Article View: alt.games.unreal.tournament
Article #190682Re: another annoying thing in UT
From: Folk
Date: Mon, 20 Aug 2007 17:33
Date: Mon, 20 Aug 2007 17:33
59 lines
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3891 bytes
On Sun, 19 Aug 2007 14:01:04 -0700, "goPostal" <agutgopostal@hotmail.com> wrote: > >"Folk" <Folk@folk.com> wrote in message >news:bq1hc3lvgrkvrtm7hbuc0ug0cdp0hhbb89@4ax.com... >> On Fri, 17 Aug 2007 10:40:23 +0100, Huh <10@0.0.10> wrote: >> >>>On 16 Aug 2007 11:44:02 -0500, Folk <Folk@folk.com> wrote: >>> >>>>There are going to be no less than *** 18 *** freaking vehicles in >>>>UT3, >>> >>>Thrilling. More choice for idiots. >> >> At least with hoverboards, when the idiots and noobs steal all the >> good vehicles, there will still be a way to get where you're going. >> And if you're quick, you can grapple onto them as they speed away. >> Assuming that they're going somewhere that you would want to follow, >> that is. ;-) >> >> I'm looking forward to hoverboards. With ONS, I find myself suiciding >> a *lot* because I'm out-of-place on the map and suiciding is the best >> way to get somewhere useful. But if you've got full health, shield >> and some decent weapons, it's a bitch to suicide and lose all that. >> The hoverboard solves that to some degree, but that fact that you're >> completely vulnerable (can't shoot anyone while you're on a hoverboard >> and one tiny shot or fragment from any weapon sends you tumbling off) >> presents additional problems. >> >> As for the 18 vehicles... if I understand it correctly, matches can be >> set up so that it's Axon on Axon or Necris on Necris, so the vehicle >> count will be halved. And all vehicles will not be represented on >> every map. They will be included as map characteristics dictate, just >> as you see few ONS maps that have the Leviathan, for instance. > >There is a nice article in the new PCGamer mag coming out. It's not on >shelves yet but a customer of mine gets early copies. I scanned the couple >of pages and it talked a lot about "warfare" and how it was going to work. >Each side starts with a home base and there are "nodes" you have to connect. >The farther you get away from home the longer reinforcements take to get >there. Also there was something about an "orb carrier". One person on each >side carries an orb that facilitates much quicker node building but is shown >openly to the other team by a beacon so they cannot hide and are easily >found. >Also there are options to choose classes at the start of a warfare match. >"Defenders" will have arrows pointing them to where to defend (AI deciding >that? IDK.) Attackers will have arrows showing which way to the next node. >There was more but I didn't have time to scan the article, just read it >quickly. >I guess this PCG guy was the first press to be able to play and he was quite >impressed. The accompanying in-game screenies were really sweet too. I was lucky enough to read that article as well. The nodes stuff is just a carry-over from ONS. The orb is new and sounds like it might help with the end-of-game stalemates often seen in ONS. The "defenders" and "attackers" stuff has more to do with the single player campaign than with online multiplayer.
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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!novia!novia!sequencer.newscene.com!not-for-mail From: Folk <Folk@folk.com> Newsgroups: alt.games.unreal.tournament Subject: Re: another annoying thing in UT Date: 20 Aug 2007 12:33:02 -0500 Organization: . Lines: 59 Message-ID: <prjjc31rhbi8qhlgqn2es56t0gir6iel2n@4ax.com> References: <Xns998DABC10AB31damouthsanrrcom@66.250.146.128> <h1v8c39pcerroikdrra1j7ct30hvc1rdr1@4ax.com> <65rac31p5orhsmg8fp555u4ih14rbqq7gi@4ax.com> <bq1hc3lvgrkvrtm7hbuc0ug0cdp0hhbb89@4ax.com> <mc2yi.318$f76.31@newsfe12.lga> X-Newsreader: Forte Agent 4.2/32.1118 MIME-Version: 1.0 Bytes: 3838 X-Original-Bytes: 3795 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit