bittah.com!~ Build 0.23.0

Tribes 1, Tribes 2 and Midair gaming hub for the Australia and New Zealand communities.
We don't mention vengeance or ascend.

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Post »Tue Jan 31, 2017 4:37 pm

Build 0.23.0

Build 0.23.0
Game engine upgrade
Sensor System
Voice Binds
Game improvements
(more details to follow shortly!)
Riker
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Post »Tue Jan 31, 2017 7:17 pm

Shakey-Lo
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Post »Tue Feb 21, 2017 4:10 pm

Cool updat3
XU1
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Post »Tue Feb 21, 2017 4:53 pm

New: Engineer Pack
We’re introducing the Engineer Pack in its most basic form. To keep it short and sweet… if you want to deploy assets, you’ll need to equip the Engineer Pack in your loadout. This should keep the “farmer” role more well defined and keep the number of assets deployed at any one time more reasonable.
New: Deployable Sentinel Turret
We’ve added the Sentinel turret to the repertoire of deployables you can use to defend your base. The Sentinel turret can be deployed on bases and base objects. As part of this change, the normal turret can now only be deployed on terrain.
New: Deployable Water Turret
We’ve added an extra turret type for deployment on water. While it’s not useful on all maps, it is very helpful when the enemy decides to hang around your favorite fishing spot.
oh man
whitewhale
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Post »Tue Feb 21, 2017 5:52 pm

The new TURRET MONK3Y role is going to be epic!!! ;)
Riker
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Post »Tue Feb 21, 2017 5:56 pm

The funniest thing on the new release....the first Rabbit map will load and no one will grab the flag because you foghats will be voice spamming!!! :dev:
Riker
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Post »Tue Feb 21, 2017 6:41 pm

VGS(orry)....can't confirm or deny....NDA & stuff :P
Riker
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Post »Tue Feb 21, 2017 8:10 pm

cooool, gettin excited for alpha.
How does the game run? My laptop is shit.
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Post »Tue Feb 21, 2017 8:23 pm

wahoo sucks! bring back yoohoo and woohoo thnx
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Post »Tue Feb 21, 2017 8:31 pm

cooool, gettin excited for alpha.
How does the game run? My laptop is shit.

It runs pretty well actually! There are a few testers running on laptops (don't know the specs though)

It will be interesting to see the FPS results for everyone this release 8-)
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Post »Tue Feb 21, 2017 10:01 pm

some of the more polished maps might give an older pc problems until they optimize but otherwise yeah it should run pretty good on an older machine.
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Post »Tue Feb 21, 2017 11:41 pm

vgx needs to be you idiot or else all my insults make no sense

vav vgx (local ani/sounds too plzthx)
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Post »Wed Feb 22, 2017 8:52 am

Whitewhale, 11 minutes ago

So you have the pack and deployables seperately?

Im a bit lost, if the deployables take up the pack slot then what purpose would the engineer pack have? Or if they don't then a player with say a shield pack cannot deploy anything?

So its pretty based around whether deployables take up the pack slot or not

BugsPray
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A player with a shield pack can't deploy anything in Midair or in T1/T2. In T1 and T2 if you had a deployable it took up your pack slot. In Midair, you need the Engineer pack to deploy something. The way it works is you select the Engineer pack, then you select the deployable you want much like it's an Augment. You need to visit an inventory station to change your loadout or get another deployable.
Sooo basically you cant deploy anything without the engineer pack, which sits in a different slot to deployables. Deployables are in the augment slot and non-medium armour can equip the engineer pack (not sure about lights but heavies have been quoted as being able to). This is pretty convoluted IMO and forces an "engineer class" pretty hard
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Post »Wed Feb 22, 2017 9:12 am

Yeah I don't get it. Maybe im just not understanding but I don't see the point of the pack, why not just have the deployable take the pack slot like T1/T2? Or can you hold more than 1 deployable/deployable type(augment) when wearing an Engineer pack?
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Post »Wed Feb 22, 2017 9:34 am

I think its to control the number of deployables on the field and also a part of the grind/unlock system i guess?

either way its a bad design decision IMO, I can't see why the basic tribes template doesn't work
whitewhale
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Post »Wed Feb 22, 2017 9:38 am

Well the number of deployables was always limited in both T1 and T2 without needing a special pack anyways. It is probably related to the grind/monetary system I guess. Which is still a bad decision.
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Post »Wed Feb 22, 2017 10:16 am

The thing that gets me with these design changes is they're often unneccessary. T1/T2 had these systems nailed. I dont understand why developers feel the need to change them or build upon them as they often just screw up the entire balance. Lugging a turret out on your back was perfectly implemented in T2 and moreso, you could tell what someone was up to, could see if they had a turret or a stationary turret barrell on their back. Those games were so far ahead of their times that i wonder if any new game can ever match them. How they were so intuitive in a period of gaming that was so primative beats the hell out of me. There's definitely a wheel that doesnt need to be reinvented here.
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Post »Wed Feb 22, 2017 10:26 am

The thing that gets me with these design changes is they're often unneccessary. T1/T2 had these systems nailed. I dont understand why developers feel the need to change them or build upon them as they often just screw up the entire balance. Lugging a turret out on your back was perfectly implemented in T2 and moreso, you could tell what someone was up to, could see if they had a turret or a stationary turret barrell on their back. Those games were so far ahead of their times that i wonder if any new game can ever match them. How they were so intuitive in a period of gaming that was so primative beats the hell out of me. There's definitely a wheel that doesnt need to be reinvented here.
Crazy isn't it, how far ahead of the curve they were and even now we can't get maps or compasses :laugh:
whitewhale
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Post »Wed Feb 22, 2017 10:27 am

The thing that gets me with these design changes is they're often unneccessary. T1/T2 had these systems nailed. I dont understand why developers feel the need to change them or build upon them as they often just screw up the entire balance. Lugging a turret out on your back was perfectly implemented in T2 and moreso, you could tell what someone was up to, could see if they had a turret or a stationary turret barrell on their back. Those games were so far ahead of their times that i wonder if any new game can ever match them. How they were so intuitive in a period of gaming that was so primative beats the hell out of me. There's definitely a wheel that doesnt need to be reinvented here.
Because in this current era of gaming why would people continue to play your game if you don't have things to continually unlock?
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Post »Wed Feb 22, 2017 11:04 am

The thing that gets me with these design changes is they're often unneccessary. T1/T2 had these systems nailed. I dont understand why developers feel the need to change them or build upon them as they often just screw up the entire balance. Lugging a turret out on your back was perfectly implemented in T2 and moreso, you could tell what someone was up to, could see if they had a turret or a stationary turret barrell on their back. Those games were so far ahead of their times that i wonder if any new game can ever match them. How they were so intuitive in a period of gaming that was so primative beats the hell out of me. There's definitely a wheel that doesnt need to be reinvented here.
Crazy isn't it, how far ahead of the curve they were and even now we can't get maps or compasses :laugh:
Thing is though - they also had server browsers, inbuilt community functions, replays, clan support - the list goes on.
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