rhirud said:
But if there's one button to shoot, another for turbo boost\detonate, and another for blades; either this vehichle either has three "fire" buttons; or they are droping the blades.
Nope the blades are definitely IN...You can see them (along with some nice rag-doll physics) in the E3 demo. I guess the boost button could be a combo type thing, or a button on the keyboard. Then I guess if you hit exit vehicle while it is actually in a boost, you'll eject and the Scorp will detonate on impact.
As for vehicle tweaks...well alots been said already about the weapons, but little about the movement/control. I would really like to see the vehicle physics totally re-done to try to make driving vehicles like the 'bender and the scorp feel a lot more weighty and fun. I don't like Halo at all, but the way the Hogg feels to drive, the fact that it actually feels as though it's in contact with the ground and has some weight is superb. When you jump a Hogg, it feels like it's airborn, and when it hits the ground, it feels really solid....that's just not the case in UT2k4.
I also find that sometimes, the merest change in incline will spin the bender, scorp and SPMA around too much...I'd like the vehicles to feel like the have suspensions that take me straight over stuff like that, not spin me 180º.
This is true of the Goliath, sometimes when you're driving across a map, you hit a sligh change in incline on one side and it pushes the tank in a way you don't want to go. This is supposed to be a heavy tank with all it's treads on the ground, I don't want it to be turned so easily, I want it to go in a straight line and absorb the bump...sure I want it to look like it's going over the bump, but it seems that an object as heavy and with a grip on the ground like a tank is turned far too easily.
There are also issues with gravity and getting snags, especially on the earlier maps and especially in the tank. You can drive it over a cliff (like the central ravine in Torlan) gets bizarrely stuck onto the side of the wall half way down, as though it's snagged in the vegetation or something. This also happens on ramps (Icarus, Tricky), when the tank just won't move and it's utterly ludicrous as the weight of the tank should take it down.
This sounds like I'm criticizing harshly, I've played ONS pretty much most days since it's release and love it. For Epics first crack at a vehicle based gametype it's pretty awesome, but it can be improved, and the things I've outlined above occasionally really irritate me. After playing it this much, you learn to get used to it and drive in a way that gets around these things...but I'd like to not have to do that, I'd like the vehicles to feel their weight and feel more solid.
Oh yeah, it would be great if Epic could incorporate something in the AI of the bots that made them stop just a second before they jump in a vehicle. When I'm playing on a server which has bots, maps like Crossfire and Torlan get really annoying when the bots shoot off with the vehicles, and DON'T use them well, leaving me in base waiting for a node to come up so I can teleport and get a ride (and in Torlan, there's often still no freaking vehicle left at the first node).