Tribes 1 Legendz

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 Post subject: Re: Mod Updates
PostPosted: Fri May 05, 2017 6:02 am 
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Joined: Sun Jul 01, 2012 7:18 pm
Posts: 3262
Correct.... While Astral Plane doesn't actually effect your momentum at all, your body will very likely come to a stop during your 4 second slumber. Also, observer cameras can't move very far in 4 seconds... You can definitely move faster in a conscious state than that.

For those 2 reasons, Some people may still prefer phase shifter (which can teleport 3-4 times further, but typically not through walls), or ghost pack (which retains momentum unless you get yourself stuck in a wall, but kills you if used too long).

I am also curious how they'll work together, since this idea would replace a beacon rather than a pack. I don't imagine that ghost+astral would be very useful, but shifter+astral definitely would.

Imagine playing broadsides. You phase shift across the map then up to the back of the enemy base where you hope no one will take advantage of your lifeless body. You astral plane through the wall and roam the enemy base for up to 4 seconds at a time, scouting to see where all of the turrets and players are without wasting any beacons until you find the best place to teleport in and finally use a beacon. Then someone spawns right next to you and ammo dumps on your sneaky ass anyway.

Another idea I toyed with for astral plane was switching places with other players... Shifter does this by selecting the one object in your cross hair, but astral plane doesn't work that way, so instead I'd use the deploy check method and grab any number of players inside the box and move them all relevant to the camera and your body's position (with another deploy check for each player to prevent them from getting stuck in walls. With this ability, you could scout the enemy base for the scuttled flag carrier and teleport them outside.

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 Post subject: Re: Mod Updates
PostPosted: Mon Sep 25, 2017 8:20 pm 
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Joined: Mon May 18, 2015 3:07 pm
Posts: 81
Can statis be reinstated to its previous glory? It hasn't been used in the server once since the update.


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 Post subject: Re: Mod Updates
PostPosted: Mon Oct 02, 2017 8:40 am 
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Joined: Thu Mar 21, 2013 11:30 am
Posts: 1224
Location: Haunted House
Yaass plz

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 Post subject: Re: Mod Updates
PostPosted: Mon Oct 02, 2017 9:08 am 
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Joined: Sun Jul 01, 2012 7:18 pm
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Azul wrote:
It hasn't been used in the server once since the update.

Want that the point.

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 Post subject: Re: Mod Updates
PostPosted: Sat Oct 28, 2017 3:13 pm 
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Joined: Mon Dec 12, 2011 3:25 pm
Posts: 699
Patched a few things today.

Quote:
Decreased Chameleon armor running speed and jump height

Restored the cloaking beacon to Chameleon and Necromancer armor

Increased the muzzle velocity of the Necromancers' Stasis Spell


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 Post subject: Re: Mod Updates
PostPosted: Sat Oct 28, 2017 4:27 pm 
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Joined: Sun Jul 01, 2012 7:18 pm
Posts: 3262
Giggity

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