• Valve attempted to port Team Fortress 2 to VR
    24 replies, posted
[url]http://www.pcgamesn.com/tf2/valve-attempted-port-team-fortress-2-vr[/url]
Valve's been doing a lot of things recently But I want to see some god damned results already
they just described TF2 as [quote] ... the twitchiest of twitch shooters ... [/quote] :|
Heard in other news sites that they succeeded.
[QUOTE=Shadaez;39239677]they just described TF2 as [quote]... the twitchiest of twitch shooters ... [/quote] :|[/QUOTE] Tribes, quake ...
[QUOTE=AtomiCasd;39239774]Tribes, quake ...[/QUOTE] Tribes series summarized: [B]GOTTA GO FAST!![/B] [editline]16th January 2013[/editline] Sonic is a snail in comparison.
[QUOTE=Van-man;39239818]Tribes series summarized: [B]GOTTA GO FAST!![/B] [editline]16th January 2013[/editline] Sonic is a snail in comparison.[/QUOTE] Tribes isn't just about going fast.
[QUOTE=ZombieDawgs;39239834]Tribes isn't just about going fast.[/QUOTE] I don't think you understand how quickly I need to get this flag back to base.
[QUOTE=Banned?;39239846]I don't think you understand how quickly I need to get this flag back to base.[/QUOTE] That's the only truly super fast aspect to the game, all classes have the ability to go fast but that's only for transportation - a large amount of the team is stationary for quite a long time on defense.
[QUOTE=ZombieDawgs;39239885]That's the only truly super fast aspect to the game, all classes have the ability to go fast but that's only for transportation - a large amount of the team is stationary for quite a long time on defense.[/QUOTE] Surfing, jet packs.... ctf, there's literally nothing slow about the game, unless you sit at base waiting.
There is a lot slow about Tribes... when you play it wrong back when the first game came out and could not figure any of the tricks. As a kid I should have paid more attention to tutorials
TF2 with Occulus Rift support, yes please.
jesus fuck demoknighting will be so fun because you'll be charging in three dimension, yelling FREEDOM and playing lotr soundtrack "bridge of khazad-dum" for extra points i mean that's the only thing i enjoy about tf2 anymore, if they enhance my demoknight experience to induce motion sickness i'll be glad
[QUOTE=Van-man;39239818]Tribes series summarized: [B]GOTTA GO FAST!![/B] Sonic is a snail in comparison.[/QUOTE] Not to mention they have JETPACKS. Did Sonic ever have a jetpack with which to jet around the world? No? Well better luck next time, old timey hedgehog.
[QUOTE=Shadaez;39239677]they just described TF2 as [quote]... the twitchiest of twitch shooters ...[/QUOTE] :|[/QUOTE] that title belongs to css
[QUOTE=Rusty100;39241049]that title belongs to css[/QUOTE] I'd say 1.6 is more deserving because the ARs have less movement restrictions. CS is based more on positioning anyways. Also the people in this thread who have presumably only played T:A, play Tribes 1 LT. That is fast.
Unreal tournament was pretty twitchy also..
Even if the rift didn't support the game fully, would it ruin the experience that much? Tf2 was one of the reasons I wanted a rift.
[QUOTE=ZombieDawgs;39239885]That's the only truly super fast aspect to the game, all classes have the ability to go fast but that's only for transportation - a large amount of the team is stationary for quite a long time on defense.[/QUOTE] God players don't stand still. ever.
[QUOTE=Shadaez;39239677]they just described TF2 as :|[/QUOTE] Do you even Scout
[QUOTE=Ericson666;39242057]Do you even Scout[/QUOTE] Playing Scout is like remedial Quake. It's fun and all, and high level play is pretty damn twitchy, but just imagine a game with all Scouts that move at triple speed with precision insta-kill weapons. That's close to what Quake or Unreal are like.
Never got why Tribes: Ascend got that title for being oh-so-fast. If you play on huge more-or-less empty maps and everyone's moving around your speed, it all looks like a lowgrav surfmap with slow projectiles to me because of the relativity. [QUOTE=Rusty100;39241049]that title belongs to css[/QUOTE] I would've agreed before actually trying an MMS and noticed that there - you die in a few hits anyway, so aiming doesn't matter, whereas in CSS you have to score headshots to make an encounter that brief and "safe" for the attacker - there's usually just some random spread involved, not CSS' spray patterns or strong recoil on certain guns, so you literally just have to hold down M1 there. No burst firing or crouching or learning how your gun sprays to aim it perfectly while holding down M1. - CSS has non-random spawns and generally no respawn, putting more emphasis on map knowledge/enemy behavior prediction and thinking about your move unless you want to sit in respawn the entire match. In your average MMS, enemies and shots can come from whereever and there's little penalty for fucking up. In fact, MMS even regen your health if you fuck up, further encouraging you to do something stupid. Really never thought I'd praise CSS or call it skillful, but I started seeing some serious gaps after doing a double take. I mean it's still not that complicated, it's running around and clicking on heads, but I've gained some respect for certain design decisions under the hood that tried to prevent it from becoming a completely mindless experience. And to be honest, it still feels fucking great to play it smart and kill half the enemy team while yours is watching over your shoulder in respawn.
nice derail
[QUOTE=Rusty100;39241049]that title belongs to css[/QUOTE] Quake
[QUOTE=Niklas;39242050]God players don't stand still. ever.[/QUOTE] Do you even HoF
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