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

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Superheavy should kill Shrikes

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 Superheavy should kill Shrikes 
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Xaraxitor


Joined: Sat Jul 09, 2011 7:25 pm
Posts: 376
Location: Sitting at computer.
Post Re: Superheavy should kill Shrikes
terminalinsanity wrote:
Shouldnt even need a perk for this. A shrike should take damage from any heavy armor at all. Mediums less so... And perhaps no damage from nailing the little guys.

A heavy armor is about a quarter the size of the shrike anyways, it should definitely take some damage from that impact.


of course they should take damage from hitting lights, I'm f*** sick to death of being f*** by shrikes after doing a high speed grab.

Change to saber to try and counter them and the saber is next to useless.

Why did air vehicles n previous versions take damage when you hit someone but this version doesn't? H Rez fails again.


Fri May 18, 2012 7:15 pm
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VirTW


Joined: Wed Jan 28, 2009 6:09 am
Posts: 1382
Post Re: Superheavy should kill Shrikes
But the shrike in Tribes 2 had a shield so you could ram someone and not take damage as long as you had sufficient amount of shield bar. Wait till you see me with shields
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Fri May 18, 2012 7:22 pm
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Mindflayr
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Joined: Mon Oct 25, 2010 6:11 pm
Posts: 495
Post Re: Superheavy should kill Shrikes
To me the shrike feels a little overpowered, but not by much.

If we are going to compare it to T2 though there is 1 major difference.

Any Class including cappers could 1 shot any shrike trying to ram them in T2 with a Minedisc.

In T:A this is not true. You can disc them in the face, but they will still ram you, kill you , survive, retunr the flag, then fly off somewhere, repair their shrike , rinse, repeat.

You also had the less popular (but always hilarious) shocklance of shrikes which tossed them in random direction causing them to crash a ton when ramming.

In T:A if a great shrike pilot is after you, there really isnt a counter except having other teamate help kill it. Thats what I dont like about it compared to t2.

As far as flying it, the t2 shrike was just so much more gratifying, it was a beautifully desgined finesse weapon/mode of transport... and the shared energy pool for Blaster - Shield - Jets was what defined it and made it 1 of the best FPS vehicles in gamings history. The T:A Shrike is a clumsy pale comparison, but the game just launched so I am hopeing with time they make it bette.r


Fri May 18, 2012 8:02 pm
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Xaraxitor


Joined: Sat Jul 09, 2011 7:25 pm
Posts: 376
Location: Sitting at computer.
Post Re: Superheavy should kill Shrikes
The problem with shrike versus flag capper is that if the flag capper is traveling at high speed he/she has a lack of maneuverability whereas the shrike chasing does.

Before the last patch all you needed to do was jump in and out of a vehicle multiple times to inherit the vehicles higher maneuverability allowing you some semblance of a counter against shrikes, now it has been patched it puts the ball back into the shrikes court.

The problem with the shrike having all this armour and no damage consequence has been in the game since early beta and never addressed yet any bug that is utilised to counter their behavior gets nerfed....


Fri May 18, 2012 8:36 pm
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VirTW


Joined: Wed Jan 28, 2009 6:09 am
Posts: 1382
Post Re: Superheavy should kill Shrikes
Lets say they made this change, I wonder if it would be used as much as the perk that reduces ram damage.
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Fri May 18, 2012 8:52 pm
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tizzle121


Joined: Tue Nov 22, 2011 11:33 pm
Posts: 128
Post Re: Superheavy should kill Shrikes
IKraKen wrote:
Image

How about the safe fall perk? It's designed for run-over damage.

Your memes are bad, and you should feel bad.


Fri May 18, 2012 9:30 pm
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-Jair


Joined: Fri Nov 04, 2011 10:40 am
Posts: 13
Post Re: Superheavy should kill Shrikes
supern00b wrote:
ExigentFX wrote:
Shrikes should take a set amount of damage WHEN RUNNING INTO IRON CLAD SOLDIERS anyhow.

Because ramming a shrike into a person in powerarmour with grenades, spinfusor discs, bolts or mortars will just cause explosives and metal parts to fall harmlessly in the form of a small nugget without it exploding on your shrike or you taking any damage.
at all.
makes total sense. like the mortar physics.

^^+1


Tue May 22, 2012 8:41 pm
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Swordf1sh
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Joined: Wed Jan 18, 2012 5:46 pm
Posts: 245
Post Re: Superheavy should kill Shrikes
VirTW wrote:
But the shrike in Tribes 2 had a shield so you could ram someone and not take damage as long as you had sufficient amount of shield bar. Wait till you see me with shields



True, but the shrike in T2 was a lot harder to control (wouldn't you agree?), had unified energy, and it's lasers weren't like the rockets in TA's shrike.

Also, weapon impacts knocked the T2 shrike around (and of course there was the shocklance).

So overall, the shrike in TA needs more qualities of the shrike in T2.


P.S. variable do you not agree that a shrike hitting a heavily armored, and explosively armed warrior at high speeds shouldn't mess it up at all?

Actual question, i didn't see you address it.
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Tue May 22, 2012 11:11 pm
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Willuz


Joined: Sun Jan 15, 2012 1:36 am
Posts: 13
Post Re: Superheavy should kill Shrikes
Swordf1sh wrote:
Also, weapon impacts knocked the T2 shrike around (and of course there was the shocklance).


This is probably my biggest issue with the Shrike. Countless times I have planted a Brute's heavy spin fusor disc right into the nose of a shrike as it approached and it just continues to splatter me and fly away.

At the very least it should be thrown off course when hit by explosive weapons.


Tue May 29, 2012 11:37 am
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nasheruk


Joined: Sun Jun 19, 2011 6:25 am
Posts: 91
Post Re: Superheavy should kill Shrikes
They should take damage when ramming anything I think. But they should change the shrike's weapons at the same time to actually make them useful.

Also the physics should be like Tribes 2's (I dont understand why an engine which is about 10 years newer has less detailed vehicle physics) :/


Tue May 29, 2012 1:02 pm
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