I never time the sheilds. I just know when they're going to spawn. Usually I'll be right within 5 - 8 seconds of it respawning. So they can kill the clock and I'll still be able to steal the sheild.
Linten said:I've honestly thought pretty much the exact same thing. If I'm ahead in a 1on1 and I take the 100a without challenge, I have no desire to hunt down my opponent unless he's a much weaker player and I know that I will frag without losing much health. FFA is different as other players will be getting frags while you hide, so it isn't advantageous to do so.
It originated from the same place every lame tactic originates ... from players that think they need to learn all the ins and outs of a game in order to beat an opponent instead of relying on pure guts and instinct.HardcorexxX said:...
Firstly let me say this to all the people posting on this thread. Where in the name of HELL do you think the importance of timing for the general player base of this game was mostly realized.....
funny ... you seemed to have forgotten the original reason. UT'99 didn't feature a file/unit called 'botpack' for no reason at all. Bots have been at the very core of this game from day 0.offfline play? who cares' why are you going to make something easier or more offline friendly when the whole reason the game was made in the first place was for competitive online play, the single player game however good it may be was jsut an after thought.
nope, there's only 1 objective : control the enemy object and prevent them from controlling/taking yours.Fuzzle makes the accurate observation that DM revolves around the 100a. In truth DM revoles around not only the 100a but AMP as well, making 2 objectives on the map. Just like CTF, ONS, ASSAULT, DOM, and nearly every game type in unreal there are 2 objectives on each map. In 1v1 only the 100a is used b/c there should only be a single objective when 1v1ing.
And where do you get the statistics that actually proof this ?The real issue here is that people need to reconize that Epic and the majority of the player base of unreal is interested in competitve online play, this is were epics consumer base and faithful customers are, and they will cater to them over all others.
LtG was an attempt at making a true sniperweapon. The UT'99-weapon had nothing to do with sniping except that it featured a scope. The LtG was (in theory) only useful as a long-range weapon as it's limited ammo and long reload/switch-time made sure it was extremely inconvenient in short range combat. No DoT-equations needed ... all they did was copy a real-world high-power sniperrifle (like the infamous Barret M82A1 'light fifty') and make it 'unreal' (lightning instead of bullets).The LG was an atempt to reduce the overall DoT of the sniper weapon in unreal in that context it was scessful.
The problem with ammo-based balance is that any map can and will ruin the balance. There also can't be a real lack of ammo since it will harm the game in the frag-department and plenty of frags is what makes this game fun. If you want to wait for that one perfect shot in a game then you're probably more interested in 'realistic' games ...I think a real key to weapon balance is in the ammo, picture how precious every LG shot would be if you only got 4-5 shots with it and 3 shots in each ammo pack. I don't know why there seem to almost always be ammo pickups near a weapon spawn since when playing with weapons stay off (the generaly accepted competitive setting) you get ammo from the main weapon everytime u pick it up.
You missed the point. It's not about how 'easy' it is to accumulate ammo, but it is merely to show that there are other powerups that play a role in determining who has the advantage.I think jafo makes an excellent point about how easy it is to acumulate ammo and stacks in unreal 04'.
the devil is in the details. You'd have to make absolutely sure that the area around the shield doesn't contain any 'offensive' powerups (ie : weapons and ammo) and vice versa. This makes taking the shield something that may be too dangerous to consider and thus you risc eliminating the one reason to fight ....... Think about it, if you left everything as it was now, timing, weapons, power up values, etc the same and removed all the weapon spawn ammo packs on the map, you would then have 2 effective ways to control the map, ... Obviously there are some fine details to work out but that seems like a step in the right direction.
Hahaha... Spectating bots. What a hoot. Bots are so smart! I love the way they abandon battles in their midst and completely forget about their opponents to go look for health! Just like good players!JaFoo said:I'd even be willing to bet that a lot of timing-material came from people analyzing/watching (godlike) bots play the game. As bots are the first 'players' that can instinctively discover pattern-runs in maps (they move from one powerup to another, deciding which to pick based on a fixed set of priorities).
Because that requires teamwork and pubs aren't about teamwork enough for it to be fun/feasible. Dunno how it is over there, but someone tried hosting a 4v4 TDM server with no weaponstay and no one played. No weaponstay is pretty much reserved for 1v1s, PUGs, and clan play.Fuzzle said:But man.. there's not exactly a bunch of servers running weaponstay off.
Fuzzle said:What I dislike about it is how it is such a central part of gameplay, and I feel it seriously detracts from what I otherwise find a fun gametype.
DM to me is just "I got 17 seconds until the 100a spawns, I guess I'll spend that time running up to the mini and back down", followed by "what can I do to spend 55 seconds without camping or getting killed..". See what I mean here? See how the entire gametype *revolves* around 100a?
I feel it's too powerful, too important. Not that it's too hard to master.
SOLAR said:Theres one thing that bothers me about DM games. It's the damn power-up timing. Does it really make a game more fun when you have to watch the clock just to win?
That's not because of the powerups. It happens to any game that people get obsessively anal(ytical) about.ExiT said:Well said. I have no difficulty timing the powerups, but the game just has no soul...it's become a complete counting game ...
Ofcourse that's what I meant.Linten said:Umm, it would have to be potential damage fired as opposed to actual damage inflicted, or it'd be far too powerful.
Not if you balance the potential damage fired #.It'd be too powerful either way tbh, 'cause it's already pretty damn good
My argument about people complaining about things because they're bad still stands. You people are bitching about having to think and use tactics. WTF.JaFO said:For example : in CTF you'll see teams use 'turtle-tactic' (= play 100% defense) as soon as they get the 'winning' point and there's not enough time left on the clock. Why ? Because it is safe and ensures victory. The same tactic is used in real sports ...