First of all, let me say that I'm not arguing that the game balance is perfect. Ideally I'd see both SEN and INF completely removed and then the game re-balanced so that chasing is more viable.
Having high damage hitscan weapons just seems so out of place in a game like this, but they are a necessary evil in high level gameplay, since once the capper gets out there's usually no other way to stop them. At low level play, where cappers are slow and have bad return routes, SEN's are not needed, but once you start playing against skilled cappers they become a necessity.
And since SEN's are necessary to stop cappers, there needs to be something that effectively counters the SEN. That's where the INF comes into play. Thing is, having a class that can go invisible is in my mind absolutely dumb in an FPS game. So if they removed SEN and buffed chasing, there would be no reason to keep the INF.
With that said, let me get back to your post.
And I don't know who you have been playing against, but non of the people I peck down with my auto "float about". Only players who are very new to the game hover in one place. Those who know how to fight an auto user strafe on the ground and if forced to jet they also strafe in the air as much as possible.
The thing with T:A is that, compared to T1 and T2, you have a lot more control during skiing and while in the air. This means it's harder to predict where the target is going to be, which makes high-damage slow-moving projectiles far less effective.
You make it sound like chaining is easy. And sure, against an unskilled opponent it is. But against people who know how to strafe and not float when fighting against an auto user, it's a different story.
With recent patches Hi-Rez has stepped it up tho. They gave server owners the tools to mess around with game physics and there are already a couple of more skill based physics settings being play-tested among the competitive players.
Here's an example of a high level pug with custom physics:
Capping: http://www.twitch.tv/tribesascend/c/1774805;
Disrupt/Capping: http://www.twitch.tv/tribesascend/c/1774811
What they've done is given players less control while skiing and in air, changed the gravity setting and various other little things.
Having high damage hitscan weapons just seems so out of place in a game like this, but they are a necessary evil in high level gameplay, since once the capper gets out there's usually no other way to stop them. At low level play, where cappers are slow and have bad return routes, SEN's are not needed, but once you start playing against skilled cappers they become a necessity.
And since SEN's are necessary to stop cappers, there needs to be something that effectively counters the SEN. That's where the INF comes into play. Thing is, having a class that can go invisible is in my mind absolutely dumb in an FPS game. So if they removed SEN and buffed chasing, there would be no reason to keep the INF.
With that said, let me get back to your post.
That's why you approach a semi-decent sniper in a way that you can get close without them seeing you. Or just go INF.A semi-decent Sentinel with the Falcon can shut down a game and no one can touch him at any range if he's aware of you.
You're not supposed to be dueling Raiders 1v1 in the midfield. The only time you're supposed to fight a RDR is when they are attacking your flag stand. And in that situation you have other defenders to help you, a SEN who's taking potshots at the RDR while they are coming in and plenty of cover to play with.Raiders who can aim even slightly can stop just about anybody. There's no cover, moving is pointless, and if the guy's fire rate is high enough you're toast in a couple seconds even as a heavy.
Entertaining is quite a subjective term tho. What may be entertaining for you might not be so for others. Personally I do sometimes also enjoy spinfusor dueling, it can be quite fun, but when I'm playing to win, as I usually do, I prefer to use the optimal way of playing. My entertainment primarily comes from beating my opponents and getting my team the win.Two skilled players who know how to play "floor is lava" is much more entertaining than seeing whose auto shoots faster.
Of course mid airs are more satisfying. They are also more random and luck based. Going for a mid air instead of waiting for the enemy to land or chaining them is like gambling and winning at gambling feels quite rewarding.Leading a fast moving target with an explosive weapon or hitting in mid air has a much better payoff and IMO is a lot more satisfying than just pecking somebody down with an auto while they float about.
And I don't know who you have been playing against, but non of the people I peck down with my auto "float about". Only players who are very new to the game hover in one place. Those who know how to fight an auto user strafe on the ground and if forced to jet they also strafe in the air as much as possible.
While I haven't played the previous Tribes titles, from what I've heard from people who have, Tribes has never been about just Spinfusors. Chaining has always been there and has always been used to great effect by skilled players.T:A basically devolved into CoD with jetpacks as they kept adding weapons that strayed away from using slow-moving high-damage projectiles.
The thing with T:A is that, compared to T1 and T2, you have a lot more control during skiing and while in the air. This means it's harder to predict where the target is going to be, which makes high-damage slow-moving projectiles far less effective.
You make it sound like chaining is easy. And sure, against an unskilled opponent it is. But against people who know how to strafe and not float when fighting against an auto user, it's a different story.
With recent patches Hi-Rez has stepped it up tho. They gave server owners the tools to mess around with game physics and there are already a couple of more skill based physics settings being play-tested among the competitive players.
Here's an example of a high level pug with custom physics:
Capping: http://www.twitch.tv/tribesascend/c/1774805;
Disrupt/Capping: http://www.twitch.tv/tribesascend/c/1774811
What they've done is given players less control while skiing and in air, changed the gravity setting and various other little things.
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