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

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Why does chasing have to be so ridiculously broken bad?

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 Why does chasing have to be so ridiculously broken bad? 
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lowsodium


Joined: Fri Feb 03, 2012 5:49 am
Posts: 90
Post Re: Why does chasing have to be so ridiculously broken bad?
Xeriel wrote:
Attackmack wrote:
Why didnt anyone intercept his path then?



Even if you do all you have is one shot every minute or so while he skiis from one side of the map to the other.



I didn't know the LAR could only be fired once a minute. I didn't know you couldn't put a class with a machine gun primary on the back of a grav cycle. Did they get rid of Shrikes and the Sen?


Mon Apr 23, 2012 5:18 pm
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Xeriel
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Joined: Wed Nov 16, 2011 8:36 pm
Posts: 577
Post Re: Why does chasing have to be so ridiculously broken bad?
Clearly chasing is fine if we have to rely on a stationary sniper and a fcking airplane to actually catch someone that gets speed.
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Mon Apr 23, 2012 5:27 pm
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blujay
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Joined: Wed Jun 16, 2010 12:58 am
Posts: 136
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Post Re: Why does chasing have to be so ridiculously broken bad?
I'm inclined to think your team was mostly incompetent:

1. The carrier can only go so fast without nitrons or disc jumps; nitrons will cause a drop, and discs will lower his non-regenerating health.
2. The nature of chasing and lag vs. lead pursuit means that the carrier can either let you cut him off or he can stop and change direction. The latter would be virtual suicide, so his only real option is to keep going. Even a small mistake--bound to happen in 22 minutes of play--will decrease his speed and allow lag pursuit to catch up, which gives a larger attack window.
3. One nitron near his touch-down point will force a drop, at which time he'll have to stop and turn around, while you and your other chasers will already be moving toward the dropped flag. It's really not that hard to force a drop with nitrons, and he has to keep touching the ground while skiing.
4. Again, his health doesn't regenerate, so all you have to do is whittle him down with bullets.

The only problem I've seen like this is when the carrier took the flag on top of the highest terrain and sat there (we had their flag). I think I was the only player chasing at the time--everyone else was playing TDM or CTG. I figured by the time I got up there--after figuring out how, because I hadn't done it before--he'd be long gone, or he could just jump off and speed away at 400. Basically, we couldn't touch him, and all he had to do was wait for his flag to return and then go for an easy cap. It was pretty stupid.

The problems in that case were 1) his position is very difficult to get to--it can take a lot of practice to get up there, which isn't practical during the game; 2) he's invulnerable to any fire while up there. A potential solution would be to make it possible to get up there without having to get up to 300-350--to get up there by simply walking and jetting, even if it was slow.


Mon Apr 23, 2012 5:48 pm
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PubFiction


Joined: Tue Dec 06, 2011 4:22 am
Posts: 992
Post Re: Why does chasing have to be so ridiculously broken bad?
Jennaissance wrote:
I just had a game on temple ruins an hour ago - where the enemy flag carrier played team rabbit with us for TWENTY-TWO MINUTES of the match.
No one could catch him. No one. Not other pathfinders, not Saber Rockets (lol - not to mention most of the time I couldn't even get into Saber Range with the crappy weak jetpacks and Heavy mobility), and unfortunately we didn't have an el1te pr0 s3nt1n3l in our team who could have hit the 2-pixel big man.

Chasing for 22 minutes. Why? Part of the reason is Disc Jumps are so insanely WEAK. Why are you doing this to us HiRez?



So why didnt you just switch to sentinel, you can have a bad sentinel but he wont miss for 22 minutes strait. IMO that is exactly when a sentinel should come out and the only time. Even if snipers were projectile they would still hit fast cappers eventually within 2 minutes or so. Also your team had to have other very serious issues. No one can make a flawless run for 22 minuts strait with the LAR in the hands of other pathfinders. Eventually his health will be chipped down.


Mon Apr 23, 2012 5:50 pm
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SmoothP
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Joined: Fri Jul 29, 2011 3:28 am
Posts: 1584
Post Re: Why does chasing have to be so ridiculously broken bad?
Pawndemonium wrote:
np, it's still Beta

Oh wait, nvm.

:lol:

I guess at this point s*** chasing has been elevated from longstanding bug to actual gameplay feature.
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Mon Apr 23, 2012 6:35 pm
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Warhawk25


Joined: Thu Oct 28, 2010 11:52 am
Posts: 202
Post Re: Why does chasing have to be so ridiculously broken bad?
The best part is the LAR is still the least accurate of similar weapons. They'll probably change the bullet color and modify the skin with a few new chunks of metal and reduce spread to same as other cg like weapons and call it the LAR2 or something for 125K xp for a fix when it's pathfinders turn for Tier 2 weapons.


Mon Apr 23, 2012 7:21 pm
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Jennaissance


Joined: Sat Jan 14, 2012 1:13 pm
Posts: 307
Post Re: Why does chasing have to be so ridiculously broken bad?
PubFiction wrote:
Jennaissance wrote:
I just had a game on temple ruins an hour ago - where the enemy flag carrier played team rabbit with us for TWENTY-TWO MINUTES of the match.
No one could catch him. No one. Not other pathfinders, not Saber Rockets (lol - not to mention most of the time I couldn't even get into Saber Range with the crappy weak jetpacks and Heavy mobility), and unfortunately we didn't have an el1te pr0 s3nt1n3l in our team who could have hit the 2-pixel big man.

Chasing for 22 minutes. Why? Part of the reason is Disc Jumps are so insanely WEAK. Why are you doing this to us HiRez?



So why didnt you just switch to sentinel, you can have a bad sentinel but he wont miss for 22 minutes strait. IMO that is exactly when a sentinel should come out and the only time. Even if snipers were projectile they would still hit fast cappers eventually within 2 minutes or so. Also your team had to have other very serious issues. No one can make a flawless run for 22 minuts strait with the LAR in the hands of other pathfinders. Eventually his health will be chipped down.


I did in the last 7ish minutes after unsuccessfully trying to get in Saber Range....but I have to admit I'm not a pr0 sentinel, I couldn't hit him going 180+ at all times, circling around the map (so it was always a sideways snipe on a 2 pixel big guy which is hard with low sens) and constantly vanishing between the hills.

Also, yes, at some point he went up on that unreachable cliff where no one could get him.
It was also partly a map problem because Ruins is so f*ing big and hilly. He couldn't have done that on Drydock for example.


Tue Apr 24, 2012 2:54 am
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PubFiction


Joined: Tue Dec 06, 2011 4:22 am
Posts: 992
Post Re: Why does chasing have to be so ridiculously broken bad?
blujay wrote:

The problems in that case were 1) his position is very difficult to get to--it can take a lot of practice to get up there, which isn't practical during the game; 2) he's invulnerable to any fire while up there. A potential solution would be to make it possible to get up there without having to get up to 300-350--to get up there by simply walking and jetting, even if it was slow.



you can get up there simply by jetting with various light classes, another option is buy a shrike and fly up and run him over.


Tue Apr 24, 2012 3:52 am
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LagoonSeven


Joined: Tue Nov 15, 2011 7:16 pm
Posts: 421
Post Re: Why does chasing have to be so ridiculously broken bad?
This sounds like a case of a very good capper in a very low skill game. Although chase is broken, there are still many ways (others have already outlined them in this topic) to take care of cappers, even the really good ones.
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Tue Apr 24, 2012 4:03 am
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