BurntToShreds wrote:
I finally unlocked the Technician class, and I'm finally learning the ropes of how to lead my shots with the automatic weapons.
Also, Ganelon, the majority of my deaths I can attribute to spinfusors, not automatic weapons. And the flags are placed outside because, IMO, they wanted to avoid turtling, and also because they wanted to make it so that masterful skiiers get rewarded by being able to grab a flag while going 160. The heavy classes are wearing heavy armor, so that should make them less mobile; the trade-off for powerful weapons and armor is lack of mobilit, therefore less energy to jetpack around. The Infiltrator is primarily a stealth attack class; it uses guerilla tactics indoors, uncloaking only when necessary, leaving you wondering where the hell they went. The tech's repair gun is because they are specifically designed, as a class, to keep the base in tip top shape. I hafta agree with all your other points, though (if I left any out.)
Spinfusors and grenade launchers of all descriptions are effective indoor weapons. Outdoors, they can only be used reliably against targets on the ground. This would be fine were it not for the fact that automatic guns are always equally capable of hitting you regardless of whether or not you're airborne, thus leading to situations where you're playing a class without one and waiting for your opponent to finally land while he continues to shoot at you regardless of what you're doing.
Tribes 1 had several maps with flags placed completely inside the bases. Those maps that had them outdoors still kept them protected with roofed structures, to limit the angles at which an approaching enemy could enter from. Look at Drydock, where the flag is bodaciously out in the open and can be taken from any direction, and tell me how you're supposed to mount an effective defense against that. Now, tell me how you're supposed to do it with enemy Juggernauts bombarding the flag stand from the cliff overlooking both bases. Flag defense is something that players should be capable of applying skill to, just like flag running.
The heavy classes gain nothing but a disproportionate amount of health for their mobility. bodaciously nothing. The Doombringer's Chaingun has a spin-up time, does less damage over time than the Technician's SMG, and its projectiles travel slower. The Brute's Heavy Spinfusor does the most damage of its type, but its firing rate is slower than the Soldier's and it has no difference in the number of shots required to kill
anything, meaning that its damage over time is far worse both on paper and in practice. His "finisher" weapon is a shotgun with about a third of the range that the Soldier's pistol, and he has no capacity to close distances. The Juggernaut doesn't even have a finisher weapon - just a mortar which can't be used in close quarters unless he's indoors (and the damage on it is pathetic compared to the previous games) and another Spinfusor - only this one actually does less damage than the Soldier's for no apparent reason. Funny enough, the Brute is considered the most balanced heavy class solely because it possesses the ludicrously overpowered Fractal grenade, which only works indoors.
The Infiltrator will die in a direct hit from any Spinfusor, even the Pathfinder's. Unlike the Pathfinder, the Infiltrator cannot abuse a light's mobility as it is confined to indoor environments where explosive damage is nearly unavoidable. They don't even get a skill that improves run speed despite spending the most time on the ground. Did you know that if an Infiltrator tosses a sticky grenade onto a medium (like a Technician) and that medium runs towards the Infiltrator, the explosive will leave the medium alive but kill the Infiltrator? Did you know that more than two of these grenades are required to kill a heavy on base defense, and that heavy can simply shoot his feet and kill an Infiltrator without even knowing where he is? The faint graphical effect that overwrites the Infiltrator's model when he cloaks may not be visible when you aren't expecting it, but if he fails to kill you, it becomes very easy to track from his last known location, especially when explosive damage removes his cloak as if he just attacked.