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Stalker Missile (Read 12151 times)
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Stalker Missile
07/22/14 at 15:47:00
 
This missile is no doubt the most brain dead weapon in the game. (brain dead in games means broken or take less skill) It's actually the best weapon to shoot first or second and also to go after when the match starts, because it's a homing missile that does 45 damage. You will love it when you run over a gunner and it gives you two of these. When charging up the missile to make it home better, you can switch to another weapon to reset it like Roadkill's special in TMB. You can't hear the charge so you won't know when it's coming. It's better than the swarmer because people can hear the swamer and it moves slower and can be dodged easily. What do you think of this weapon?
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Re: Stalker Missile
Reply #1 - 07/22/14 at 23:15:59
 
I agree that stalker pick-ups are better than swarmer pick-ups, regardless that swarmers grant you twice the firepower and are capable of dealing more damage. In most maps there's multitudes of stalker pick-ups that are easily accessible, and they are simply more reliable as a chargeable weapon since their homing ability allows them to register 45 damage far more often than swarmers register full 70 damage. They also require your target to react faster to shield it, and can be spammed like power missiles without being charged, along with the advantages Luis already mentioned. However, they still fundamentally serve the same purpose as swarmers, which is to force your target to shield without needing to expose yourself and become vulnerable to damage as well. As a general rule, you should try to avoid using chargeable pick-ups and specials in the heat of battle, and use weapons that have quick refire rates like homers, fires, napalms, powers, etc. as well as vehicle specials they hold that same characteristic. Vehicles like Meat Wagon and Vermin are popular for the effectiveness of using their specials in quick succession. Are stalkers outright broken? Like remote bombs, I wouldn't say they're broken against the heavies, but they're a definite annoyance to lightweight vehicles since their overpowered homing ability entirely negates a lightweight's advantage of being agile, and forces a shield to be burned. However, stalkers can still be shielded, and potentially anticipated if an enemy goes for a period of time without firing any weapons, so there are at least ways to combat them unlike remotes.
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Re: Stalker Missile
Reply #2 - 07/23/14 at 02:04:14
 
Yeah on big cars it's not a big deal unless they have low health. I actually done something like that before where I anticipated the stalker missile. I saw someone pick it up and I circled around him to make him waste his weapons, until he shoots the stalker missile and miss. That's a new tactic of mine where I circle around the opponent to make them waste their weapons. It actually saved me before when I had no more turbos and low health and the opponent was left with machine guns. Then I managed to get away and heal. The power missile has a problem in online. Sometimes the damage doesn't register when I land it and that can be a huge lost of an opportunity to turn the tables around the other team. The stalker missile is a really good weapon. Get it early at the beginning of a match before the enemy does.
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Re: Stalker Missile
Reply #3 - 07/23/14 at 05:04:40
 
Yeah, vehicles have a much smaller hit box online than they do offline, and server lag can definitely cause manual weapons like power missiles and flamesaws to not register consistently. I've been forced to play a brand new account since mid-May because of the skins glitch, and since then I've used Reaper more than any other vehicle, and just in the last couple of months I've had hundreds of flamesaws snag the corners of vehicles and appear to hit them, but deal no damage. Granted, about 90% of the time if you hit the centre of a vehicle, it'll register, so it doesn't bug me much when a sloppy hit doesn't deal damage. It just makes manual weapons less forgiving, but in turn, more satisfying when you do register damage with them.

When you're playing the lightweight and quicker mid-sized vehicles, there's definitely truth to being able to dodge the majority of weapons fired your way just by driving at certain angles to your enemies. It's something that can't really be taught, and is just a developed intuition that can be applied in certain scenarios, and things like driving in tight circles can definitely help you escape from the tracking on weapons. Homers and stalkers CAN be avoided, there's plenty of proof of it on YouTube if you look it up. It's just not realistic to be able to dodge them on a consistent basis, especially since homers tend to be spammed in rapid succession, but for what it's worth, the same can be said for any TM title. And yeah, most of my weapon routes utilize stalkers. They take 64 seconds to respawn after being picked up, so about a minute into the match is a good time to check stalker locations and see if they've reappeared, since they tend to be snatched up pretty quick.
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Re: Stalker Missile
Reply #4 - 07/24/14 at 22:13:00
 
Muddeh wrote on 07/23/14 at 05:04:40:
Homers and stalkers CAN be avoided, there's plenty of proof of it on YouTube if you look it up. It's just not realistic to be able to dodge them on a consistent basis, especially since homers tend to be spammed in rapid succession, but for what it's worth, the same can be said for any TM title.


The same cannot be said for any TM title except TMX and to a far lesser extent TMHO (really just homings)

Seriously homings and anything in any TM game can be dodged on a frequent and consistent basis that makes a difference in combat. Never before have we really had a true spam fest of attrition at this level.
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Re: Stalker Missile
Reply #5 - 07/25/14 at 03:05:46
 
RoaDiE wrote on 07/24/14 at 22:13:00:
The same cannot be said for any TM title except TMX and to a far lesser extent TMHO (really just homings)

Seriously homings and anything in any TM game can be dodged on a frequent and consistent basis that makes a difference in combat. Never before have we really had a true spam fest of attrition at this level.

Homing missiles are not broken in Twisted Metal 2012. Aside from Black, homing missiles damage the lightweight vehicles little more than in any other relevant TM title. It's difficult, but homing missiles can be dodged with lightweight vehicles by using environment cover or by driving at specific angles to the direction they're fired at. However, the most important thing to note is that homing missiles are balanced by the fact that manual-aim weapons are far more powerful than in past games. Power missiles are over six times more powerful than homing missiles, and even for Reaper who dies with nine homer hits, its flamesaw does over twelve times more damage than homers do. Toss in the fact that Reaper can use four shields back-to-back, and it makes homers fairly easy to deal with for the most vulnerable vehicle in the game. Homers are rarely a problem for heavier vehicles who can't dodge them either, since you can't even kill a Darkside or a Warthog with a full inventory of them.

With that said, I'll apply proper context to your statement of TM 2012 being a spam fest. Homers are not an issue, and most other weapons with strong homing ability either deal negligible damage, or can be fairly easily anticipated and either dodged or shielded. The only weapon that is truly broken are remote bombs, since they have 100% accuracy if you have a reticle lock, and they inflict damage that can't be consistently negated since they're manually detonated. Aside from remote bombs, if the tracking ability was lowered on most weapons, then lightweight vehicles would overrun the game since it's very hard to use manual-aim weapons against their speed and agility. In turn, a good lightweight uses manual weapons against the heavies, and exposes themselves to be targeted by homing weapons as infrequently as possible. It's a good balance, and had there been an option to disable remote bombs, it would not be the spam fest you claim it is. Most who play in a cowardly manner and rely excessively on remotes are easy kills when you battle them in close quarters anyways, since their gimmicks don't work in the heat of battle.
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Re: Stalker Missile
Reply #6 - 07/25/14 at 04:24:49
 
I was really just finding fault with the:

"but for what it's worth, the same can be said for any TM title."

Wasnt really getting into the homing issue or any of that other stuff but sure why not! l will gladly discuss.

I guess you are arguing the game is not primarily spam and you can dodge? I wouldn't argue against that some form of "Dodging" the simple weapons or cover-based shielding (which is not... dodging) has its place in TMX. But on a whole I would argue that it's rather insignificant. Minimal, and at times completely immaterial to the game at large. Diminished to the point where... yes its mostly just a war of attrition with very little else.

I brought up homings in reference to TMHO, not TMX. But any weapon that is a standard pickup that really can't miss is fairly dumbed down design. You wouldnt have a fighting game where you can hit your opponent with one move, no matter how close or far away you are from them would you? I never said they were broken, I said it was spammy. The entire system of how weapons work in TMX is dumbed down and broken on a design level.

Yes despite the fact that Reaper has four shields is a really stupid counter to homings; and 4 one second shields at that. Why not use that speed/driving prowess to his advantage and outclass some of those missiles by dodging? And don't say run for cover because that is possible in every TM game. So if someone gets a few homings, lets say two enemy teammates, and spams them at a Reaper... and he has no cover to run to... he is going to be forced to spam 4 shields? Thats kinda dumb.

What if you dont have the AA for 4 shields....? oh shit.

Sniper definitely qualifies for dumb/broken too as well as the remote. That can insta hit too. Cant even react to its instant hits. And if you get a killstreak and get a dozen remotes/snipers? My god. The cruelty.

Im unsure why you would discuss balance in terms of damage numbers only. A homing missile is far more handy in a fast paced game than a power missile? Which is more likely to land? Same goes with a stalker vs swarmer. A remote vs a rico. Damage numbers play but one part. Speed of the weapon, accuracy, and availability all go into it. You can't say "oh well ricos do more damage then a homing!" Must be balanced! Well c'mon which is more likely going to even land in first place.

TMB example (and no im not defaulting to TMB because im a TMBO fanboy, TM2PC for life)

On paper, Junkyard Dog is shit. Plain shit. Special does 25 damage. Minion does 120 damage. Wow Minion must be better. Plus Minion's special is auto-aim! Nope, nope, nope. A ton of other factors go into why JYD's special is better: can outrange, regen faster, fires faster, has blast radius, bounce. Not everything is just "damage numbers", TM was never just a war of attrition... of just damage vs damage.

A game of chess using only pawns is not technically broken, its just dumb. Basically TMX is checkers.

If both small and big dogs are literally just as susceptible to homings because of a lack of relevant dodging, how does that suddenly make them less good against big dogs and therefore balanced? Just because they have more armor to mitigate the low damage numbers and they dont have four shields like Reaper does? That basically proves my point that the game is just a war of attrition.

And lets be honest how relevant and often does one phase through homings in a battlefield of 12 people (you said it was not realistic). Big cars and small ones are basically on a relatively even playing field amongst the spam. When you also have almost no time to react to many weapons, and most of it will land without any player intervention... I think spam sums it up quite nicely.

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Re: Stalker Missile
Reply #7 - 07/26/14 at 22:43:11
 
Absorb shield makes the stalker missile even more cheap. You can get hit by a stalker missile that comes out from any direction, just because you fired a machine gun at someone using the shield.
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Re: Stalker Missile
Reply #8 - 07/30/14 at 17:16:13
 
There was a point in time a few months after the game released where I felt the same way you do, that there was a threshold where skill no longer mattered, and as long as you dealt more damage than the amount you receive, you could be successful. As I kept playing, I found myself having less and less success until I finally got involved with the clan scene, and when you play against veteran players in a team setting, your enemies will obliterate you far faster than you can damage them if you solely rely on spam. I'm not considering the numbers by themselves, and I believe that stats do not accurately reflect a person's performance in a match, nor a vehicle or weapon's capabilities. Rather, just like it's earlier counterparts, TM 2012 has way more depth than there appears to be on the surface.

I'll address your points individually. First, you state that the difficulty present in dodging weapons with homing capabilities makes the game a war of attrition. I hardly see how you can give TM 2012 this label without applying it to the entire series. In every TM you're using vehicles with a specific number of hit points using weapons which deal a specific amount of damage, but most importantly, each vehicle possesses varying capabilities to deal and negate damage. Even though the damage of certain weapons are difficult, perhaps impossible to negate under many circumstances, the fact remains that over-reliance of these weapons close quarters combat is a trait of a mediocre player. Consider it this way. If you're playing Darkside in Black, is it worth the effort to go to the effort of dodging a homing missile that takes away less than 4% of your health? While your enemy is spamming you slowly over a long period of time, you should take the opportunity to set up an attack of your own that is more powerful, deals more damage with a shorter amount of time required, has knock-back attributes that allow you to set up combos, etc.. The same logic applies to TM 2012, as players in current day can consistently nail strong, single-hit damage like power missiles, turbo rams, napalm bullseyes, even ricos, as well as multitudes of vehicle specials.

The parallel you draw to fighting games isn't relevant because character's attributes don't vary to the extent that the attributes of vehicles in TM do. A fighting game wouldn't have a character that is as agile as a lightweight vehicle in TM to the point it can rarely be hit manually, neither would you have a character with such limited mobility that homing attacks would be necessary. Considering TM is a 3D game with an extra dimension to aim, large battlegrounds, and targets that move far faster than enemies in comparable genres, it only only makes sense for homing weapons exist in conjunction with weapons and specials that have the ability to immobilize or knock-back an enemy to make it easier to set up hits with manually-aimed weapons. As for your Reaper scenario, a skilled Reaper should be able to avoid finding themselves in a 1v2 situation in the first place by being conscious of their radar, and keeping close proximity to teammates. If you find yourself swarmed by enemies in a lightweight vehicle, it's generally your own fault for putting yourself in a situation where you're forced to take a death by not having the ability to break through the enemy's defences.

Yes, killstreaks are overpowered in ranked matches where you can target newbs, and then go to town on experienced players once you have your perks. In a high-skill TDM scenario, though, killstreaks are actually pretty balanced, and add a lot of depth. As a team is capable of getting a teammate on a killstreak, it greatly improves their capability to both deal damage and survive before taking a death, and is far more effective for kills to be clinched by streaking players than for a teammate to get one kill and then die shortly after, letting the potential go to waste. A good player keeps tabs on who is developing a killstreak on both their own and the opposing team, and stat checks when they have the opportunity. If a person does develop a massive killstreak, it's generally the fault of the opposing team for not applying enough pressure on that player. Furthermore, streaking with lightweights is fairly simply since they can chase targets that attempt to flee, but if a team can feed kills to their heavies, it's massively more effective since heavies take tons of damage, but are capable of dealing tons of damage in the heat of battle. In essence, the advantages of a streak are multiplied by keeping those vehicles in the battle and dealing damage without taking as many deaths as they would otherwise, and can be a winning formula if a team is in sync.

Regarding your example of Junkyard Dog being stronger in Black than its stats suggest, you can look at a vehicle like Death Warrant and question it's purpose in the game. On paper, its stats are godawful too. It has mediocre armour, is slower than Outlaw (an SUV), and has the worst combination of specials in the game, yet it is personally my most-used vehicle after investing thousands of hours into the game. Why? Because what stats don't show is that it has a very precise turning radius that allows you to be accurate with manual weapons like power missiles, and is also a very stable vehicle that is impacted less by knock-back weapons, making it difficult to be disrupted and juggled. It also fires most weapons directly from the centre of the vehicle which allows for better accuracy, and is one of the most capable vehicles at reaching hidden areas on maps with strong weapons that require technical driving since DW handles fantastic. The fact that it's so precise and responsive also helps minimize taking braindead damage from rams and environment damage. Roadkill doesn't possess a lot of these attributes, and even though it may appear that Roadkill is a better vehicle due it's more powerful special while possessing relatively similar stats in other categories, these combined elements make me feel more comfortable playing DW in most scenarios.
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Re: Stalker Missile
Reply #9 - 07/30/14 at 20:20:12
 
Muddeh wrote on 07/30/14 at 17:16:13:
Death Warrant and question it's purpose in the game. On paper, its stats are godawful too. It has mediocre armour, is slower than Outlaw (an SUV),

Really? I thought both Death Warrant and Roadkill had the same speed. At least that's what I read in Gamefaqs. I can see the Twisted clan website is back. It has the most detailed info about the cars but when I go to the cars, it takes me to this "unable to find" verizon webpage. By the way do you only play team death match in clan battles?
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Re: Stalker Missile
Reply #10 - 07/30/14 at 23:42:32
 
The pages are still accessible, but the redirects are dead at the moment. I'll post some direct links later, but they should work again once the domain is restored. I'm pretty certain that Outlaw is faster than both Death Warrant and Roadkill, but the stats there suggest otherwise (130mph for DW and RK, 115mph for OL). I'll test it out in-game when I get the chance. I played a couple of Nuke wars back when the clan scene was more active, but as it stands I don't think anything but TDM is considered an official war. I haven't ever heard of a clan war that took place with TMLS or TH.
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Re: Stalker Missile
Reply #11 - 07/31/14 at 02:19:42
 
Muddeh wrote on 07/30/14 at 17:16:13:
There was a point in time a few months after the game released where I felt the same way you do, that there was a threshold where skill no longer mattered, and as long as you dealt more damage than the amount you receive, you could be successful. As I kept playing, I found myself having less and less success until I finally got involved with the clan scene, and when you play against veteran players in a team setting, your enemies will obliterate you far faster than you can damage them if you solely rely on spam. I'm not considering the numbers by themselves, and I believe that stats do not accurately reflect a person's performance in a match, nor a vehicle or weapon's capabilities. Rather, just like it's earlier counterparts, TM 2012 has way more depth than there appears to be on the surface.

I'll address your points individually. First, you state that the difficulty present in dodging weapons with homing capabilities makes the game a war of attrition. I hardly see how you can give TM 2012 this label without applying it to the entire series. In every TM you're using vehicles with a specific number of hit points using weapons which deal a specific amount of damage, but most importantly, each vehicle possesses varying capabilities to deal and negate damage. Even though the damage of certain weapons are difficult, perhaps impossible to negate under many circumstances, the fact remains that over-reliance of these weapons close quarters combat is a trait of a mediocre player. Consider it this way. If you're playing Darkside in Black, is it worth the effort to go to the effort of dodging a homing missile that takes away less than 4% of your health? While your enemy is spamming you slowly over a long period of time, you should take the opportunity to set up an attack of your own that is more powerful, deals more damage with a shorter amount of time required, has knock-back attributes that allow you to set up combos, etc.. The same logic applies to TM 2012, as players in current day can consistently nail strong, single-hit damage like power missiles, turbo rams, napalm bullseyes, even ricos, as well as multitudes of vehicle specials.


TMX may have a bit more depth than "appears on the surface". The issue is whatever depth it has is greatly diminished compared to the best two titles(TM2PC/TMBO) in the series. For the hell of it, I watched one of your clan battles on youtube. As expected it was a spam fest. It was NOT like this in the best games of the series. Dodging plays no meaningful role. Even though you previously said about how you can dodge a number of things. However I see everyone getting plowed up the tailpipe with whatever is fired their way. Swarm after swarm hits on the "top pros" of TMX? I thought this was one easy thing to dodge?

Then you say that it is this way in every TM game? Have you even played them in an competitive environment? Your example of darkside in tmb is the most clueless thing I've seen. Of course you go out of your way to dodge attacks. You don't gobble them up like pac man while trying to do a haymaker. Landing a powerful attack isn't guaranteed/easy like it is in TMX. If you let shit hit you while trying to focus on some powerful attack/combo instead, you'll be raped out the game while doing hardly anything offensively.

Also I really don't know where you were trying to go with your death warrant comparison. You give reasons why YOU love the car. I'm sure everyone would argue they love so and so's handling for firing straight shot stuff. You mention things like knockback has lesser effect, what in the hell does it matter when you don't need knockbacks to do well in the game? Where the weapons fire from is also all preference. On paper Death Warrant is shit cause there was no creativity. They added a generic car, gave it a turret special instead of adding one of the other great unique cars from the TM universe.
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Re: Stalker Missile
Reply #12 - 07/31/14 at 05:36:08
 
I never stated that TM 2012 is the best in the series, nor am I trying to convince you so. I simply don't appreciate the preconceived notion that the game is garbage, a spam fest, or whatever other labels that are often arbitrarily slapped onto the game. I can certainly break down a match of mine and describe the intricacies, should you wish. Swarmers are a weapon that can be anticipated and dodged often because of the audio queue that they're being charged, and the fact they don't have a very sharp homing radius. However, if you can line it up so that the swarmers have the most direct line or sweeping arc to the target, it's difficult for a target #to avoid, but placing yourself in that position at the precise moment it hits 70 damage requires a fair bit of intuition, especially if your target is aware of your charging swarmers.

Tell me how landing power missiles is so much easier in TM 2012 than it is in any other title. If powerful attacks are supposedly so easy to land, why are weak homing weapons such an issue? Whatever you're attempting to argue, it doesn't add up. If homing attacks are so easy to dodge in Black, why does anyone ever bother firing them? Obviously, setting up strong attacks is never a sure thing, but all TM games hold a balance of risk vs. reward. You can choose to spam in any title if you wish, but you run the risk of getting outplayed with a more powerful attack.

I picked Death Warrant because it's an easy illustration of balance, and all the reasons I gave are practical. Having straight aim is handy for mid-motion aim with power missiles and uncharged stalkers. Nearly every weapon aside from the basic missiles have staggering capability, and many exist for just the purpose of staggering enemies like charged ricochets, Axel's shockwave, Warthog's crowd controller, etc.. If DW is so generic, explain to me how another mid-sized lightweight like Outlaw II in TM2 and Spectre in TMB would be any less generic if they were ported into TM 2012.
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Re: Stalker Missile
Reply #13 - 07/31/14 at 10:40:57
 
The game may not be garbage to YOU but it is a point and click spam fest compared to TM2PC/TMBO. A good amount of people are going to love it since it's their first online twisted metal experience. For the people that played TM2PC/TMBO, they know how much more fun/better twisted metal gameplay is when dodging is a meaningful gameplay element. People act as if dodging to some alien technique that the older twisted metals invented. Other games and real life all have dodging because it adds a huge amount of fun depth. If this was boxing TM2PC/TMBO are how boxing currently is done. TMX comes along and says boxers can no longer dodge their opponent's punches. Instead they take turns punching each other in the face. The person who hits first or has the most power is going to win.

As far as power missiles in TMX compared to other TMs goes. Freezes can't be dodged so freeze + power is an easy hit. They are also easier to land due to the fact everything fires and moves at the speed of light.  In TM2PC/TMBO stuff didn't move at this ridiculous speed so players had reaction time to dodge it. In TMBO for example if someone does a lead power missile shot, the enemy could avoid it by stopping quickly/slowing down. In TMX the power would hit them before they even know wtf just happened. On top of the rest of the spam in TMX, people might not even know a power missile even hit them. If you took a player in TMBO/TM2PC and asked them for a random life or game, "Hey what all hit you and killed you?" TMBO/TM2PC player would be able to tell you everything in great detail. Meanwhile TMX player would have a hard time telling you without watching it back on video and pausing.

Homing attacks are easy to dodge in TMBO once you master it. If players are just point and clicking like in TMX their shit will never land on the top players. This is why instead of pointing and clicking players have to improve and fire weapons in a way that that their enemy can't dodge it or at least makes it much harder to dodge. This way adds tons of depth and intense combat.

You asking  why outlaw TM2 or spectre TMB would be any less generic is just silly. For starters outlaw is already in it with a wonderful creative turret special. Besides that outlaw's TM2 special doesn't fit into the game because its mostly for setting up other attacks. Which is not needed in TMX cause you can fire and hit with whatever you want since no one can dodge it. Spectre's special was given to Sweet Tooth, and his handling/speed which makes him good in TMBO wouldn't matter in TMX since he can't dodge anything. When I said unique cars, I meant cars like Mr. Slam, Yellow Jacket, Manslaughter, Twister, TMB Darkside etc. I don't know why you came back with the 2 silly examples you did when there is a huge list of unique cars. Sadly in TMX their specials/looks would be the only real uniqueness since their handling doesn't matter since dodging plays no imprtant role in TMX.
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Re: Stalker Missile
Reply #14 - 07/31/14 at 14:29:56
 
I can't find any substance in your argument besides inaccurate generalizations and metaphors. By your logic, paintball must be a braindead sport because you can't dodge your opponents shots, but dodgeball, man, that's one thrilling sport since you can react since you can react to your opponents' projectiles! Talk about depth! If realism is so important (which is laughable to bring up in the context of a clown with a flaming head), how is it realistic to be capable to constantly be engaged in battle, and dodge essentially every bullet shot your way? You're actually demeaning Black by making it sound like a contest where whoever fails to dodge weapons loses, which obviously isn't the case. There's a lot to be said about intuition, setting up your attacks to make them more difficult to react to and avoid, and controlling your opponent's movements so you can set up stronger attacks with greater ease. Same goes for TM 2012.

Please tell me you're joking about freeze (EMP) combos being a sure thing. Usually the risk of putting virtually all of your energy towards a freeze missile exceeds the potential reward, and most experienced players rarely use them. Freeze missiles travel very slow and it's easy to minimize your time spent stationary by jumping, turbo dashing, etc.. Freezes can be absorbed resulting in you taking a stalker hit while your enemy doesn't even use any energy. The rare instances where freezes are effective are where you're in extremely close range where you opponent has no opportunity to react, but if you're in such close range, you're better off freehanding the power missile (or mashing napalms, which is a far more effective combo against a frozen enemy). Otherwise, it's just a big cry out to anyone who witnesses that you've used all your energy prematurely, and are easy to target. As well, how do you expect to ever hit fast, lightweight vehicles if power missiles moved slowly and can be easily dodged? How do you expect to hit them with anything if homing weapons have no effect on them, and their speed and agility should allow to prevent being hit by kick-back and stun weapons? Ought as well just fire missiles into empty space and hope they drive into them by random luck, in that case.

I've already stated that there are multiple weapons and specials that exist for their knock-back and stun capabilities. So, once again, rather than hanging your full argument on hyperbolically stating that you can't dodge anything in TM 2012, explain to me why Death Warrant is so generic, and Outlaw II and Spectre in the respective games I mentioned them in are such great, unique cars from a gameplay standpoint.
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