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Blind Mortor Spam solution??

Discussion in 'General Open/Public Discussion' started by Marsman, 5 Aug 2002.



  1. Have you even seen the Mortar Spam Scripts in action?

    It tells you where to stand and where to aim and you will hit your target with Pinpoint accuracy... every time.


    Well ... Turrets aren't the only thing, but they definitely don't hurt do they. I have see a good turret farm totally shut down an offence.
     
  2. that's called a "cheat" and someone who uses it should be "banned for life"
     
  3. I'm sorry .. I thought we were talking about Tribes 2 here....

    And a laser rifle, by DESIGN, is supposed to be pinpoint accurate at long distances. That's the point of a sniper rifle.
     
  4. Well .. if you can convince the ladder admins of this .. then i'll give you a dollar.
     
  5. So is the mortar.
     
  6. and, obviously, the mortar is too. just go check it out in a game and you will see.
     
  7. Excellent question GM - let me give you a couple of examples of what I have in mind. Beggars Run - you're 390 meters out from the enemy base and blind spamming the turret and Flag Stand.
    With mortor drift, one shot might just sail over the the top of the turret and hit the hill side, next might be a little left and drop on the platform - same with the flag stand. Just a little left - you hit the hut - a little short and you miss the platform and impact the side of the base. Some shots might hit the intended targets but not every single one in the "exact" same place. Riverdance - spamming from the big hill - you might hit the turret or the flag stand, you might not. Subtle drift is all that is really needed to make these spam scripts less effective. Even 5 meters at maximum range is enough in many cases to make this type of spam less effective. Want more precision - then get closer.
    So to answer your question - would you miss that capper - most likely not even with slight drift - 5 or 10 meters isn't going to make a significant difference in taking out a light considering the spash radius a mortor has. But it would make a hugh difference trying to make a pinpoint hit from long distances with a spam script. Being closer for that kind of accuracy forces the HO to get "back in the game" where they have to engage the other players - not stand by themselves 300 meters OOB.
     
    Last edited: 5 Aug 2002

  8. That's what we are trying to say though.. The mortar is not, By Design, a Precision weapon. It's a Suppression fire Weapon, and a Weapon of Mass Destruction.

    Do you honestly think that a Gunery Crew Operating an Artillery today ... given however many hours they need to set up their equipment, would be able to hit the same exact spot, even 3 times in a row in rapid succession, let alone 5 or 10?

    No.

    But .. they would be able to pound the crap out of that whole area within a certain radius wouldn't they?

    That's what we are talking about.
     
  9. Full Otto

    Full Otto Chain Gun Madman

    Good job Mars,

    That is what the community (Tribes and Tribes 2) needs is decent thoughts on issues that come up. Let's keep the discussion social (we all have ideas and likes and dislikes - personally I don't like scripts at all but others do so I am not going to nail someone for using them)

    Best thing about this community is the coders listen, the ladders listen, we as a group listen.


    Otto
    Motar spamming is the ability to destroy everything without destroying yourself!
     
  10. you're mixing up 'bomb' and 'mortar shell'

    a bomb is a very high explosive made for mass destruction

    a mortar shell is a 6lb explosive shell designed to make a direct hit
     
  11. and again, disc drift was a bug in the first place.

    btw have you seen any other game where this 'drifting' happens?
    sounds to me you're just bitching because your precious turrets get 'blowed up'
     
    Last edited: 5 Aug 2002
  12. Weapon of Mass destruction = Bomb
    Persicion strikes = mortars
     
  13. Hamma

    Hamma Commanding Officer Officer

    Officer
    ohh look

    a TW troll thread right on DW.com
     
  14. Manitou

    Manitou Old War Horse DragonWolf

    You obviously have never seen or heard about tree bursts. Or timed fuses. Or knee mortars (mortars that are fused to go off late so they bounce first). The mortar is a precision weapon that has a tendency to be affected by many variables. I have seen them in action, and sometimes what is meant to happen may be affected as Marsman has described in his expert synopsis of the fix.
     
  15. ya, in the real world there's somthing called wind. dynamix was supposed to have wind in t2 which was supposed to effect armors, projectiles, and flags. i guess they were too busy making in game news and forums then actually making a game
     
  16. I'd like to improve on the idea:

    How about 'drift factor' whenever the weapon is being fired blindly. For example, no beacon or target laser. There is drift.

    But if the HO is dead center aiming on either a targeting laser point or beacon point, the drift is removed. Dunno if this is technically possible thru the T2 script engine tho.

    What this would do is make it so blind spamming with no team aids is not dead on accurate. But if the mortar is being fired in conjunction with a teammates laser point, or a beacon, it's dead on. Think of it as either 'dumb fired mortar' = blind while 'laser guided' = targeted point.

    ^ Encourages teamwork, while penalizes ppl who rely on scripts for their skills.
     
  17. PS: For those of you who question the 'mechanics' of a drifting mortar shot. The next time you see one fired in T2 look at the projectile and also look at the smoke 'spiral' left behind it. You can see the same in T1. The projectile itself is rotating very slowly. The rotation on a projectile WILL cause it to go off course. The same thing happens to bullets except the rotation there is very fast, so the 'drift' of a bullet from a gun is very small. The high rotation keeps it on course.

    A slow rotation with a huge ball like a mortar shell would cause it to actually lose quite a bit of accuracy during it's flight. The longer it flies the further it will end up off target. Then you also should have to take damage + the barrel into consideration. It's hard to get a barrel carved out that's 100% dead on with no minor tilting or nicks that would cause the projectile to be slightly off course. In addition to the fact we are talking about metal armor suits that are involved in heavy combat and flying and hitting the ground, etc. Any of these factors could damage the barrel or twist it slightly so the projectile is slightly off of course.
     
  18. Full Otto

    Full Otto Chain Gun Madman

    That's what I'm talkin bout!

    Mars makes a suggestion, tossed around a bit, now people are taking the suggestion and trying to improve it.

    Discussing bombs vs mortars vs direct hit makes no differance here (How many troops in real life wear heavy armour and jet around a field while jamming sensors? none, it's a game) Even now, the mortar sometimes bounces and sometime explodes (based on the amount of time from the barrel)

    The issue, as I take it, is a script is out that allows you to pinpoint a target, alone, from many miles away and hit it every time. Now Homi's option sounded good, when your alone, there is drift, when you have a targeter (be it a beacon or another tribe player) your accuracy is pinpoint.

    Rosdower, what would you like to see? You've complained a lot but haven't put in any real feedback. Do you use the script? Or not? Your pretty apposed to any changes to the game, put in some info as to what you would like to see. The community listens!

    Is there any coders out there listening!

    Otto
    Spam, snipe, disc don't matter, in the end, your all dead anyways
     
    Last edited: 5 Aug 2002
  19. it's called autobeacon.... or that;s what we called it in t1
     
  20. Great Dane

    Great Dane <B><FONT COLOR="RED">THE LEGENDARY BANNED</FONT></

    Let me get this straight.............

    Mars is idea is rather then patch out a widely used CHEAT, and force people to be skilled with the weapons they are given we are going to further reduce the effective ness of a Heavy without thinking for one second about how this will unbalence the game.

    Let's first start by taking a look at how badly the HO was nerfed between T1 and T2.

    T1 = Much shorter fuse. It was actully possible to drop a mortar at your feet and have the dumbass chasing you blow himself up.

    T2 = A dead on shot from 250m away hits someone in the face, bounces off lands behind a small wall and does no damage to the player it hit. Arg can verify.

    T1 = It took 2/3 mortars dead on to take out a base turret.

    T2 = it takes 4/5 mortars to take out a base turret.

    T1 = 1 Mortar takes out a V-pad

    T2 = 5 Mortars to take out a V-pad

    T1 = A "Scout" slaming into a HO caused the plane to blow up.

    T2 = A "Shrike" can slam into as many HO's as it wants with no damage

    T1 = Mine/Disk combo would take out a HO in one shot, but was removed in T2 because a One Shot/On Kill weapon was too powerful

    T2 = Shock Lance added to the game because a one shot/one kill weapon was too powerful?

    T1 = You traded speed for armor, but a skilled HO could, with practice be as fast as a light.

    T2 = Your fucking slow no matter what you do, and a light has the most powerful weapon in the game negating any armor bonus you got by useing heavy armor.

    The sad facts of life as seen by this long time HO (T1/T2) is that they did everything they possible could do in T2 to nerf the HO. Where T1 was drastically slanted towards the O, T2 is drasticlly slanted twords the D. The spam scripts that we have today are a product of the unbalenced nature of the game. If you want to do anything, patch out "Air Waypoints" and put the mortar and Base Assets back to the way they were in T1.

    Any game play changes you make to the Heavy will only push people like me (who played T1 non stop, but hardly play T2 at all) further away from the game.
     

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