Just installed it. Are servers usually this buggy or just launch hype?
So I've had this since September-ish. I was on yesterday and it is fun.
Apparently there is a server bug that devs have been progressively restarting all servers in an effort to get bugfixes. Yesterday the game had about 30 people, right now there are about 440 players online as of last checking.
Is there a singleplayer, bots kind of thing? It's been so long since Tribes, I'm gonna be rusty as hell.
The servers are pretty chaotic anyway right now so I don't think anyone will really mind. There's also a tutorial level you can mess around with skiing on.
I am surprised how many people can't figure out how the jet system works. So many people say it's "broken" because they W+jet converts thrust to forward thrust.
if you want to practice on maps and not just the tutorial type this into console
open lctf-mapname
Wow, this crappy artstyle plays even worse than it looks. Everything looks so flat and monotonous that it's hard to judge depth and relative speed. Not to mention the absolutely pathetic shadow fade-out distance. I knew my aim would get rusty after not playing Tribes in years, but not like this, I can't hit shit.
The sound and general hit feedback are lacking too, it's almost impossible to tell where I'm getting shot from unless I'm visually tracking the guy shooting at me. Super disorienting.
To be fair, coming from T:A the jet system feels really weird. I assume I'll get used to it.
It gets a bit better once you unlock energy recharge upgrades but it still feels awkward and pointless.
As much as I'm happy that the game is finally out, it definitely needs some more polishing
Getting a good lead on a player is difficult at times. I was worried it would be releasing too early but it appears that they did jump the gun.
I have a bunch of criticisms for this game:
It does not appear to have a melee equivalent gun. The WARDEN is nice but it's the equivalent of the ELF in Tribes 2 and a Shocklance style gun would've been great.
No in-game voice. Many early-access and Steam closed beta players (I fell into this last category) advocated for some type of voice communication for PUGs.
There is no vote-kicking. None. You want to kick someone? Pray to god that an admin is on and agreeable to the situation. I thought this wouldn't be an issue, but this has circulated around a bit.
Skiing and Jumping are not the same button. It's clunky and generally inconsistent with other games of this genre (aside from a vanilla T:A install iirc)
The art style was bad choice. This isn't able to be fixed now but back when this was Project-Z I heard this was supposed to be a bit less serious looking but with better graphics than the current game options. Getting depth of a player on the screen is worse than ever and part of it has to do with scaling the indicators too. Tribes 2 and Starsiege: Tribes (haven't played in ages and may be remembering incorrectly) both did not scale the indicators or fade them out. Was the person visible and "detected"? You can see the indicator.
Feels like too much friction when skiing. In Tribes 2 Classic, you could grasp skiing very quickly and get energy management down without problem. The biggest difficulty in Tribes 2 was remembering gravity. Midair doesn't feel like that. I can't place my finger on it, but the movement and jetting isn't up to par. It doesn't help that jumping and skiing aren't the same button because jump-jetting is about as easy a concept to get as pointing a gun in an fps game and firing. When using the jump bind (I can't even remember if this is setup on a default key), you don't get as much height as you should expect. They tout speed as the defining factor of this game (aside from jetpacks, fuck yea) but all the armors feel like they are too heavy to an extent.
You're forced to whip through a tutorial real quick. This is a bit petty but I had time recorded by Midair under previous matches so Idk why logic wasn't in place to let me proceed further without doing the tutorial.
Chaingun can fire before completely winding up. This might be more of a Tribes 2 comfort than anything else as this game does still have to separate itself from the Tribes brand.
It has the performance of donkey dick at times without apparent explanation.
I'm going to justify the comparison of Tribes 2 to Midair because they describe Midair as a game for any Tribes player to feel familiarity and an ease to grasp from prior games in the genre.
Some positive things to say about this game
Lootcrates appear to be cosmetic only.
Ring Launcher is pretty similar to the Spinfusor, so it's easy to get comfortable with it and get MAs.
Base defense seems pretty well designed and limited. Assets that got mortar-raped have been properly up-rated for health so they don't have the same baserape issues Tribes 2 had.
The game seems much better than Tribes Ascend imo. The game did peak yesterday at about 512 players if I understand correctly. Today, it's got 319 players in the early hours of a Friday afternoon EST.
I'd give it time to see what devs do. I'm gonna play when finals finish up.
I've had an annoying bug where I purchase heavy armour, it takes my points and doesn't let me use heavy armour and it stays locked in the upgrade tree, its done this twice now.
game being shit to run is just that tribes ascend unoptimized aesthetic
gameplay is solid but the graphics are super mediocre. kinda looks like a last generation mobile game and doesn't run well enough to justify it
It's kinda fun? but bullshit like vehicles being up so high you cannot lock onto them is fucking horseshit
Vehicles are annoying as fuck if you're on defence, in fact this whole game seems to be rather difficult in terms of trying to defend.
Sure those ground turrets literally fire spinfusor charges but everyone is pretty fukken tanky, even the light armour dudes are tanky enough to take a few blasts to the face and keep going.
Not to mention that the boost pack combined with everyone's innate tankyness means I saw a capper come in at match speed, bump into a lamp-post stopping dead, eat a spinfusor, walk onto the flag, use his own spinfusor to boost away and fire his boost pack to zip off at match speed and cap the flag in less than five seconds.
The only reliable way I've seen to stop someone getting the flag is to grab the mortar, scan the fukken skies till you see a little red dot start whizzing in, fire the mortar at the flag and HOPE you got the timing right so that it explodes just before/as he grabs the flag to either kill them or knock them off course.
Oh and good luck trying to suppliment your defence with turrets and inventory stations because someone with a bomber/fighter can just hover half a KM in the air and shoot them with 0 fear of return fire.
Now you might be saying "well guy! just land direct hits with the spinfusor and chase the flag carrier!" And thats a good idea, in fact the one GOOD thing about the player tankyness is that a heavy dude can use his spinfusor as a propulsion device and actually catch up to flag carriers. But thanks to the fact that projectiles on inherity %50 of your momentum trying to hit somone at high speeds while also going at high speeds is a difficult venture So all you are REALLY doing is running the guy down till he makes a mistake and loses his flow so you can clip them.
It does scratch and itch tribes Ascend left behind but it needs some balancing for sure. A couple effective strategies have no counterplay besides "do exactly what they do" which isn't the best of metas for a game that supposedly has layers of attack and defence.
Defending is even more ass right now imo since most of the players havent unlocked items like armor or turrets and everyone ends up trying to defend their base and the flag with the default flag runner loadout
I know its something that'd improve overtime but I dont know why you cant use the preset loadouts without unlocking
I miss stuff like the prism mines from Tribe Ascend where i was able to be a defensive infilitrator. I'd trap the whole generator and just ambush anyone that attempted an assault. Alternatively i could trap an enemy team's generator and upon damaging the generator kill an unlucky player or two that waltzed in without a care for the green wire in front of them. It was fun synergizing with a fellow Technician and creating some really nasty deathtraps. That stuff was great.
In Midair, there isn't even an Infiltrator Unit really and the Engineer feels neutered tbh. The spinfusor turrets feel much much weaker than the light turret from T:A.
In case anybody is still getting the bug where unlocks don't persist
https://www.reddit.com/r/Midair/comments/8huh9m/im_starting_to_actually_get_pissed_off_that_my/dymv8kj/
Sure chasing does work if you're set up for it but as an actual defender, I.E making sure that little prick never gets his grubby mitts on my flag, its rather difficult and the only thing that seems to work is putting deployables such as an inventory station directly ON the flagpost so he has to be on his jetpack game or end up bumping into it, losing momentum and Hopefully dying before he can just spam his boost pack and zip over the horizon anyway.
Oh and people bitch at you if you put an inventory station on the point because "it means that my standard flag capping route doesn't work" to which I respond "Either change your route or get a heavy to bombard the point a little before going in.
Sounds like you've just had a couple of games with obnoxiously experienced cappers vs new defenders? Sadly quite common with the F2P launch.
Like this here for example.
https://clips.twitch.tv/HandsomeCrispyVelociraptorShadyLulu
Like, unless you had near aimbot level sniper skills or were amazing at timing a mortar shell on the flag there's little you can do about this.
And before you say "chaingun" watch more carefully, chaingun bullets go whizzing by and he takes a few but ends up capping anyway.
i am the greatest
[vgn]
[vgtw]
[vgtg]
Patch 1.0.1
Dev Log #22
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