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Infinite Overdrive
  • Ultima112
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Re: Infinite Overdrive
« Reply #15 on: 10.14.09 | 11:16 PM »
That still ruins the entire idea of chasing with it in OD, and that would make the sentinel's OD pretty useless when you could just go outrider and go on chase after OD blocking if needed.
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there should be toilets in legions for people to take a *chocolate cookie*, then there should be a portal so it lands on a person, who you put thier name in
Re: Infinite Overdrive
« Reply #16 on: 10.17.09 | 06:29 AM »
ShadowDemon9 has infi-OD on his server. It's fun but it's really just a novelty, and takes away more from gameplay then it adds.

So how exactly does ShadowDemon9 make his servers?
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  • Armageddon
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Re: Infinite Overdrive
« Reply #17 on: 10.17.09 | 07:45 AM »
Ancient Chinese Secret.
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Armageddon – Looks like a skinhead, dresses like a skinhead, talks like a skinhead, smells like a skinhead. Is not a skinhead. Is however, morally corrupt and willing to kill for cash.
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Re: Infinite Overdrive
« Reply #18 on: 10.19.09 | 06:30 PM »
Wise man say:
Me SuckySucky, Five Dolla or Dev Hax.
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I AM SORRY TO INTERRUPT THIS BY STATING THAT I AM JUST PLAIN AWESOME.
  • TAA_WAR
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Re: Infinite Overdrive
« Reply #19 on: 10.22.09 | 05:06 AM »
If OD was infinite you would have the problem of cappers going 1000's of meters in the air. Not my idea of fun.
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  • Shadowdemonx9
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Re: Infinite Overdrive
« Reply #20 on: 10.27.09 | 10:12 AM »
Well I can see that my server is being mentioned a lot around this place...

And poiuyt580, yeah noone is going to make it easy on you and tell you, especially not me.

As far as the topic goes for the Infi-OD there are the ups and downs to it.
1. You can see person doing infinite OD coming from far away which makes it easier to snipe and/or chain them out( for the more experienced players rocket/nade them)
2. Leaving fall damage on means that they have a more chance of draining more of their health if they fail while ODing constantly since more than likely 50% or close to it will be gone if you fall from high in the sky or run into a building.
3. It's not hard to chase a person doing OD for the reason that they are going straight and they cannot make quick turns unless on the ground.
4. Only other thing would be to add another gun, say a rocket that follows people only in overdrive if this feature was to be added.

Only my two sense put into this thing.

There is more to what I want/have to say but I want to know what you guys have to say about this.

(It would be nice to have this on every other server at least when legions starts to get boring and there a prolonged update on maps/weapons/classes)
-instant respawn (lots o fun thar)

As far as the game play goes, it will just be a new obstacle that will take more skill to stop and manuver(typo woo) around. So before you knock on it about taking away more game play than let me ask you this, wouldn't you like to have an extra challenge added to legions that could be twisted and tweaked as the time goes? Just how the did with the GLS (Removed) and the sniper (badly nerfed)
« Last Edit: 10.27.09 | 10:24 AM by Shadowdemonx9 »
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Re: Infinite Overdrive
« Reply #21 on: 10.27.09 | 11:50 AM »
I'm liking the OD tracking rocket idea anyway, maybe and this to the specialist?
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lol no thats just because it Windows... lol
  • Shadowdemonx9
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Re: Infinite Overdrive
« Reply #22 on: 10.27.09 | 11:57 AM »
I'm liking the OD tracking rocket idea anyway, maybe and this to the specialist?
yeah possibly could be a new idea to the a specialist, or the sentinels at least
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  • 57thStilgar
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Re: Infinite Overdrive
« Reply #23 on: 10.27.09 | 12:22 PM »
And in a stroke you eliminate ODing?

Not an idea I'd endorse.
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  • Shadowdemonx9
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Re: Infinite Overdrive
« Reply #24 on: 10.27.09 | 01:21 PM »
And in a stroke you eliminate ODing?

Not an idea I'd endorse.
Highly doubt it will be as easy as that since there would be ways to dodge it, like in the game of tag we played on the map where one person has the flag and the rest of us chase the person. First person to shoot the person down gets the flag, in this sense I don't think the person is going to go fly straight ahead and get shot down. They will use their environment to evade the following players. Now with this it can be implied that the rockets can be dodged as well. But for the less non-agile players yes they will be shot down if they choose to go up in the air in circle's for said amount of time.

Would you endorse it with said explaination?
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  • 57thStilgar
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Re: Infinite Overdrive
« Reply #25 on: 10.27.09 | 02:06 PM »
No.
How would someone ODing be maneuverable enough to break the rockets lock on?
OD until dead?

Three chasers shoot three OD rockets, the capper, in my opinion, is garbage.
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  • NeoWrath
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Re: Infinite Overdrive
« Reply #26 on: 10.27.09 | 02:15 PM »
Maybe some 30 years later when Legions fail.
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  • SeymourGore
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Re: Infinite Overdrive
« Reply #27 on: 10.27.09 | 03:45 PM »
   Alright, I'm gonna take a crack at a OD system.
   First no infinite stream OD, I say it's capped at 6-8 seconds.  The stream OD would only be usable by Outriders and Raiders.  Outriders would receive no health loss when it's in use, however Raiders will receive the health drain.
   Burst OD would only be usable by Sentinels and Raiders, it would have a cooldown period after use (say, 3 seconds).  Sentinels don't lose health when it's used, however Raiders lose health when it's used.
   
   And here's my attempt at the 'lock on' weapon.  First of all, I hated this weapon in Tribes 2, mostly because it made carrying flares a must and put a backseat on using the other available grenade types.
   My implementation would be this:  The 'lock' would still lock on to certain heat signatures (say, a Legionnaire activating his rocket or going into OD), and it would only sense the enemy's 'heat signatures'.  To activate the lock, your reticule would need to be on the subject for 2-3 seconds while they're emitting 'heat'.
   The weapon would only be available to sentinels due to it's large, cumbersome size.
   The projectile itself would be large, slower in speed (average skiing ability would outrun it), and cause a moderate amount of damage.  It can also be destroyed by gunfire, be it a well placed rocket, or several chaingun shots, it would be destructible.
   It's also easy to trick, if a capper has a projectile coming in on him, a teammate can go into OD and steer the projectile towards them, instead of the capper.  Basically, the projectile will follow whatever enemy is generating the most 'heat'.
   I like this type of lock on weapon, because it's not overpowered (it has a lot of cons), but it's also useful for defense and offense, as it will decimate llamas (their jet signatures and slow movement would be an easy lock and hit for the weapon), but it's also not too overpowered against cappers.  A well done OD cap and subsequent escape would easily be able to outrun the projectile.
   Offensively the weapon would primarily be used against enemy base assets.
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  • Chi-Ro
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Re: Infinite Overdrive
« Reply #28 on: 10.27.09 | 05:29 PM »
And here's my attempt at the 'lock on' weapon.  First of all, I hated this weapon in Tribes 2, mostly because it made carrying flares a must and put a backseat on using the other available grenade types.
   My implementation would be this:  The 'lock' would still lock on to certain heat signatures (say, a Legionnaire activating his rocket or going into OD), and it would only sense the enemy's 'heat signatures'.  To activate the lock, your reticule would need to be on the subject for 2-3 seconds while they're emitting 'heat'.
   The weapon would only be available to sentinels due to it's large, cumbersome size.
   The projectile itself would be large, slower in speed (average skiing ability would outrun it), and cause a moderate amount of damage.  It can also be destroyed by gunfire, be it a well placed rocket, or several chaingun shots, it would be destructible.
   It's also easy to trick, if a capper has a projectile coming in on him, a teammate can go into OD and steer the projectile towards them, instead of the capper.  Basically, the projectile will follow whatever enemy is generating the most 'heat'.
   I like this type of lock on weapon, because it's not overpowered (it has a lot of cons), but it's also useful for defense and offense, as it will decimate llamas (their jet signatures and slow movement would be an easy lock and hit for the weapon), but it's also not too overpowered against cappers.  A well done OD cap and subsequent escape would easily be able to outrun the projectile.
   Offensively the weapon would primarily be used against enemy base assets.

Maybe let it speed up if it gets behind someone and into their OD stream. That would turn it into an effective anti-OD rocket but not over power it vs anything else. Wink

Cool idea though.
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  • SeymourGore
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Re: Infinite Overdrive
« Reply #29 on: 10.27.09 | 05:42 PM »
Maybe let it speed up if it gets behind someone and into their OD stream. That would turn it into an effective anti-OD rocket but not over power it vs anything else. Wink

Cool idea though.

   I thought of this, but would be worried that it would become too overpowered on OD capping.  I should clarify that the projectile is not that slow, if you ski adequately, you'll escape it, if you're skimming with your rockets on the ground, it'll bite you. 
   How you escape from it when you're OD capping depends mostly on how well you're able to OD and find a proper escape path.
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