Personally, I'm not entirely fond of onslaught vehicles, but don't mind playing on maps which incorporate them because it usually only takes one or two shotgun blasts to take them out. I don't have as much fun when maps don't incorporate ONS vehicles into existing xmp gameplay, but instead have ONS vehicles solely for the sake of ONS vehicles in the xmp world.
I'm happy with the selection of vehicles XMP offers. I don't think xmp necessarily needs flying vehicles. I don't think xmp should be a vehicle game. I think vehicles should exist as another tool, but the individual classes should drive the game, since class-based gameplay is what the game is trying to invoke.
Omni, my roomate, just picked up another copy of Unreal 2, and I've just recently been able to play u2xmp to see exactly how much different or "better" it is than utxmp. For vehicles, I'm still undecided on which version I enjoy better. On one hand, I like the realism u2xmp's vehicles offer. On the other hand I enjoy how utxmp turns them into a more viable option during gameplay, but maybe they only seem more viable because they are what I know. Omni and I played u2xmp on a LAN because we couldn't find any servers on the server list. I'm thinking u2xmp's vehicles might increase in value with actual team gameplay.
Before just recently having been introduced to UT, I was a strictly counter-strike FPS gamer for about 6 years. I really prefer team orientated over how-many-points-can-I-get games. When I started to play UT, I mostly enjoyed team deathmatch and assault. Onslaught was fun, but I was never really into the vehicles. I wasn't very good in them, and they seemed to be the key to winning maps.
I like xmp because of its lack of K/D ratios. It's all about artifacts. If a team can work together to control resources, defend and get those artifacts, it will win. I also enjoy it for its gritty realism. Some of the ONS vehicles seem to detract from that for me. I just can't picture, realistically, how a gunner, tech, ranger, or small combined force of those three would be able to take out a flying vehicle with incredible speed and firing power. I am aware that it's usually easy to shoot down an ONS raptor, but it shouldn't be. If it wasn't, gameplay would suffer. As it is, my immersion into the xmp world is lessened. These vehicles are fine in Onslaught and other Unreal Tournament gametypes because their feel is more.. arcade. More like a game. More cartoonish. I can't think of a better description right now.
Also, in regards to the utxmp vs u2xmp debate--keep in mind I only have limited experience with u2xmp--I feel both versions of xmp are pretty damned close. I probably haven't gotten to high enough levels of gameplay with u2xmp to let the minor details in utxmp bother me that much, or maybe veteran u2xmp gamers feel toward utxmp the way I feel toward u2xmp: something differen't. Not familiar. A similar but altered set of rules. We just wan't more of what we're comfortable with.
I apologize if this was hard to follow. I tend to ramble. Thoughts?
I'm happy with the selection of vehicles XMP offers. I don't think xmp necessarily needs flying vehicles. I don't think xmp should be a vehicle game. I think vehicles should exist as another tool, but the individual classes should drive the game, since class-based gameplay is what the game is trying to invoke.
Omni, my roomate, just picked up another copy of Unreal 2, and I've just recently been able to play u2xmp to see exactly how much different or "better" it is than utxmp. For vehicles, I'm still undecided on which version I enjoy better. On one hand, I like the realism u2xmp's vehicles offer. On the other hand I enjoy how utxmp turns them into a more viable option during gameplay, but maybe they only seem more viable because they are what I know. Omni and I played u2xmp on a LAN because we couldn't find any servers on the server list. I'm thinking u2xmp's vehicles might increase in value with actual team gameplay.
Before just recently having been introduced to UT, I was a strictly counter-strike FPS gamer for about 6 years. I really prefer team orientated over how-many-points-can-I-get games. When I started to play UT, I mostly enjoyed team deathmatch and assault. Onslaught was fun, but I was never really into the vehicles. I wasn't very good in them, and they seemed to be the key to winning maps.
I like xmp because of its lack of K/D ratios. It's all about artifacts. If a team can work together to control resources, defend and get those artifacts, it will win. I also enjoy it for its gritty realism. Some of the ONS vehicles seem to detract from that for me. I just can't picture, realistically, how a gunner, tech, ranger, or small combined force of those three would be able to take out a flying vehicle with incredible speed and firing power. I am aware that it's usually easy to shoot down an ONS raptor, but it shouldn't be. If it wasn't, gameplay would suffer. As it is, my immersion into the xmp world is lessened. These vehicles are fine in Onslaught and other Unreal Tournament gametypes because their feel is more.. arcade. More like a game. More cartoonish. I can't think of a better description right now.
Also, in regards to the utxmp vs u2xmp debate--keep in mind I only have limited experience with u2xmp--I feel both versions of xmp are pretty damned close. I probably haven't gotten to high enough levels of gameplay with u2xmp to let the minor details in utxmp bother me that much, or maybe veteran u2xmp gamers feel toward utxmp the way I feel toward u2xmp: something differen't. Not familiar. A similar but altered set of rules. We just wan't more of what we're comfortable with.
I apologize if this was hard to follow. I tend to ramble. Thoughts?
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