When I first fired up ONS I was like "omg, this is a fragfest". But now after realizing that the game has depth and much more to offer in terms of vehicles/weapons than XMP, im sold. Also it runs a lot better.
In ONS u have to first capture a node, then defend that node while trying to secure the next node for a lock. While this is going on, u can also attack the other team who is "presumably" doing the same thing u are doing. Last night at the start of the map, I attacked the enemies undefended and unlocked node while they tried to get the next node up the chain, making them have to come back and defend against me.
Its not just a frag fest, theres thinking involved. Probabally not as much as XMP and that may just be because you have more time to stand still and think in XMP than u do in ONS?
At least in ONS there is no "lone wolf" like there is in XMP. XMP being a classed-based FPS does not make u rely on your teammates enough to win. theres no "must have" codependancy in XMP, not enough for me to judge it as a true team-heavy classed-based game.
XMP's vehicles are weak and drive way too slow to be effective as a forward assualting vehicle (not the raptor). The alt fire on the juggy is useless, the rear cannon on the harby is useless, the rockets on the harby have too small of a splash radius as well. (i'd rather have it fire slow and strong than fast and useless) All 3 vehicles blow up too quickly at the hands of any of the classes (all 3 classes can easily destroy a vehicle.. thats not classed based! classed based would mean a Ranger would need a Tech or Gunner-preferred to blow up a tank but they dont, wheres the dependancy?) XMP's new maps are too big for only 3 vehicles, the vehicles in 2k4 own XMP's in relation to use on the map.
cant really say anything about the weps in 2k4,they even the playing field. What I will say is, why does each class have a wep that will do the same job as the other classes? (minus the sniper)
Each class in XMP has a wep to destroy turrets/fences/vehicles (rox,emp nades,shocklance) a wep to blind or confuse the enemy (conc nades/gas/smoke) a weapon thats deadly against players (snipe/flame/alt shotty)
the only difference in XMP with its classes are the deployables, because each class in XMP has a wep that kills in the same way any other class does, and those deployables arent exactly works of engineering marvels either.
and thats classed based???
You give your attacking player aka the "Ranger" an anti deployable wep, the fastest movement and a way to hide himself with nades and then tell tell him to go on his way to the enemies base alone, because he is equipped enough to do all the same damage to the enemy as a Tech or Gunner. Where is the need for his teamates? Surely a person can't be led to believe that when XMP was created that the devs thought the only person on offense ought to be a Ranger? If they expected other teammates to help out with offense, they wouldnt have given a Ranger so many weapons to beat the enemy. While leaving the only decent way to get to the enemies base is by a slow moving, under-amored vehicle? By the time any sort of support gets to the enemies base to help the Ranger, he may very well be one his way back to his side with an artifact. bottom line: theres no dependancy amongst the classes, or not nearly enough.
I wish XMP would(would've?) succeeded. but as it stands now, I can get the same amount of team play with more weapon and better balance out of a more "performance friendly" game.
good thing Tribes3 isnt coming out til the end of this year, because XMP is 251 players from being exstinct
(i say all this because i'd love to see XMP succeed)