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

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[DISCUSSION] The new Doombringer

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 [DISCUSSION] The new Doombringer 
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Riberio


Joined: Tue Nov 22, 2011 2:26 pm
Posts: 129
Post Re: [DISCUSSION] The new Doombringer
I would also like to see an autmatic missle launch when holding down fire.

The buttom smashing until the lock is completed just sucks in my opinion.


Thu Dec 08, 2011 5:26 pm
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FelixTG
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Joined: Mon Mar 01, 2010 1:11 am
Posts: 2245
Post Re: [DISCUSSION] The new Doombringer
Meh, I can't think of a good reason for a directional shield as a pack instead of the deployable. Either its huge and you're trying to make the doombringer into a shield wall class, or its simply a gimped shield pack for personal use. Neither really does anything to add to the game and allow for more play styles.

@Ribero
Giving players control over when the missile launches lets them handle better timing, this is important when taking long shots and terrain into account. You can lock somebody, but you may not always want to fire right away.
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Thu Dec 08, 2011 5:28 pm
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dukerustfield


Joined: Mon Nov 21, 2011 10:09 pm
Posts: 293
Post Re: [DISCUSSION] The new Doombringer
Ooh, I just had an idea. If Doombringer is HoF, have the CG firing cut the speed of the user by 90%. In air or ground. But speed up the projectiles a significant amount. So it's meant to be a semi-mobile turret. If he starts shooting you know he's not moving, but he is also dangerous. It could be useful guarding Gens, Flag, or even midfield. That said, he also becomes sniper bait and good duelers will trash him.

Comments?


Thu Dec 08, 2011 5:41 pm
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FelixTG
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Post Re: [DISCUSSION] The new Doombringer
Would rather not. Worked for TF2 and Space Marine Devestators, cutting mobility in Tribes to fire your only viable weapon isn't a good idea.
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Thu Dec 08, 2011 5:43 pm
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Biofreezer


Joined: Sat Dec 04, 2010 1:57 pm
Posts: 58
Post Re: [DISCUSSION] The new Doombringer
FelixTG wrote:
@Ribero
Giving players control over when the missile launches lets them handle better timing, this is important when taking long shots and terrain into account. You can lock somebody, but you may not always want to fire right away.


Yeah, I once palyed with Lobo@Nightwalk as he was training Flag Capping. I took my medium armor with the Rocketlauncher and i was standing on the hill nearby the Flag. As Lobo grabed the flag I aimed at him and waitet until i got the "Lock-on" but i dident fired the weapon. The reasopn why I dident fired the Wepon was, FLARES. So I waitet until Lobo fired hes firsth Flare. He dissapeared after tha hill he skiied down but as he raised i aimed again at him, and again I waitet for the "Lock on" and i dident fired again. Second Flare away and again he dissapeared behind a hill. As he reapeared again I aimed at him again and? I dident fired the Weapon because he was getting so nervous that he fired all the Flares that he had and the only thing that i was waiting for was that Lobo fired all hes FLARES and my Rocket will hit him. Booom! Sorry Lobo ;)

The Rockets in T2 followed you even when you skied up and downhill. That was realy a fire and forgeth Missile and you had Flares to evade them but hey that was T2 and Not TA.


For me the the Lamer-Launcher is useless and has to be improved. I dont like even the way that thing looks, holding it like a joystick. Maybe replace it with the RL fom GA and by the way you could replace also the Chaingun with the X-Canon ;) and add also a Pushback ;)
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Sun Dec 18, 2011 2:07 pm
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AsianJoyKiller


Joined: Sun Jun 27, 2010 8:39 am
Posts: 2502
Post Re: [DISCUSSION] The new Doombringer
Seeing as this thread got bumped, I'll take the chance to spam this yet again.
Asianjoykiller wrote:
As it currently stands, Sentinels are better for taking out Shrikes, due to high mobility, hitscan weapons and infinite range.
Anyone with higher mobility than a heavy and a explosive weapon is better against Beowolfs.
Grav bikes can effectively be ignored.
The one class theoretically best suited to taking out vehicles, is in reality a poor choice for doing so.

I know these things from experience.

Now you've heard it before, and you're likely to hear it again, but we need, I say again, NEED to replace the Saber Launcher.
Not mess around with it's damage or how it locks on, but REPLACE it.

My suggestion?
Something like this:


It requires skill.
Perhaps something exactly like the BC2 AT4 (with the somewhat non-intuitive lead) might require too much skill to make it accessible, but it would be better than what we currently have.
I'd say just make it so the missile goes to whatever your reticule is aimed at.

- Sincerely, A Doomy tired of having only 1 weapon

EDIT: Concerns about how easily a good Shriker could avoid that, have led me to a second suggestion
Given the right missile speed and adequate tracking, I don't think it's entirely unreasonable.

But if that still seem like a bad idea, how about this: Semi-Active Radar Homing explanation on wiki

Skip to 2:10


You're required to keep the target in the circular reticule, but as long as it's in there, all the guidance is automatic.


Sun Dec 18, 2011 2:17 pm
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RadiantX


Joined: Sun Dec 04, 2011 7:52 pm
Posts: 59
Post Re: [DISCUSSION] The new Doombringer
I've been playing with the Doombringer lately too and I feel the forcefields are pretty weak, 3 light discs can take them out and it's easy to hit as it is a big wall, maybe I'm too used to the Tribes 1 Shifter mod but I'd like to see an increase of force field health.

As for the saber launcher, I love the holding your mouse button down to lock on idea, right now it keeps switching targets for me undesirably and I would like more control over that process.

Another thing which I've noticed, is that when you zoom in the Saber Launcher the lock-on boxes are just as small as they are un-zoomed, which effectively makes it harder to lock on to your target and kind of goes against the idea of zooming, is this perhaps a bug as everything else is being zoomed properly, just the lock-on boxes stay the same size as they are when not zoomed in.

EDIT: Another idea that would really be awesome is the old T2 tribes method, with that rocket launcher and the flares to counter it, I really feel that that was very well balanced and would love to see it implemented in Tribes : Ascend.


Thu Dec 22, 2011 7:09 pm
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TeaL3af
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Joined: Wed Nov 09, 2011 7:30 pm
Posts: 767
Post Re: [DISCUSSION] The new Doombringer
This has probably been said somewhere in the 11 pages so far, but lock on weapons have no place in a skill-based FPS. The Sabre should be wire/laser guided and it should do monster damage but have fairly weak splash (due to it being an Anti Tank missile, instead of a HE round). These types of weapon are always very satisfying to use and require a decent amount of skill, but aren't pure luck at longer ranges like an unguided missile.

EDIT: Also, remove the d*** screen shake on the CG. It's not nessecary at all and just makes the weapon less fun to use.


Thu Dec 22, 2011 8:00 pm
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-AEnubis-
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Joined: Fri Aug 05, 2011 2:40 am
Posts: 4858
Location: NA East
Post Re: [DISCUSSION] The new Doombringer
Took me a sec to realize this thread was old, but heh, new nerfs so, here we go.

I love DMB, and do extremely well with him. He's one of my favorite classes, though I haven't played him in a while. Maxing out other stuff...

I like SkepticTA's ideas (mostly) and between that and a lot of other feedback I've been reading, came up with this:

viewtopic.php?f=313&t=51771

I thought as of Dec15th, the Chaingun was perfect, minus splash damage on the bullets. It seems fairly common people think that both the sabers, and light stickies need work. I'm even okay with how the FF works, though no sabers in door, and it's dependency on the generators makes him a non option for indoor gen defense, when it's down. his grenades don't help him there either really.

I think this idea would round him out well, and make perch camping player saber spamming not viable, or fun (less so than it is now even).


Thu Dec 22, 2011 9:50 pm
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Wobberjockey
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Joined: Tue Dec 22, 2009 4:30 am
Posts: 8726
Location: In a handbasket, heading somewhere
Post Re: [DISCUSSION] The new Doombringer
with a name like doom bringer, the class should inspire fear.
it doesn't

not like a juggie or a brute.


i say we rename it the tickle bringer, or maybe the noogie bringer. it would be more appropriate for the threat level they bring to the table
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Thu Dec 22, 2011 9:53 pm
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