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Why TM has problems Ramming, and basic maths. (Read 28685 times)
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Re: LAN server for TMPS3
Reply #30 - 03/26/18 at 08:51:17
 
Fuck it. I give up.

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Re: LAN server for TMPS3
Reply #31 - 03/26/18 at 08:51:27
 
Are you claiming cars CAN NOT ram in 2012 WITHOUT turbo? Did they patch that?

Do you not realize if players almost always have turbo it neuters the weight of your argument?

Any vet on this forum could do just fine on your little game. It's just not as hard or as different as you think. Two months tops.
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Re: Why TM has problems Ramming, and basic maths.
Reply #32 - 03/26/18 at 19:36:58
 
Whoa whoa whoa whoa!!!  WTF?!?!?
Holy shit!! Did I just walk through a fucking time machine?!?!?! Did I just see a reply from Road AND Stitches?!?!? WHAT THE ACTUAL FUCK?!?! And Truth too?!!? ::::::whoever the hell he is.....:::::

And I had to split a topic on TT Wall because it went off the rails?!!?! Now people......that's nostalgia. I thought I logged into the wrong fucking site for a minute or just clicked a really old ass post. 

Amazing people! Truely spectacular! 10/10 5/5!!!! Would split again! Must watch! A total shit show and amazing train wreck!!!!

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Re: Why TM has problems Ramming, and basic maths.
Reply #33 - 03/26/18 at 19:39:40
 
Muddeh, in your reply to me, you stated that your argument is that Twisted Metal will lose an element of depth (which you earlier described as "critical") if future installments abandon the ramming system of TMX. It's fascinating to me that, while your initial statements align with this view, they do nothing to support it, let alone, clearly state it so we can understand and respond to your position. The bulk of your replies afterward have caused much confusion.

You've spent countless words apparently trying to convince everyone that using TMB's ramming system for TMX wouldn't balance TMX. I don't think anyone disagrees with you though, which is probably why those ramblings left everyone confused. If you can find a quote from someone who actually said, "Swapping TMX's ramming system with TMB's would balance TMX," all of those replies will start to make sense to me.

On the other hand, the argument was clearly stated by your opposition that the very nature of ramming is that it is unbounded, which sets it apart from all of the other weapons that have clear bounded regeneration rates. If you give big cars devastating ramming abilities, it essentially gives them an unlimited special weapon, which can be used perfectly concurrently with other weapons. If you give them a powerful special weapon on top of this, it necessarily leads to balance issues. Many of us would rather have big cars with powerful special weapons than big cars unbounded high damage rams.

On a side note, it could be fun to sometime start a thread to discuss unexplored avenues of game balance strategies that might work. I did a thread on old TMA years ago about that. For example, you could take away the car's shield and cloak abilities, impose inventory limits, and there are all kinds of creative handling quirks that could be imposed, or something else. Sounds like TMX experimented with smaller turbo tanks, but only mapped it onto smaller cars. I actually suggested that in that thread long ago. Haha Balancing these things would be rough though and could probably only be done by gathering complex live server statistical data.

Muddeh, as for your alleged refutation of the unbounded ramming/balance fears, you've provided quite a tangled web of statements that often appear to contradict each other. For example, you keep insisting that turbo is a scarce resource, which effectively bounds ramming potential. However, now you're saying that experts have turbo greater than 95% of the time. This doesn't sound "scarce" at all and feels to me like it brings us back to square one, which is pondering how many times (excluding turbo dash for now) can one car ram another car before running out of turbo? The answer to this is indefinite (unbounded). Furthermore, how does the mechanic of their [concurrent heavy ramming weapon] + [special weapons] architecture interact with the [special weapons only] mechanic of other vehicles?

Another example of apparent contradiction is when you stated that our perception of ram impact on game outcomes was based on observations made during the infancy of the server, and ranted about how clueless noobs get pwnd by rams. This seems to imply that ramming really isn't something that happens a lot on the matured server with seasoned players. You even directly say that rams on small cars are rare. You were rather flabbergasted though when all of this was taken as saying "rams are rare" in general, and you insisted that rams are "frequent." Whatever you're trying to say is very confusing, and to understand why we are confused, you have to frame these statements in light of our concern about "frequent" unbounded concurrent rams occurring AS WELL AS devastating special weapons for big cars.

These two apparent contradictions combined make things even more confusing. You say rams are so bounded by turbo, but then describe them as a "frequent" occurrence, and say experts almost always have turbo. To make matters worse, on TMX's wiki, am I reading it right when it says big cars have anywhere from one and a half to two and a half minutes of turbo to burn on a single tank?  Huh

Also, you have not answered Malefactor's point about ramming without turbo. Is it the case that, in TMX, only turbo rams do damage? If not, why is it that you believe turboless rams for big cars is not a skill worthy of development?

Finally, you've insisted a few times now that we shouldn't care about this issue because "
ramming isn't what's throwing off the balance
." Whether you're referring to TMX's balance or Twisted Metal in general, this statement demonstrates a very primitive view of the balancing landscape. I could unpack this, but should I? Or would it be better to just leave it highlighted in red ink? Sad Especially after you've already stated that rams are frequent and the larger vehicles are mysteriously residing in the upper tier? Would they have less damage potential if their ramming ability was capped at 10 points? The strictest logical wording of your statement may be true, but I see it as bizarre as making a statement like, "
Cancer isn't what's killing us
."

On a side note, your "misunderstood genius" routine as well as your "all of you have reading comprehension problems" routine are both best abandoned at this point. People genuinely can't make sense of the things you're saying. Show some accountability.
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Re: Why TM has problems Ramming, and basic maths.
Reply #34 - 03/27/18 at 20:05:16
 
-Stitches- wrote on 03/26/18 at 19:39:40:
Muddeh, in your reply to me, you stated that your argument is that Twisted Metal will lose an element of depth (which you earlier described as "critical") if future installments abandon the ramming system of TMX. It's fascinating to me that, while your initial statements align with this view, they do nothing to support it, let alone, clearly state it so we can understand and respond to your position.

I don't make any reference to a future TM in my reply to you. Also in that "critical" post from a week ago, I suggest that a future TM's vehicles will likely have more of a sense of weight and ramming would likely be an element of combat. In the posts leading up to that point ramming was being portrayed as largely detrimental to the series. I don't say that it's essential for rams to be powerful per se or even present outside of ram specials, just that ramming should have a presence. Nobody responded to me on that topic, so it stands apart from my subsequent posts.

In the following two paragraphs of the "critical" post, I address Mosh's claim that ramming caused unbalance between lights and heavies in TM 2012. Adonael responded after calling doubt to that specific part of my post and focuses on why he believes lights felt underpowered to him. Malefactor's post after backs up Adonael specifically on balancing lights and heavies. Afterwards, my posts have all been specifically based on why removing ramming from TM 2012 specifically would strip depth in that game while not fixing the issue of balance.

The extent to which ramming should be part of TM is a very nuanced topic, and it's a complete twist of the truth for one to insinuate I had barged in and bluntly claimed a future TM's ramming should resemble TM 2012's. The thing is, Malefactor managed to repeat the same unsubstantiated post over and over again so many times he lost focus and forgot what he was even arguing about. I can't say I blame you at all for being confused over the whole thing with him steering his posts that way, and I admittedly egged him on a fair bit when I realized he was clueless what he was even posting about. Roll Eyes

-Stitches- wrote on 03/26/18 at 19:39:40:
If you can find a quote from someone who actually said, "Swapping TMX's ramming system with TMB's would balance TMX," all of those replies will start to make sense to me.

There's no lack of posts from others that suggest TM 2012's high-damage ramming was a factor in unbalancing the game, which in effect suggests swapping it with Black's would help balance it. It should be pretty obvious if you look back and read, but I fished out and abbreviated the posts prior to my first response to the matter and made a Pastebin of it to demonstrate what I was responding to.

https://pastebin.com/TSirSFRW

-Stitches- wrote on 03/26/18 at 19:39:40:
On the other hand, the argument was clearly stated by your opposition that the very nature of ramming is that it is unbounded, which sets it apart from all of the other weapons that have clear bounded regeneration rates. If you give big cars devastating ramming abilities, it essentially gives them an unlimited special weapon, which can be used perfectly concurrently with other weapons. If you give them a powerful special weapon on top of this, it necessarily leads to balance issues.

I've gone over this enough times already. Instead of giving a similar response to what I already have, let's try putting the shoe on the other foot. If the nature of rams overpowers the heavies, and the heavies in TM 2012 also have upper to mid-tier specials, why is it that they themselves are not the most dominant vehicles in the game? Rather, Shadow is easily the top vehicle in the game and Outlaw is about on par with Junkyard Dog for runner-up.

-Stitches- wrote on 03/26/18 at 19:39:40:
For example, you keep insisting that turbo is a scarce resource, which effectively bounds ramming potential. However, now you're saying that experts have turbo greater than 95% of the time. This doesn't sound "scarce" at all and feels to me like it brings us back to square one, which is pondering how many times (excluding turbo dash for now) can one car ram another car before running out of turbo?

Interesting how you say to exclude turbo dash for now, but never acknowledge it later considering how much I've stressed its importance in how ramming works in the game. Far more often than not it is a necessity to use turbo dash to deliver a solid ram no matter the weight class of your vehicle, largely because contact between vehicles won't result in any damage if the vehicles are within one weight class of each other (there are five weight classes in total) unless there is a large difference in speed between the two vehicles (and considering the pace of the game these days it's rare to catch players flat-footed). That is, unless you use turbo dash which both boosts your damage and jumps you up a weight class for the duration of the dash. This allows you to be able to potentially deal ram damage to equal or higher weight classes while they're in motion.

As a lightweight, turbo dash pretty much exists just for assistance with dodging since lights deal little damage for ramming anyhow. As a midweight, turbo dash is usually a necessity for ramming other midweights and is almost always needed against a heavy to deliver rams without instead being on the receiving end of the collision. As a heavy, turbo dash is usually a necessity for ramming other heavyweights and is almost always needed to be able to close the gap quickly and potentially ram a mid or lightweight that might being getting a bit too cocky in front of you.

On average in a high-skill environment about 90% of my rams are delivered using turbo dash. Around 9% of my rams are delivered with turbo alone, and <1% of rams are with no turbo at all because unless you're a heavy colliding with a lightweight, speed alone will prevent damage from being dealt without turbo unless that vehicle is completely idle, and heavies are so slow without turbo that they'll practically never make contact with a skilled lightweight unless the vehicles are bottlenecked in a really narrow corridor or something along those lines.

In response to the quote, I already stated that turbo has influence on decisions of how to traverse the map, when to pick a fight with low turbo and when to use turbo dash at the cost of half your meter. There will almost always be turbo to be found somewhere, but especially on small maps the turbo in the central areas and prime weapon routes will often be unavailable which can often force players to extend their routes in order to avoid running out. It can also be a gamble to stay in these central areas if you do start running low, because if you do run out and get caught it's usually pretty obvious that you're limping without turbo and are made a very easy target. As for its impact on ramming, the requirement to refill your meter between turbo dash is obvious.
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Re: Why TM has problems Ramming, and basic maths.
Reply #35 - 03/27/18 at 20:17:30
 
-Stitches- wrote on 03/26/18 at 19:39:40:
Another example of apparent contradiction is when you stated that our perception of ram impact on game outcomes was based on observations made during the infancy of the server, and ranted about how clueless noobs get pwnd by rams. This seems to imply that ramming really isn't something that happens a lot on the matured server with seasoned players. You even directly say that rams on small cars are rare. You were rather flabbergasted though when all of this was taken as saying "rams are rare" in general, and you insisted that rams are "frequent."

During the initial months it was much more common for their to be accidental contact that resulted in ram damage, and for lightweights to collide with heavies because such players were newbs. In current day, accidental contact and instances where heavies manage to ram lightweights is rare because lightweight drivers have grown skilled and are able to outmanoeuvre those heavies. What I've said is that rams are common in general, but are rare under the specific circumstance of lights coming in contact with heavies. Whenever I claimed rarity of rams, I always attributed it specifically to light/heavy scenarios to avoid such a contradiction. As I've previously stated, only 16/120 instances of a vehicle ramming another consist of a heavy ramming a light. 16 instances are uncommon and the other 104 are common.

-Stitches- wrote on 03/26/18 at 19:39:40:
Is it the case that, in TMX, only turbo rams do damage? If not, why is it that you believe turboless rams for big cars is not a skill worthy of development?

Already been answered countless times, and further elaborated on earlier in this post. In a literal sense, yes, a heavy ramming a light without turbo will result in damage. It's completely moot to the discussion of balance when that heavy is a slow-moving sitting duck that can be outmanoeuvred with ease, and that scenarios where a heavy lands a ram without turbo (let alone on a lightweight) accounts for <1% of rams that occur in the game. If a heavy is ever caught without turbo its priority should be to either use its inventory to try and fight its way out of trouble or get to a nearby turbo pickup, but neither are likely to succeed when a heavy has no momentum, hence why turbo management is important.

-Stitches- wrote on 03/26/18 at 19:39:40:
Finally, you've insisted a few times now that we shouldn't care about this issue because "
ramming isn't what's throwing off the balance
." Whether you're referring to TMX's balance or Twisted Metal in general, this statement demonstrates a very primitive view of the balancing landscape. I could unpack this, but should I? Or would it be better to just leave it highlighted in red ink? Sad Especially after you've already stated that rams are frequent and the larger vehicles are mysteriously residing in the upper tier? Would they have less damage potential if their ramming ability was capped at 10 points? The strictest logical wording of your statement may be true, but I see it as bizarre as making a statement like, "
Cancer isn't what's killing us
."

It isn't throwing off the balance between lightweights and heavyweights. As I've said earlier, lightweights generally fare well against heavies individually. In a 1v1 situation where a Reaper is facing a Warthog, I'd much rather be playing as Reaper. In a 1v1 situation where a Kamikaze is facing a Sweet Tooth, I'd much rather be playing as Kamikaze. Lightweights are rarely rammed, so nerfing rams wouldn't boost lightweights up the tiers. Rather, it would only sink the heavies down and would have minimal impact on midweights/mid-heavies like Shadow, Outlaw, Vermin, Death Warrant, Roadboat etc. that are already above or at equal tier to TM 2012's heavies.

Ramming isn't the "cancer" that throws off the balance. And since you're claiming it to be cancerous to the game, you clearly believe it to be a major issue yourself and shows a lack of understanding of where the game's unbalance really resides. What is actually causing the unbalance, and how to fix that unbalance is an entirely different and more-involved topic, but if you wanted to debate that then this changelist I've previously proposed is a decent jumping-off point (it's not feature-complete and assumes only what would likely be possible without a full-on patch, but shows the general direction I'd go in).

And I'll state yet again that my claims about ramming not being an issue is specific to TM 2012 and not other games. It should go without saying there are dozens of other factors that contribute to balancing, and tweaking one thing alone will rarely suffice in such a complex task as balancing out a game of this nature. That's why vehicle combat is such a remarkable genre. Smiley
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Re: Why TM has problems Ramming, and basic maths.
Reply #36 - 03/27/18 at 21:15:48
 
GAWD DAMN!!!! YA'LL SEE THIS?!?!

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THIS ONE LIVELY!!!!!
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Re: Why TM has problems Ramming, and basic maths.
Reply #37 - 03/28/18 at 01:11:46
 
I was going to ask just HOW repeating yourself can possibly be seen as a sign of not knowing your own point, but then an old memory dawned on me

I was once involved in a legal case where people, seemingly intelligent, sued a group I was involved with.

The thing is, they had clearly broken their contract and the law was on our side, yet they sued.

When I read their lawsuit, it was FILLED with big words, complex sentences. .. And yet it all sounded like gibberish.

I asked several lawyers if they had a different opinion, if I was the crazy one... But they agreed with me. It was the most complex gibberish they'd ever read.

Finally it went to court. The judge, scratching his head, was equally confused and threw their lawsuit out stating they'd written twenty pages of meaningless gobbley gook.

I think Muddeh must be their son.

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Re: Why TM has problems Ramming, and basic maths.
Reply #38 - 03/28/18 at 11:12:08
 
Well, my girlfriend of five years just broke up with me this morning. I don't just lose her, I lose her kids. I can't even see straight, let alone, analyze text.

My guess is that Muddeh didn't see the nuances going on. [With your girlfriend?!] No! With those posts! Let me try to explain.....Malefactor and Luis discussed Malefactor's wish for a more TMBish style of ramming for future installments. This conversation branched off from what Mosh said, but it's also divorced from what Mosh said.

Now regarding Mosh, what I see is that he posted a laundry list of complaints about TMX, several balance related, and then said that even if those are fixed, the ramming was still unbalanced.

1) This does not mean that Mosh believes swapping the ramming for TMB's would balance TMX
2) Muddeh stated earlier that big cars reside in the upper tier in TMX. If nerfing their ram abilities would leave them with less power, then doing so could be used to bring them down from the upper tier.
3) I realize Muddeh prefers this not to happen because he likes TMX's extra dimension of gameplay
4) Muddeh's wish to nerf the auto aim unavoidable specials (and most of us despise these as well) would also leave the cars with less power, and would bring them down the tier.
5) Many of us would prefer the big cars have powerful specials, less ram ability, and believe unavoidable auto aim specials suck.

Finally, Muddeh despises Malefactor.

Also, what I said about cancer was only regarding the logical meaning of the statements I put in red. If you ponder the meaning of both statements, you run into contradictions.

Also........HI MAGNUM!! I just returned to TMBO! We got voice chat now with Discord. Haha I've mentioned you a few times to the new players. You were my first repeat opponent. I get telling stories of the old days and can't stop. Hahaha
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Re: Why TM has problems Ramming, and basic maths.
Reply #39 - 03/28/18 at 12:24:48
 
-Stitches- wrote on 03/28/18 at 11:12:08:
Well, my girlfriend of five years just broke up with me this morning. I don't just lose her, I lose her kids. I can't even see straight, let alone, analyze text.

Now regarding Mosh, what I see is that he posted a laundry list of complaints about TMX, several balance related, and then said that even if those are fixed, the ramming was still unbalanced.

1) This does not mean that Mosh believes swapping the ramming for TMB's would balance TMX


First off, sorry about your situation.

As for ramming I do not think TMX would be more balanced with TMB's ramming system, because then obviously small cars would have a pretty big advantage with the amount of healths and turbo on the map. a small car playing the run n gun/cat n mouse game would easily have an advantage over a big dog who can't do rams that knock a quarter or more of health anymore.
What made TM2's ramming system work so well was that the big dogs handled poorly (Minion excluded). You couldn't use ramming as a crutch as Hammerhead and Mr. Slam and especially not the bathtub on wheels (SweetTooth). Twisted Metal Black has vehicles that handled much better in contrast to 1 and World Tour, thus had TMB went with heavy ram dmg for big vehicles, they would have had a huge advantage. TMB's ramming can't be used as a crutch or abused by any class of vehicle, which was very smart game design. TMX didn't take that into consideration when they decided to bring back super ram dmg. They forgot that TMX vehicles are easy to handle. Shadow drives like a fuckin' sports car ffs. It's unreasonable how juiced certain vehicles are in TMX because some vehicle weaknesses aren't really weaknesses. Like Darkside in TMX - instead of DS's slowness being a weakness - to a small car's advantage - it ends up not mattering because DS has a tri-gun special that spams cars from a distance - whereas Crimson Fury and Kamikaze don't even have long range specials. Not saying it's a sure thing DS wins against CF, but clearly not enough thought was given to TMX's gameplay decisions when you break it down. the game wasn't properly tested. for instance, an accidental suicide in the game would be like -125 points or something like that, even if you were knocked off the edge by an opponent. I remember Mort telling me once he mentioned the suicide penalty to Jaffe & Jaffe was surprised and indicated that it wasn't by design, that it was a mistake. Mistakes like that shouldn't happen though. It sucks the fun out of a game.  Even if TMX's major issues had been resolved you still have a bunch of little problems like that.
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Re: Why TM has problems Ramming, and basic maths.
Reply #40 - 03/28/18 at 12:41:57
 
I wish you my condolences, that's a shame to hear. I hope none of this silliness had any impact on that outcome. I could respond but it would just be a minor mention of how I know Mosh holds such views from in-lobby chat with him years back, and a bit more insight into how either changing rams or weapon mechanics would alter the tier lists accordingly. It's all pretty trivial in the grand scheme of things though. Thanks for the respectful responses and I wish you all the best. Smiley

Edit for Mosh's post: That clears things up a fair bit. I'm not sure if your opinions have changed in the last couple years but that's a sensible view. I'm still not sure why you think ramming is a factor in unbalance between lights and heavies when you concur in saying that swapping the ramming system would sway the pendulum too far the other way in the lightweights' favour, and also say even Darkside is too slow (I would comment on the trigun being minimal a factor due to being weak and impractical with its terrible DPS, but that's just semantics). +1 to the lack of proper playtesting and the inability to fix a lot of glaring issues, many of which would have only required simple tweaks to resolve.
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Re: Why TM has problems Ramming, and basic maths.
Reply #41 - 03/28/18 at 13:03:19
 
God damn it people! If we end the fight amicably  then this board gets boring and dead again.

Stitches, your hat is ass, and Mosh, you fucking suck.

Okay, what do you guys say about THAT!?!
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Re: Why TM has problems Ramming, and basic maths.
Reply #42 - 03/28/18 at 19:03:52
 
Yea. I know about the discord channel. It's in the evening, when I'm not going to be online on my computer anyway. For any reason. So sorry about that. And the break up.

I call Bullshit too. It was getting interesting.  Cool
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Re: Why TM has problems Ramming, and basic maths.
Reply #43 - 03/29/18 at 00:45:57
 
Sorry to hear that Stitches.

And Mags you have no excuses. It works on smart phones.

On Mosh's response, he makes a good point. I really didn't think to come at it from that angle. Handling definitely does factor into the ram argument. That realization is really the only I'm pointing it out. There was such a massive handling gap between TM2 compared to Black and TMX.
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Re: Why TM has problems Ramming, and basic maths.
Reply #44 - 04/02/18 at 12:45:39
 
I think you could tweak the ram in TMX but I actually liked the ram in TMX. I think the biggest issue as someone pointed out (There is a lot of text sorry I can't do proper attribution) was not the ram but the design of the specials. A lot of the heavier cars specials compensated for their weaknesses while some of the faster cars were equipped with specials that did not suit their strengths. 

The balance of gameplay in TMX could have been a lot better (Although had the game been patched and tweaked properly the balance issues would have been less) but I don't think that the game is crazy off balance either. It kind of reminds me of a reverse TMHO where the heavier cars are the ones at an advantage.
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