwards at full speed even when traveling 300 km/h in the opposite direction. The sheer increase in velocity would make your shots land near-instantly, and an enemy chaser wouldn't be on a level playing field with you because their disks would have to catch up, even with 100% inheritance. This isn't really comparable to the jump/jet binding because all that does is automate something that's already available to everyone equally. There is no functional difference in gameplay between players using one binding or the other.

As for giving Spinfusors an advantage, this simply isn't the way to do it. I make no claims to being a competitive player, but I know that if I wanted to take the game as seriously as possible, I would absolutely hate not knowing which inheritance setting my opponents were using. It would dictate how well they functioned at a given speed, without giving me any real indication of what that speed was. How would I know the best way to engage them? Skiing parallel to a player with a 0% inheritance weapon makes you almost untouchable but it's a death sentence if he's using 100%. I would be willing to take bets that if this change ever happened, the competitive community would immediately impose a rule forcing one setting upon everyone involved.


Sun Jun 03, 2012 7:15 pm
Profile
kohan69
User avatar


Joined: Tue Aug 23, 2011 3:06 pm
Posts: 172
Post Re: Inheritance setting for spinfusers?
There used to be a detailed thread about this, it's locked but you will know everything pro and con here:

viewtopic.php?f=313&t=56496



https://www.youtube.com/watch?v=Fe9C-pBOPKE


HiRezStew wrote:
It is possible/likely that some tweaks to inheritance will be made before launch, but very unlikely that you will see 100% inheritance on all weapons.



I really wish it was implemented, at least as a custom server option (I think HiRez said that it might be in custom servers, back in january)

Also, yes 0% inh is unfair for chasers vs cappers, but if there was a custom gameplay option that sets inh to 50, 75, 100 (at least just for spinfusors) it'd make a world of differnce to few of us, and not matter to most (liek FoV)


Sun Jun 03, 2012 7:53 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  Page 1 of 2
 [ 12 posts ]  Go to page 1, 2  Next

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

All times are UTC - 5 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.
Phpbb Style Designed and Copyrighted by Vjacheslav Trushkin for Free Forums/DivisionCore.
Terms of Service and Privacy Policy

All content © Hi-Rez Studios.