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

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New high mobility class idea.

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 New high mobility class idea. 
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Lacuda


Joined: Sat Feb 12, 2011 3:05 am
Posts: 116
Post New high mobility class idea.
So, Hirez I'm certain is going to be looking to make more classes as the game progresses, or just keep patching previous classes with new updates.

Let's keep this constructive:

One thing I'd like to see in T:A, now that the smoke has cleared of the Beta and launch, is the grappler return. In fact I know many that enjoyed using it in the past.

Let's face it, the main argument against the grappler was from players that were used to disc-jumping; they hated someone could get a "similar" effect with no damage. Also, they felt that it would be cheap to carry a grappler as well as a disc launcher. Well, with automatic health regen and a 2 weapon system (1 main, 1 secondary) both those arguments are void.

Okay. Here's a sample idea for a loadout that could work:
Light Armor
SMG with high accuracy
Grappler (15-25 shots)
Energy Pack, or perhaps a Flicker Pack (think WoW's Blink, it transfers you a certain distance forward without effecting your momentum)
Or, perhaps even a deployable catapult.
Web Grenades (when thrown, upon impact with a surface they shoot webs in every direction, slowing down units on the ground and pulling air units to the ground)
Or
Ping Grenade (detonates making a shockwave or two that locates an enemy unit, be them cloaked, jammed or otherwise)
(Keep in mind both grenades operate under an effective small range, a handful of meters)

I know many were against the grappler but it can provide such a unique and fun FPS experience, not to mention mixing things up a bit for those of us who have already memorized every hill in every map.


Mon May 07, 2012 8:57 am
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Vypur


Joined: Thu Dec 08, 2011 1:47 am
Posts: 436
Post Re: New high mobility class idea.
No


Mon May 07, 2012 9:34 am
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caaok


Joined: Sun Dec 12, 2010 11:55 pm
Posts: 1110
Post Re: New high mobility class idea.
Nope. Please search for the countless number of times this failure of an idea has been posted and shot down before posting another one.

The problem with the grappler is not that it "replaces" disc-jumping, it's that it allows ridiculous changes of direction with complete conservation of momentum and as such, completely breaks capping.

Those 300kph front->back->front routes with a 10 second setup time are going to be SO BALANCED.

This waste of text is now about aliens.

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Mon May 07, 2012 9:37 am
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ArchangelXv1
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Joined: Sun Mar 06, 2011 9:05 pm
Posts: 1600
Location: Oahu,Hawaii
Post Re: New high mobility class idea.
No.
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Mon May 07, 2012 9:46 am
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Ecronyte
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Joined: Thu Oct 28, 2010 2:33 pm
Posts: 115
Post Re: New high mobility class idea.
I've stated elsewhere: I loved grappler. Was one of my favorite mechanics. However, I don't want to see it in T:A... at all.

I never had those objections you mention. My main problems with it (as a chaser) were you had to use it, or learn to love the taste of dust. Anyone seriously wanting to cap, and especially chase, were forced to use it. It was even fairly indispensable in general combat.

You add a class with a grappler, and the only thing that is gonna be able to physically chase them is that same class. And I just don't want to play a class that effectively has 1 weapon, -ESPECIALLY- if that 1 weapon is an smg/rifle.

I could see the grapple being part of it's own game mode, or the centerpiece of a whole new FPS (where it's a built in feature of every class, just as jets are). However, tossing it into classic tribes gameplay just changes the entire dynamic, which not everyone would be into.


Mon May 07, 2012 10:03 am
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TheEschaton


Joined: Wed Aug 17, 2011 12:53 pm
Posts: 2956
Steam Gamer Name: LeadProphet
Post Re: New high mobility class idea.
I think it'd be cool to see Sonic Punch reworked a little to provide players with extra mobility and thus make it a worthwhile perk to carry outside of infiltrator.

So sonic punch pushes enemies away a little when used, right? I think it should also push YOU away from the ground/walls when you strike them with the sonic punch shockwave. The lighter you are, the more it pushes you (it would push fully-upgraded Pathfinders the most and superheavy heavies the least).

This would make it possible to effect useful directional changes at the cost of greater overall mobility (that slot could be filled with ultra capacitor, egocentric, or potential energy).
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Mon May 07, 2012 10:13 am
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DracconX


Joined: Thu Jul 14, 2011 11:48 pm
Posts: 197
Post Re: New high mobility class idea.
NO
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Mon May 07, 2012 11:06 am
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Yetskii


Joined: Thu Sep 15, 2011 7:34 am
Posts: 754
Post Re: New high mobility class idea.
Vypur wrote:
No


Mon May 07, 2012 11:26 am
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LordOpeth
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Joined: Sat Oct 30, 2010 2:01 pm
Posts: 650
Post Re: New high mobility class idea.
Vypur wrote:
No
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Mon May 07, 2012 12:43 pm
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Tamburlaine
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Joined: Sun Dec 04, 2011 2:13 am
Posts: 1859
Post Re: New high mobility class idea.
Vypur wrote:
No
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Mon May 07, 2012 12:52 pm
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