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UT99 Translocator - Please

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    I played upwards of four hours last night, and I feel the changes expose all the issues that have been covered in this thread. My biggest issue is the reduction in travel time. It adds two seconds when you are trying to stop a flag carrier on Face. If they kill you at the center you cannot stop them before capping. No more last second saves.

    But the new values just make you incredibly difficult to hit. It's easier to get into the flag room and take the flag simply because they can't keep up with how much you warp around.

    You can telefrag a lot easier to boot. The time to translocate is basically how much time they get to try and dodge your projectile. At .3 you were right on the edge of human reflexes. At .25 you telefrag them before they can react. All they can do is move around a lot and hope you predict wrong. This tactic is weaker than it was in UT99 Since the base movement speed is a little less. Of course, the .25 is in line with past UT 2004 values, but the longer throw made it more difficult to predict where they'd be. Not to mention that there's no charges.

    And it's particularly effective against new players. It's too easy to predict where they'll go to get the telefrag. We had a few new players this week, but they didn't stay for long.
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      I for one think the trans is headed in the right direction. You now have to work to get across a map, and the throws are short/slow enough that people can track you and take you out if you do it too predictably. Fine tuning is needed, but it's much better than what it was 2 weeks ago that's for sure. You can absolutely hit the limit, but it recharges fast enough that I won't cry about it if it stays around where it is, but I still think that's not needed at all.

      We need to get some CTF pugs going on IRC, I'd like to play some organized games to really give some opinions now that the game is in a more playable state. I haven't found more than 2 people in a server at a time when I've tried.
      Last edited by chicken-; 11-16-2014, 02:39 AM.

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        Originally posted by chicken- View Post
        I for one think the trans is headed in the right direction. You now have to work to get across a map, and the throws are short/slow enough that people can track you and take you out if you do it too predictably. Fine tuning is needed, but it's much better than what it was 2 weeks ago that's for sure. You can absolutely hit the limit, but it recharges fast enough that I won't cry about it if it stays around where it is, but I still think that's not needed at all.

        We need to get some CTF pugs going on IRC, I'd like to play some organized games to really give some opinions now that the game is in a more playable state. I haven't found more than 2 people in a server at a time when I've tried.
        I agree with everything you said. And hit me up on irc when you try to get a pug going. It would be awesome to play with people that are the same skill level. It was fun playing last week with paco, mess, and cafe!

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          Originally posted by TheWhiteDragon View Post
          I played upwards of four hours last night, and I feel the changes expose all the issues that have been covered in this thread. My biggest issue is the reduction in travel time. It adds two seconds when you are trying to stop a flag carrier on Face. If they kill you at the center you cannot stop them before capping. No more last second saves.

          But the new values just make you incredibly difficult to hit. It's easier to get into the flag room and take the flag simply because they can't keep up with how much you warp around.
          I don't know ctf too well, but wouldn't being able to catch up to them after they killed you in the "center" of the map be a bad thing anyway? I can understand if I killed them near their base, being able to catch up to them if you have an active team resisting the enemies flag carriers push forward, or if the map has complex architecture, but not if its a straight line like face is. Personally, I should not expect to see a person who i killed in mid to give me any more struggle in face, especially when the center itself blocks a lot of line of sight.. My reward for killing them at the center of the map should be the fact that I wont have to worry about them.

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            Originally posted by Numb.51 View Post
            I don't know ctf too well, but wouldn't being able to catch up to them after they killed you in the "center" of the map be a bad thing anyway? I can understand if I killed them near their base, being able to catch up to them if you have an active team resisting the enemies flag carriers push forward, or if the map has complex architecture, but not if its a straight line like face is. Personally, I should not expect to see a person who i killed in mid to give me any more struggle in face, especially when the center itself blocks a lot of line of sight.. My reward for killing them at the center of the map should be the fact that I wont have to worry about them.
            I don't think so, it's something that adds to the intensity of CTF and is one of the most distinguishing things about the game mode in UT. I like it being that way.
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              Originally posted by Numb.51 View Post
              I don't know ctf too well, but wouldn't being able to catch up to them after they killed you in the "center" of the map be a bad thing anyway? I can understand if I killed them near their base, being able to catch up to them if you have an active team resisting the enemies flag carriers push forward, or if the map has complex architecture, but not if its a straight line like face is. Personally, I should not expect to see a person who i killed in mid to give me any more struggle in face, especially when the center itself blocks a lot of line of sight.. My reward for killing them at the center of the map should be the fact that I wont have to worry about them.
              I suppose that whether or not it is a good thing depends on what your goal is. If the goal is to create as much action as possible, it's a bad thing. Your spend more time traveling. That means less flag grabs, les encounters during the flag run, less last second saves, etc. What really made the last build was the constant urgency. By the time you got to half time you almost needed the break in action. It was a unique dynamic that made it my favorite CTF of the series. The reduction in tl disk speed slows the pace considerably.
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                No if you died it's the job of your other defender or your offense to grab and stall until you can make it back.

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                  Sorry for bringing a 1.5 year old thread up but...

                  I think the community really had a point when the majority wanted something close to the UT99 translocator.
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                    i reckon the translocator is great, what's wrong with it?

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                      Its made of lead :P

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                        It's missing the features that UT99's translocator had. It was the most in depth version.
                        Steam
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                          Telepunting, easy/luck-based telefragging and countless juke-unsolicited mail are far extra "damaged" than having limitless charges. There's no stamina bar for dodging, no fuel limit on motors, no 5 2d respawn postpone in any gametype. "Ammo" for the Translocator is simply an unintuitive way of balancing it. The rate restriction does not even absolutely solve these problems to begin with but it simply hurts and breaks down the quick-paced and aggressive nature of CTF in UT.

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