So yes, actually.
I'm seriously considering a small team sometime in the near future, Either Facerake or Shazpunch
I've told you already
The Soldier's DX isn't meant to be his primary weapon, so it's not directly comparable. A better comparison is Spinfusor to Thumper- and the Spinfusor is better in nearly every way.
The Thumper DX is already really strong in both indoor and outdoor, I don't want to know what the upgraded Tech version does.
But I can tell you that backstabbing is really hard in this game. And hitting them with your grenade is even harder, if it even kills them.
That's a problem because the tech also has turrets which add to his damage output. Techs will generally baby-sit their turrets and the firepower tech + turrets comprises of is massive.
That said, the tech will be maybe too weak when the gen is down, but that is a different issue that might need to be changed.
Walk into gen room, search around the corners to weed out any infs, one-shot-kill any you find with the thumper, start to repair but keep moving around so its near impossible for infs to land a sticky, carry the close combat perk so the backstab does shit-all besides revealing the inf, who you can one-shot-kill.
Wow, this update was horrible.
Gotta love it when you watch a guy fly in a perfectly straight line and get pancaked by a base turret and then he immediately says 'OMG WTF BASE TURRETS SO OP"
Goddamnit! Tribes isn't even patching for me.
I'm not saying the Tech isn't dangerous indoors with his turrets up- but that's exactly how it should be, because on offense those turrets aren't too useful and outside they get blown up before they can do much. This scenario of a Tech with a Thumper in his base guarded by two turrets is literally the best situation a Tech can be in, he should be powerful. That same Tech outdoors with no turret support is far less of a threat.
It's not brainlessly easy for either class, but it's by no means impossible to do a lot of damage as an Infiltrator against even competent Techs.
Really, the new generator placement is horrible. It completely breaks the flow of the maps. That combined with the new infiltrator speed uncloak thing makes the class impossible to play.
Why should the inf get to go fast while cloaked? Did you really think invis-grabbing was a fair strategy? Anyone could have seen this nerf coming because infs just playing super-capper is dumb.
The real issue I have with this update is the generator placement and the swear-block, though.
They should at the very least remove the speed uncloaking for deathmatch.
I love the new map
It's large, I can go fast, and the cap routes are interesting and fast (especially the front-to-back one which turns into a back-to-front route because of the half pipe)
I don't see any reason why inf should basically get invulnerability all the way to the enemy base because no-one can see them.
geez some people act like inf should be this world of warcraft rogue which just goes wherever it pleases and instantly kills anyone with a backstab
I call turrets gimmicky because they deal very little damage and are incredibly easy to blow up, making unsupported kills luck more than anything else. Sometimes I see them get a kill against a lone Light or already-wounded Medium, but much more often if I'm not right there I just see a couple of '65's pop up before suddenly stopping, indicating that the target has blown up the turret and moved on. You're right that a light spinfusor can't one-shot them, but grenades take them out very quickly and can be quickly tossed around corners.
Outdoors, they can be picked off from a distance with ease. Indoors, a Raider with Arx Buster or a Doombringer can kill a Tech and his turrets pretty easily. Pathfinders can zip past turrets while capping, taking only a hit or two. Infiltrators can cloak and ignore them entirely, then take out the generator. When an enemy Light or Medium runs straight into a pair of turrets and then takes a Thumper to the face, he dies quickly- but that's pretty rare. And of course, once the generator goes down, the Tech is essentially reduced to a weaker Soldier.
Basically, Techs with turrets can be very powerful and dangerous to base attackers, but it's highly situational. Certain classes can go toe-to-toe with the Tech and his turrets, while others can ignore them entirely, and either way once the generator's down the Tech is very vulnerable. Against multiple enemies, they go down through attrition since the Tech can only carry one backup turret at a time. Where they shine is in defending the generator against an opportunistic Soldier or Pathfinder, while some of the more specialized classes present a much greater threat. Personally I think that's fair.
I completely agree with your second sentence. Good Techs can kill Infs, good Infs can kill Techs. I was originally responding to someone saying that it's overpowered that the Thumper can one-shot Infs, my point was that the Inf has a couple of ways to kill Techs just as easily.
Turret placement on Temple Ruins makes offense and flag grabbing a massively difficult task.
Sticky Grenades are hard to hit with, especially if the tech is ADADADADADA strafing around the generator.
Anyone else stuck at logging in please wait. Because its really annoying.
So is Rabbit like
Well that bug where you get sent back the the main menu is still around, but now you just get stuck in a screen with only two options, "Return to Game" and "Buy Gold." they don't work though.
Should I get Potential Energy or Survivalist first?
So I found some files in the game files called "Backup generator" and "Lacerator"
Potential energy is only really good coupled with the shield packs of the Raider & Brute, where-as survivalist can be good on nearly all other classes, except Pathfinder for Egocentric.
The new map is great, feels a lot more like Tribes 1 and 2.
Bases are pretty well designed, and the steep hills are nice. I got to 300+ Sanics a few times.
Bought VIP and 800 gold today, got a 10 day booster and Survivalist with the gold :D
Time to play non-stop for 10 days!
I love impact nitrons. I llama grabbed the flag to stop them from capping, then got the highest speed of the round flying back
Also it seems they can no longer knock the flag out of your own hands when you throw them, so that's nice.
On topic : I am still pretty slow at the minute, never a good thing on this game. I'll be able to catch people like you soon enough!
Also I can't connect to the servers at the moment, even though it says they're up. Anyone else having trouble?