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

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Fog on that one new map (adding fog everywhere)

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 Fog on that one new map (adding fog everywhere) 
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Nark51
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Joined: Mon Oct 10, 2011 8:54 pm
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Location: United Kingdom
Post Re: Fog on that one new map
A major problem with fog is that the flag icon IFF still shows up through it for Sentinels. So on a map like Crossfire, Sunstar or even Dangerous Crossing where it is already implemented, Sentinels can still snipe the flag carrier long after he is enveloped in fog.

It does help cappers avoid sentinels while they are setting up their routes though, I'll give it that.
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Sun Aug 05, 2012 6:36 am
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Etheralking
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Joined: Thu Nov 18, 2010 4:08 pm
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Post Re: Fog on that one new map
Trunks0 wrote:
Adding fog for "tactical reasons", would seem like a band-aid fix to larger game-play problems they haven't properly addressed(Yes, I'm looking squarely at issues like disc sniping base turrets)


What about disc sniping base turrets is an issue? :p

We did the same in previous Tribes games. All that's different is that you had to be two to beat through the shield- but any nab with a keyboard can organize a turretkilling with someone else EZ PZ anyways. I don't get it O_o
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Sun Aug 05, 2012 6:54 am
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Trunks0
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Joined: Thu Feb 18, 2010 3:57 pm
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Location: Vancouver,B.C., Canada
Post Re: Fog on that one new map
Etheralking wrote:
Trunks0 wrote:
Adding fog for "tactical reasons", would seem like a band-aid fix to larger game-play problems they haven't properly addressed(Yes, I'm looking squarely at issues like disc sniping base turrets)


What about disc sniping base turrets is an issue? :p

We did the same in previous Tribes games. All that's different is that you had to be two to beat through the shield- but any nab with a keyboard can organize a turretkilling with someone else EZ PZ anyways. I don't get it O_o


It's to easy in T:A as it doesn't require a concentrated effort or any team work. A path finder can pull it off solo with little effort.
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Sun Aug 05, 2012 7:43 am
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raptorak
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Joined: Tue Jun 28, 2011 8:36 am
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Post Re: Fog on that one new map
To be fair I think that some maps need fog, and others don't. My main issue was that the fogging looks rubbish on dangerous crossing and it actually looked better in Tribes 2!

I would love a bit more fog on raindance (maybe a new variant of the map, with a lightning storm and darkened skies would be cool!)

Also we should have a map that takes place in a sandstorm/snowstorm.


Sun Aug 05, 2012 8:39 am
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Trunks0
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Joined: Thu Feb 18, 2010 3:57 pm
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Location: Vancouver,B.C., Canada
Post Re: Fog on that one new map
raptorak wrote:
To be fair I think that some maps need fog, and others don't. My main issue was that the fogging looks rubbish on dangerous crossing and it actually looked better in Tribes 2!

I would love a bit more fog on raindance (maybe a new variant of the map, with a lightning storm and darkened skies would be cool!)

Also we should have a map that takes place in a sandstorm/snowstorm.


A Stormy map, or version of a map, would be really cool and could lend its self well to some more interesting fog.
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Sun Aug 05, 2012 4:27 pm
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pro-logic


Joined: Thu Nov 03, 2011 6:01 pm
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Post Re: Fog on that one new map
Nark51 wrote:
A major problem with fog is that the flag icon IFF still shows up through it for Sentinels. So on a map like Crossfire, Sunstar or even Dangerous Crossing where it is already implemented, Sentinels can still snipe the flag carrier long after he is enveloped in fog.

It does help cappers avoid sentinels while they are setting up their routes though, I'll give it that.


Yeah, I think this is more of a T:A map issue. The maps are generally flat. In previous games, even if you could aim the 4 pixels below the IFF, if you didn't get the shot off in the first few seconds you'd be sniping a mountain.

There was just so many mountains.


Sun Aug 05, 2012 5:02 pm
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Greth


Joined: Mon Oct 10, 2011 2:03 pm
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Location: Belgium
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Post Re: Fog on that one new map
Trunks0 wrote:
Adding fog for "tactical reasons", would seem like a band-aid fix to larger game-play problems they haven't properly addressed(Yes, I'm looking squarely at issues like disc sniping base turrets)


Holy s*** ... If you think that's the biggest issue maps have right now ... Woah ...
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Sun Aug 05, 2012 6:55 pm
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Trunks0
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Joined: Thu Feb 18, 2010 3:57 pm
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Post Re: Fog on that one new map
Greth wrote:
Trunks0 wrote:
Adding fog for "tactical reasons", would seem like a band-aid fix to larger game-play problems they haven't properly addressed(Yes, I'm looking squarely at issues like disc sniping base turrets)


Holy s*** ... If you think that's the biggest issue maps have right now ... Woah ...


??? I don't. Just that it would be an issue, if that was their fix for an issue like turret sniping. Also never said its the biggest issue, just one of many if they tried to use fog to solve game-play issues.
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Sun Aug 05, 2012 7:28 pm
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illerFFN
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Joined: Wed Apr 14, 2010 6:52 pm
Posts: 1174
Post Re: Fog on that one new map
Comp reality counter-point: Consider the effects that the Spotting nerf had.

...now apply that impact to rubbish Pubs that don't even have mumble communication
Whether it's fog, or mountains everywhere, it's still a massive spotting nerf.


Sun Aug 05, 2012 7:40 pm
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SandRocker


Joined: Thu Apr 05, 2012 5:29 pm
Posts: 46
Post Re: Fog on that one new map
blackchimes wrote:
Why not just add it on ALL maps then(or at least ones where sniping is especially problematic) and drop the 10 second SEN penalty?

That would give SEN a limited window during which to kill the capper, nerfing them substantially(since while targets appear smaller at longer ranges, they also move relatively slower, so they don't really become that much harder to hit at long distances compared to short distances).

I know that fog in videogames in general is considered bad form(or just a relic of the past) but if you're throwing in the towel on one map might as well do it on everything.

+1
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Sun Aug 05, 2012 8:46 pm
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