0_- wrote:
Why have the invisible effect?
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- Posts: 338
- Joined: Thu Dec 08, 2011 11:45 pm
Re: Why have the invisible effect?
"I like your outfit! My mother just picked the same one up yesterday." Bang!
Re: Why have the invisible effect?
Anytime someone is invisible, just rezoom to 2x, and scan the terrain until you spot a glow around the flag carrier.
Being zoomed in will not only show the glow, but it will also show the enemy arrow. Aim about a MM under the arrow,
Boom, headshot.
And if that is still to tough for you,
Maybe deploy some forcefields into the walls around your flag so a ghost cannot just simply go into your base.
Maybe use some motion sensors on your lasers and a cham sensor.
Most of the time in Tribes, it's not about how many kills you're getting for your team.
It's about how good your defence is in place along with objective control.
As a team based game, you should NOT have to rely on yourself as the defender and the offensive.
Just type in team chat saying "Ghost in base" or some shit.... give your team some headsup.
I see way to much tactics being used, then rage quit.
TEAMWORK = COMMUNICATION.
CAPTURE THE FLAG = TEAMWORK
happy fragging
Being zoomed in will not only show the glow, but it will also show the enemy arrow. Aim about a MM under the arrow,
Boom, headshot.
And if that is still to tough for you,
Maybe deploy some forcefields into the walls around your flag so a ghost cannot just simply go into your base.
Maybe use some motion sensors on your lasers and a cham sensor.
Most of the time in Tribes, it's not about how many kills you're getting for your team.
It's about how good your defence is in place along with objective control.
As a team based game, you should NOT have to rely on yourself as the defender and the offensive.
Just type in team chat saying "Ghost in base" or some shit.... give your team some headsup.
I see way to much tactics being used, then rage quit.
TEAMWORK = COMMUNICATION.
CAPTURE THE FLAG = TEAMWORK
happy fragging
browneyes wrote:lol he must be hardcore player.
Re: Why have the invisible effect?
I read what you said and appreciate your points, but much of it was not pertinent for the situation I am describing. Any sort of defense placed on the flag would be evaporated immediately in a half dozen different ways. Sniping the ghost is unlikely because they are moving so fast. The only real option is to chase them down in interceptor, and that is always the only real option in over half the scenarios I can think of. The core mechanics of anni should be reworked in some respects. Necro might as well be removed entirely and other classes beefed up. The damage on some of these weapons on garbage. The blaster is almost only present in the game for nostalgia, it is completely useless. I think that these sorts of changes would end up removing the very confusing gameplay that can occur, simplifying gameplay for more users, expanding our reach, and increasing weapon variety and entertainment across the board.
Stop. Close your eyes. Breathe deeply three times. Relax. Be here and now.
Re: Why have the invisible effect?
You had an argument when you said players in 1.3 software mode can bypass invisibility, but then you went into your tactics.. HoF in anni... really?.... it sounds like you don't quite understand how anni matches are won yet. Fast/solid D and titan pressure win matches, regardless of what the other team is using or doing.
Last edited by Erowid on Wed Apr 23, 2014 12:27 am, edited 1 time in total.
Re: Why have the invisible effect?
even when I used openGL i never had a problem with chams. Players are about as predictable as the time of day, so you really shouldn't have to worry about invisifags much.
If you're having a problem with a camper be it a builder or a cham, just do the following.
1. If hit one time take cover. Unless you're in medium or lower you dont have to worry about getting killed. Stop worrying. Spazzing out and tossing nukes and grenades all around you is just gonna make you look like a dumbass, not only that but you'll lock up on a weapons reload animation and you'll become a sitting duck. Unable to rocket jump and unable to move.
2. listen and become aware. The bullet ricochet will sound differently depending on what direction they're shooting you from. Alternatively you can always shield up switch to third person and look for the bullet hit as it hits your armor. This will clearly give away their position and even altitude of were they are sniping from. Even dodging helps as you can see were they hit on the ground and surrounding objects.
3. Look for the tracer. Every projectile has a tracer. Its how you TRACE back to the shooter. The railgun uses a disc trail tracer, while the sniper rifle uses a bullet tracer or chaingun tracer.
3 easy steps. Recognize threat, seek the threat, neutralize threat.
by recognizing the threat, even yourself can be the threat. Through your own ignorance you can cause yourself to be your own worst enemy in many circumstances.
By seeking the threat you take a direct and proactive approach towards neutralizing the threat. Not only is this most beneficial for your team, but it gives you and your team field supremacy. Even if you do not neutralize the threat, you have engaged them in combat and thus learned something. There is always more to learn.
If you're having a problem with a camper be it a builder or a cham, just do the following.
1. If hit one time take cover. Unless you're in medium or lower you dont have to worry about getting killed. Stop worrying. Spazzing out and tossing nukes and grenades all around you is just gonna make you look like a dumbass, not only that but you'll lock up on a weapons reload animation and you'll become a sitting duck. Unable to rocket jump and unable to move.
2. listen and become aware. The bullet ricochet will sound differently depending on what direction they're shooting you from. Alternatively you can always shield up switch to third person and look for the bullet hit as it hits your armor. This will clearly give away their position and even altitude of were they are sniping from. Even dodging helps as you can see were they hit on the ground and surrounding objects.
3. Look for the tracer. Every projectile has a tracer. Its how you TRACE back to the shooter. The railgun uses a disc trail tracer, while the sniper rifle uses a bullet tracer or chaingun tracer.
3 easy steps. Recognize threat, seek the threat, neutralize threat.
by recognizing the threat, even yourself can be the threat. Through your own ignorance you can cause yourself to be your own worst enemy in many circumstances.
By seeking the threat you take a direct and proactive approach towards neutralizing the threat. Not only is this most beneficial for your team, but it gives you and your team field supremacy. Even if you do not neutralize the threat, you have engaged them in combat and thus learned something. There is always more to learn.
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Re: Why have the invisible effect?
Yes HoF in Anni. If you don't think that it has its applications in certain situations then you don't know how to play. Believe it or not one cap can make or break a game. Generally you will have a useless team and the enemy will have a fantastic team. Sometimes the best you can hope for is to hop in tank and sit on your flag while you pray that you have one sensible person on your team to start setting up defenses. If not you can give up right away because the game will be one sided. EVERY time I do that, I end up killing the people who are trying to capture the flag multiple times. Obviously effective...Erowid wrote:You had an argument when you said players in 1.3 software mode can bypass invisibility, but then you went into your tactics.. HoF in anni... really?.... it sounds like you don't quite understand how anni matches are won yet. Fast/solid D and titan pressure win matches, regardless of what the other team is using or doing.
Stop. Close your eyes. Breathe deeply three times. Relax. Be here and now.
Re: Why have the invisible effect?
While I appreciate the wisdom behind this that has been proven in game, the entire original premise of my post was meant to address a very specific situation that keeps on reoccurring over and over again. I am very specific in saying that this phenomena happens when you are on a losing team. It is a problem created by the necromancer class. There are a limited number of solutions such as putting a big crate on the flag, which tends not to last. It tips the chance of turning games around from unlikely to impossible.S_hift wrote:even when I used openGL i never had a problem with chams. Players are about as predictable as the time of day, so you really shouldn't have to worry about invisifags much.
If you're having a problem with a camper be it a builder or a cham, just do the following.
1. If hit one time take cover. Unless you're in medium or lower you dont have to worry about getting killed. Stop worrying. Spazzing out and tossing nukes and grenades all around you is just gonna make you look like a dumbass, not only that but you'll lock up on a weapons reload animation and you'll become a sitting duck. Unable to rocket jump and unable to move.
2. listen and become aware. The bullet ricochet will sound differently depending on what direction they're shooting you from. Alternatively you can always shield up switch to third person and look for the bullet hit as it hits your armor. This will clearly give away their position and even altitude of were they are sniping from. Even dodging helps as you can see were they hit on the ground and surrounding objects.
3. Look for the tracer. Every projectile has a tracer. Its how you TRACE back to the shooter. The railgun uses a disc trail tracer, while the sniper rifle uses a bullet tracer or chaingun tracer.
3 easy steps. Recognize threat, seek the threat, neutralize threat.
by recognizing the threat, even yourself can be the threat. Through your own ignorance you can cause yourself to be your own worst enemy in many circumstances.
By seeking the threat you take a direct and proactive approach towards neutralizing the threat. Not only is this most beneficial for your team, but it gives you and your team field supremacy. Even if you do not neutralize the threat, you have engaged them in combat and thus learned something. There is always more to learn.
Stop. Close your eyes. Breathe deeply three times. Relax. Be here and now.
Re: Why have the invisible effect?
hof isn't effective in Anni because of the Particle Beam, you just can't get away with standing still in one spot, especially an area that gets attention like your flag stand. If that is effective in pubs then it's because you're playing shit players trying to grab, and in that sense it's a moot point. You have a point in the sense that it takes some level of teamwork/coordination at the start of a map to not get down quick, imo the best defense as far as not getting capped on at the start is to get their flag.0_- wrote:Yes HoF in Anni. If you don't think that it has its applications in certain situations then you don't know how to play. Believe it or not one cap can make or break a game. Generally you will have a useless team and the enemy will have a fantastic team. Sometimes the best you can hope for is to hop in tank and sit on your flag while you pray that you have one sensible person on your team to start setting up defenses. If not you can give up right away because the game will be one sided. EVERY time I do that, I end up killing the people who are trying to capture the flag multiple times. Obviously effective...
Re: Why have the invisible effect?
Anni defense is far to dynamic for an individual to handle, it is best left to "permanent" defenses. It is better for a player to be reactionary in location rather than hold the responsibility of a position that can be overtaken with a few well place grenades. Anni defense is best left to deployables and those wearing the builder armor. Be useful, anticipate their attack and defend accordingly. Having a defense that can block a multitude of attacks that can survive more punishment than a player is a better option. It is usually best to have as few people lingering in the base setting defense as possible, especially one doing nothing more than laying on top of the flag; that is about as useless in this mod as you can get.justR wrote:hof isn't effective in Anni because of the Particle Beam, you just can't get away with standing still in one spot, especially an area that gets attention like your flag stand. If that is effective in pubs then it's because you're playing shit players trying to grab, and in that sense it's a moot point. You have a point in the sense that it takes some level of teamwork/coordination at the start of a map to not get down quick, imo the best defense as far as not getting capped on at the start is to get their flag.0_- wrote:Yes HoF in Anni. If you don't think that it has its applications in certain situations then you don't know how to play. Believe it or not one cap can make or break a game. Generally you will have a useless team and the enemy will have a fantastic team. Sometimes the best you can hope for is to hop in tank and sit on your flag while you pray that you have one sensible person on your team to start setting up defenses. If not you can give up right away because the game will be one sided. EVERY time I do that, I end up killing the people who are trying to capture the flag multiple times. Obviously effective...
we have turrets and deployables.. use them
Re: Why have the invisible effect?
Niiiice! I love these strategy posts! Shift I really do read a lot of your stuff too, pretty reasonable! I agree the HoF deal is way to easy of a target, Anni is just different in that way. "Dynamic" "Defend accordingly" VERY GOOD! Instead of HoF, I feel best find a defensible position, low spot, behind something... in Titan and briefly defend a builder while he sets up, much better than static position where you won't last long against a decent attack. There's so many facets to this game, love that about it.Erowid wrote:Anni defense is far to dynamic for an individual to handle, it is best left to "permanent" defenses. It is better for a player to be reactionary in location rather than hold the responsibility of a position that can be overtaken with a few well place grenades. Anni defense is best left to deployables and those wearing the builder armor. Be useful, anticipate their attack and defend accordingly. Having a defense that can block a multitude of attacks that can survive more punishment than a player is a better option. It is usually best to have as few people lingering in the base setting defense as possible, especially one doing nothing more than laying on top of the flag; that is about as useless in this mod as you can get.justR wrote:hof isn't effective in Anni because of the Particle Beam, you just can't get away with standing still in one spot, especially an area that gets attention like your flag stand. If that is effective in pubs then it's because you're playing shit players trying to grab, and in that sense it's a moot point. You have a point in the sense that it takes some level of teamwork/coordination at the start of a map to not get down quick, imo the best defense as far as not getting capped on at the start is to get their flag.0_- wrote:Yes HoF in Anni. If you don't think that it has its applications in certain situations then you don't know how to play. Believe it or not one cap can make or break a game. Generally you will have a useless team and the enemy will have a fantastic team. Sometimes the best you can hope for is to hop in tank and sit on your flag while you pray that you have one sensible person on your team to start setting up defenses. If not you can give up right away because the game will be one sided. EVERY time I do that, I end up killing the people who are trying to capture the flag multiple times. Obviously effective...
we have turrets and deployables.. use them
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