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After some nub analysis I came to the same conclusion...this early in the game it'll be really hard to form a 3 man Defense and 4 man offense...but apart from about 10 guys most of us won't be very effective in our positions anyway....D going to be brutal 3 v 4 with those shielded Ho
Probably use 2 engineers and a sniper lol
8s would be better but who cares its imbalanced as fuk right now if people figure out how to break it
Also another argument could be that if it's an odd number we'll probably see the problems in gameplay more starkly and can push harder for nerfs/power etc where needed *cough...minediscffs...cough*
Whatever happens it'll be a learning experience and may even be fun (so long as I'm on the team with the HO squad of dhoom)
Turrets and mines everywhere, a light engaging the HO really early and fuking their ski....then they can kit up to sniper augment build at any time with all the deployed IVs sitting around
The HO could have trouble killing all the turrets and fighting with the light/medium d ...meaning that all the mines around the flag probably injure light cappers enough
So then it would devolve in medium or heavy capping, on sunset cove u can heavy cap as easily as u can light often which will bring in people wanting mine discs as body blocking can be a little bit iffy and direct MAs dont stop people. Which if implemented will push the HO into mediums and we end up at full TA style clearing teams. The same argument will be made for the shocklance and other HO killer weapons which will push anyone except the best energy pack HO players into medium or cloak
So instead u run a cloak heavy attack and take out the mines/defenders from invis while ur invis or medium capper sails through said mine field and potentially past a HoF which they might run if ur not smashing the stand with HO
Regardless we end up with invis cappers, medium O and shit everywhere...just depends when
Just in case u misread my meaning...I was saying, stop having a life beyond gamin plz mister hobbit (however my tongue was firmly in my cheek, k?)quit having a RL hobb
Do they have it shown in action? I've seen some of your posts re: mortar explosion radius and one or two others.. but maybe having the other major base failings shown within an organised match setting would help (if you haven't already done this)Boycott base till they balance the messy PoS
Honestly it's a joke and imo unplayable for anyone who can break meta or ski fast
They know what needs work I wrote several thesis on it
If u have a few spare hours
It's not exhaustive as it doesn't address sniper augments, the new regen IV engineer pack or the autoaim artillery augment. Some things have been patched / changed as the post is fairly old
Does the print version have a foreward by Iago?
* can't blink and grab anymore
* louder sound for invis (but no other changes I'm aware of)
* shield has 2 augments , one allows u to take 19, yes 19 discs direct if you pulse it
* disc jump increased in power but jump jet not addressed
* minor chain nerf at long range
* shrike jumping was slowed a little bit but still fast
* iff view distance when zoomed has been fixed I believe but visible distance still an issue
* small base maps introduced
I'm sure there is more but the big stuff (Op shield , cloak , bad jumpjet, massive splash on most weapons and turret interference range) haven't been addressed