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No.
A few half-***** ideas cooked up in 15 mins:
Hoverboard:
- Ok, players can go across a map 2x faster and can't fire. That means you have a a bit better chance to run away from someone if you are low on health. And grab a vehicle or teleport.
- Excellent to avoid spawn-killers
- *If* it's speed matches a powerful vehicle, you tend to escort it.
- Now you frag when you are good, not when the foe is bad or you have a clear advantage: foes are less vulnerable to mantas hit-and-run, and long range shock whores.
Orb:
Similar to which ones and on what situations?
- Redeemer: A chance to turn-around a primary node.
edited:
- The leviathan on Urban and the spur node:
* It has a large spawn time
* It will be always yours, is much easier to destroy by someone passing by, but not claimed by the enemy.
* Very powerful relative to existing firepower, situation or map.
* The turret and the spawn point are neglected.
- Isolated node like the side nodes on Dria:
* Locked: Keep charging and you still have the extra tank, manta, scorp(?), painter, weapon locker and spawn point. You need 1 guy to charge it.
* Unlocked, the enemy has the adjacent. Is it worthwhile to fight for it? Are you using players and vehicles which you should be using on the other node? But if you lose it now, there is no way to reclaim it or the resources. Worse, soon you will have the tank, painter, etc... against you. You will need to get the mid node and then do the reverse against that tank, guys spawning there, etc...

just wait for the demo !!1!!!
A few half-***** ideas cooked up in 15 mins:
Hoverboard:
- Ok, players can go across a map 2x faster and can't fire. That means you have a a bit better chance to run away from someone if you are low on health. And grab a vehicle or teleport.
- Excellent to avoid spawn-killers
- *If* it's speed matches a powerful vehicle, you tend to escort it.
- Now you frag when you are good, not when the foe is bad or you have a clear advantage: foes are less vulnerable to mantas hit-and-run, and long range shock whores.
Orb:
Similar to which ones and on what situations?
- Redeemer: A chance to turn-around a primary node.
edited:
- The leviathan on Urban and the spur node:
* It has a large spawn time
* It will be always yours, is much easier to destroy by someone passing by, but not claimed by the enemy.
* Very powerful relative to existing firepower, situation or map.
* The turret and the spawn point are neglected.
- Isolated node like the side nodes on Dria:
* Locked: Keep charging and you still have the extra tank, manta, scorp(?), painter, weapon locker and spawn point. You need 1 guy to charge it.
* Unlocked, the enemy has the adjacent. Is it worthwhile to fight for it? Are you using players and vehicles which you should be using on the other node? But if you lose it now, there is no way to reclaim it or the resources. Worse, soon you will have the tank, painter, etc... against you. You will need to get the mid node and then do the reverse against that tank, guys spawning there, etc...
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