Seems like as it stands, the game is going to have the same issue that Ascend had, being that, once you get better at the game, you find less and less reason to play anything other than Heavy
@@colbyboucher6391 in Starsiege Tribes everyone had access to the same weapons. More armor didnt = more health, it meant you had more Damage Mitigation and could carry more weapons. everyone had the relative equivalent of 100 hp, but mediums and heavies had higher damage reduction and could carry more weapons. Lights = 2 weapons, mediums = 3, and heavies = 4 weapons, i think it was. All of the weapons were the same for all armors, save for 1 exception, lights could take laser rifles, and heavies could take fusion mortars. I think those were the only 2 weapons in the entire game that had armor restrictions, but that might have only been in Tribes 2? memory is a bit foggy
@@FraterOculus It was the case, but it had a significantly reduced effect because of the fact that all weapons were the same across the board. I specifically remember playing Light in Star Siege tribes and constantly switching my main weapon based on who i was fighting. Keeping a chaingun when i was out flag jumping to contest other lights, and then keeping a plasma gun on me when skirmishing with heavies during a siege. I think having a system where everyone has access to the same weapons, and then each weapon gains identity as fulfilling certain armors to counter, ie - chaingun > lights, density of fire - spinfusor > mediums, consistent splash damage - plasma gun > heavies, plasma burns through armor, is the best way to balance it imho.
@@darkranger116 for sure, the old rock, paper, scissors idea always works, that's why it's still around after so long, it's just built into the universe. Each armor is made to confront at different distances or n different situations, and each has a unique weapon that makes each strong against one and weak against another. But I also question why today we are so obsessed with balance that we take the character out of everything. What if we just let it be unbalanced? I loved all the different choices and characters you could play in Tribes: Ascend, and in the mods for Tribes 1.
Good stuff
Awesome shots ! Enjoyed playing a few games with you.
This montage lasted longer than all my Honor Ball matches
It's back........ (smiles with tears in his eyes)
Its basically the same company that abandoned Tribes: Ascend.. I dont have a good feeling
someone at prophecy really hated mediums
and lights even more so. right now mediums are better at capping...lights can't do anything best really
-ANNI- here, ggs Jagle
Sick edit man, love the song too!
They hated chain so much that they made honorfusor the best weapon
disk speed was so high that it felt like chain anyway xd
Nice but i think you wouldn stand a chance against Guys with turrets in they base
Turrets are easy to time jump and avoid
@@aesdotjsyeah but he was joking, hence his use of ebonics
you make it look so easy. great montage/editing
Every shot you don't take you miss.
damnit. I knew I'd be in someones montage lol
great movie jangle; liked and subed
Seems like as it stands, the game is going to have the same issue that Ascend had, being that, once you get better at the game, you find less and less reason to play anything other than Heavy
How did the earlier games avoid that? Seems like the solution would be to just give everyone the same stats
@@colbyboucher6391 in Starsiege Tribes everyone had access to the same weapons. More armor didnt = more health, it meant you had more Damage Mitigation and could carry more weapons. everyone had the relative equivalent of 100 hp, but mediums and heavies had higher damage reduction and could carry more weapons. Lights = 2 weapons, mediums = 3, and heavies = 4 weapons, i think it was.
All of the weapons were the same for all armors, save for 1 exception, lights could take laser rifles, and heavies could take fusion mortars. I think those were the only 2 weapons in the entire game that had armor restrictions, but that might have only been in Tribes 2? memory is a bit foggy
@@darkranger116 That was the case for tribes 1 as well
@@FraterOculus It was the case, but it had a significantly reduced effect because of the fact that all weapons were the same across the board.
I specifically remember playing Light in Star Siege tribes and constantly switching my main weapon based on who i was fighting. Keeping a chaingun when i was out flag jumping to contest other lights, and then keeping a plasma gun on me when skirmishing with heavies during a siege.
I think having a system where everyone has access to the same weapons, and then each weapon gains identity as fulfilling certain armors to counter, ie
- chaingun > lights, density of fire
- spinfusor > mediums, consistent splash damage
- plasma gun > heavies, plasma burns through armor, is the best way to balance it imho.
@@darkranger116 for sure, the old rock, paper, scissors idea always works, that's why it's still around after so long, it's just built into the universe. Each armor is made to confront at different distances or n different situations, and each has a unique weapon that makes each strong against one and weak against another. But I also question why today we are so obsessed with balance that we take the character out of everything. What if we just let it be unbalanced? I loved all the different choices and characters you could play in Tribes: Ascend, and in the mods for Tribes 1.
It's balanced enough for me, you're just mid-airing all of us like its easy.
Does the Light class even compete in this game?
no
You are a good player
3:26 why did that do no damage? client side only collision?
there were a ton of noregs in the earlier playtests yeah
heavy noob
Good aim, bad game. Just put physics back between T1/T2, which literally millions of hours of play has determined is the best.