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What kind of vehicles do you want for the next UT4(if it ever happens)?

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  • replied
    Originally posted by Veggie_D View Post
    I think you're just wanting stuff.
    What do you mean?

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  • replied
    Originally posted by Cybis View Post
    Umm... if you were referring to the Paladin I would agree. It does have a tiny bit of splash damage, but hardly worth mentioning.
    Yes to that, or better yet, give it a bigger shock/momentum blast ... enemies that aren't a near-direct hit may not die from the primary impact, but you could blast them up or away, perhaps into a wall, and then finish them.

    That kind of secondary effect is really fun. I do seem to remember the '04 Paladin being more like that. More still wouldn't hurt.

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  • replied
    Originally posted by Corrupt View Post
    It is powerful but you almost have to aim it death on to get a frag, I just feel the tank from UT04 was bit more powerful in the splash radius.
    I think you're just wanting stuff.

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  • replied
    Originally posted by Cybis View Post
    Umm... if you were referring to the Paladin I would agree. It does have a tiny bit of splash damage, but hardly worth mentioning. As for the Goliath main cannon, however, it could be argued that it's already overpowered (I won't argue that point though). It's splash radius is greater than anything else in the game, except a redeemer. It almost sounds like you're asking for a gun where you can make kills without having to even aim.

    Unless you're confusing the case where the tank shell hits a small rock or tree slightly in front of the player, blocking all the splash damage and leaving him untouched. In this case, it would appear that the tank's splash damage is tiny when it really isn't. This is a game mechanic that's been in just about every FPS since Quake - but I would like to see it fixed. It's always funny when a tank can't kill me because a few leaves are in the way (which happens frequently on Beachfront).
    I'm just talking about the splash radius, I know one shot close enough can kill a butt load of enemies. When facing the nemesis yes two good shots and that's it, but god shoot it from a distance what a pain it is. Miss a shot because it went right under the middle of the vehicle ridiculous, try to shoot close enough with the splash radius and its not enough only a couple of scratches. Meanwhile the nemesis cannon lasers pretty much kills the tanks weak armor(ever wonder why they give it a boost from 800 to 900 in the patches?) Against the darkwalker they are suppose to be evenly match in power, their main weapons are strong no problems there, but the darkwalker gets 1000 points in armor and its secondary weapon is much powerful than the tanks minigun turrent and also has a longer fire distance. As for the paladin, the only thing I didn't like was the shield it doesn't give you the protection as if it has a glitch just shoot it down under the shield for some reason it doesn't cover it. I though the paladins splash damage was pretty good, that's how I wish the tank's splash damage should have been. The hellbender I think it was alright, the armor is fantastic the only thing was the weak cannon, cant charge it like in ut04.

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  • replied
    Originally posted by Corrupt View Post
    It is powerful but you almost have to aim it death on to get a frag, I just feel the tank from UT04 was bit more powerful in the splash radius.
    Umm... if you were referring to the Paladin I would agree. It does have a tiny bit of splash damage, but hardly worth mentioning. As for the Goliath main cannon, however, it could be argued that it's already overpowered (I won't argue that point though). It's splash radius is greater than anything else in the game, except a redeemer. It almost sounds like you're asking for a gun where you can make kills without having to even aim.

    Unless you're confusing the case where the tank shell hits a small rock or tree slightly in front of the player, blocking all the splash damage and leaving him untouched. In this case, it would appear that the tank's splash damage is tiny when it really isn't. This is a game mechanic that's been in just about every FPS since Quake - but I would like to see it fixed. It's always funny when a tank can't kill me because a few leaves are in the way (which happens frequently on Beachfront).

    Leave a comment:


  • replied
    Originally posted by Veggie_D View Post
    Always felt powerful enough to me, and to most tank drivers I've ever played with; folks on the receiving end tend to agree as well.

    Most people seem to be ok with the ****-near-easiest way to get kills still requiring at least a little bit of aiming skill.

    Either that or I'm bad at water balloons …·’˘˚°ºoO*≈≈≈
    It is powerful but you almost have to aim it death on to get a frag, I just feel the tank from UT04 was bit more powerful in the splash radius.

    Leave a comment:


  • replied
    Always felt powerful enough to me, and to most tank drivers I've ever played with; folks on the receiving end tend to agree as well.

    Most people seem to be ok with the ****-near-easiest way to get kills still requiring at least a little bit of aiming skill.

    Either that or I'm bad at water balloons …·’˘˚°ºoO*≈≈≈

    Leave a comment:


  • replied
    Originally posted by Cybis View Post
    The manta wasn't supposed to have shields in the first place!

    I would absolutely love it if the kamakazie key was something other than the enter/exit vehicle key. The key for hoverboard would be far better, considering it isn't applicable when you're already in a vehicle.

    Or, at the very least, I wish it didn't lie when it says I can kamakazie.

    Another thing I forgot - I miss the way aiming worked for vehicle guns in UT2k4. The guns always shot straight, no matter what. In UT3, the map geometry could cause your nemesis or dark-walker to suddenly aim far away from where you're pointing. (Another great example of this effect: on Serenity, try shooting from the Hellbender turret at the Levi node toward where the redeemer spawns across the map. It looks like you should be able to pick off people hoverboarding across that cliff, but from that spot the bender's aim is way off).

    Lastly, I want to be able to toggle first-person view in vehicles, just like we could in UT2k4.
    Also they need to fix the goliath cannon. Why does it have the splash radius of a water balloon? It should feel powerful its a tank. They need to bring back the Iontank as well.

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  • replied
    Originally posted by Sourpuss View Post
    IMHO the feel of the vehicles in UT 2004 was superior to that of UT3. I don't mind the UT3 vehicle types themselves, but using the vehicles felt much better in UT 2004 and the UT 2004 Hellbender was much better than the UT3 version. Also, one of the huge problems with the UT3 vehicles was that the flying vehicles lacked a first person view, so definitely return a first person view to the flyers in UT4.
    Originally posted by NovaZzZ View Post
    vehicles in UT4, please have better moving mechanics
    Agreed, the Hellbender and Scorpion in particular do feel weird in UT3 — IIRC it's mainly because the third-person view rotation is fixed not to the center of the vehicle, but to the rear axle, which causes the vehicle to "lurch" twice as far as it seems like it should on the Yaw/Z axis when you steer it left or right. UT2004 had them rotate about the center, which IMO couples better with a mouse-based interface.

    Now, you can get used to this by training your mouse hand to stay in sync with your keyboard hand, but still, it feels unnatural, it's a deterrent for new people, and even after years of experience you still have to waste a little bit of mental energy keeping up with this design quirk.

    That, or I'm not all that great with those vehicles ... which is probably true ... I certainly do prefer staying on foot and blowing 'em up compared to driving them.

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  • replied
    I think the weapons on the vehicles in UT3 were better, but sadly, if it comes down to having vehicles in UT4, please have better moving mechanics and balanced vehicles.

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  • replied
    Daredevils <3

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  • replied
    IMHO the feel of the vehicles in UT 2004 was superior to that of UT3. I don't mind the UT3 vehicle types themselves, but using the vehicles felt much better in UT 2004 and the UT 2004 Hellbender was much better than the UT3 version. Also, one of the huge problems with the UT3 vehicles was that the flying vehicles lacked a first person view, so definitely return a first person view to the flyers in UT4.

    Leave a comment:


  • replied
    Hoverboard!

    in the next games we have got to have the "hoverboad"!!!

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  • replied
    Originally posted by [S]JZL View Post
    2. I like the idea of a submarine but hard to say how you could fit one in.
    You could have a underwater assualt or warfare map like AS-Oceanfloor in UT. Other than an underwater map, I can't see a sub in UT4.

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  • replied
    Originally posted by xeanderthal View Post
    Originally posted by Polish View Post
    Originally posted by [S]JZL View Post
    9. If you're tracking an Avril shot and you die, someone on your team should be able to "take-over" your missile.
    no........
    already exists
    and you don't even have to die first. I wish more people would appreciate this, as there are certain situations that could really exploit it.



    One example is a common case in Islander, when the weak (fortress) side is pinned down by the strong (vehicle) side having run a Tank up to the Air Node.

    Instead of grinding out an inevitable defeat, the weak side only needs to get one person, call him "Player X", into a safe high-ground position with line-of-sight to the Tank — like with a hammer-jump to the platform above the turrets, which is a difficult angle for the Tank to hit with its main gun — then have several people simply dumb-fire Avrils above the Air Node, which Player X can quickly send raining down onto the Tank.

    With good cooperation, a team could take out a bewildered Tank in seconds, and turn an entire game around.

    Leave a comment:

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