Quote:Ramming someone to get a remote bomb off me was a rare thing to happen even in the early online days. Although it hardly ever worked it did happen a few times. I think that feature was either broken or taken out. I don't know why. I thought it was something fun to keep around.
There is a certain amount of pressure required for it to be transferred, though yes as you say It's often inconsistent. T-Dash usualy does it in one go, but even then there's a way to negate a bomb that has been rammed onto back to the original victim (you) which is completely broken. You used to be able to bash it off of you onto a wall, or surface, a patch tore that out unintentionally.
That's the issue with patching, it can fix one piece of shit aspect, but unintentionally ruin another.
Quote:I see dodging in TMX all the time but it's not the same definition as TMB dodging. It shouldn't even be called dodging but that's the easiest thing to call it. A light car driver in TMX can drive in a way that makes them more elusive and able to evade more hits, but fire a fully charged stalker missile on a flat open field at someone and I think it's unavoidable. I think, I'm not sure. I'm pretty certain it would hit you regardless of turbo or jumping?
The trajectory of a Stalker at times depends more on the position it is fired from, rather than the position relative to the target. I.e., while moving at an extremely high speed, a drift with a Stalker can cause a major homing tweak, or it can also be added height, or otherwise create a downward angle by firing at the peak of your jump.
As for the defensive side, it's relatively easy if you are in tune with your surroundings. Driving into the pocket with a vehicle such as RK / DW makes a difficult curve for the shot to correct if you T-Dash to the inside of your opponents recticle range. The same can be said for long range defensive manuevers--- you have time to judge the angle and make corrections in your position to T-Dash sideways, or otherwise just use the environment to negate it. The trouble with defense arises when you are faced with a pot-shotter(corner flank) or a mid-range situation where you don't have time to close the gap (cqc) or make adjustments to dodge (long range).
The fact of the matter is, a player with extremely low health is susceptible to single baby weapons such as Remotes, Snipers, or Homings. That's the only issue I see with TM2012's lack of depth---Noobs (start with) 100%/90% auto-aim bullshit. Wrong place wrong time can mount you a for-sure death.
However, in terms of actual combat, it's as Muddy says. Pros will wreck your shit if you try to use Auto Aim all day. (Unless you are always avoiding them in close quarters) Even if it does work, it requires a cowardly positioning, & it leaves your teammates more susceptible to getting ganged up on, so it balances out in my opinion.
Quote:If you play as much as you say you have, I think you will make a great addition. This game needs more insight.
Thanks man! That means a lot, hit up my PSN if you ever want to train 1v1, or have a few real ranked matches. : )