There are currently 3 vehicles that one can purchase in game using credits in TA. All of them have their own follies, slight imperfections, and places to shine, and I like all three. They are known a the Beowulf, Shrike, (somewhat unimaginably) Grav Bike.
Each of them of course need work. The Beowulf’s cannon has an even slower exit velocity than the much grumbled about Spinfusar, conjuring the image of a slow ponderous toad rather than God’s Own Sniper Rifle that is the Skorpion in Halo, although it does has an explosion radius bigger than a fusion mortar. the painfully slow reload time is logical, but the combination of the two makes the Beowulf limited almost solely to camping choke points- a beowulf out in the mid field is a dead beowulf, especially closer to the enemy base.
The grav bike adds a fair bit of speed, but isn’t capable of jumping or suddenly changing direction like a normal suit. This might seem a minor problem, but in a world where randomly jumping 50 meters in the air means the difference between life and death, this makes the Grav Bike’s movements surprisingly easy to predict and hit with something nasty. Unsurprisingly the grav bike does win any awards for armor or durability, and these hits are frequently fatal.
The Shrike is probably has the least amount of problems, despite the fact that it starts with inverted flight controls which leads to many pilots crashing their beloved 4500 C purchase within it’s first 3 seconds of flight. It’s role as a light ground attack fighter, well suited to taking out enemy flag carriers and generally harrying people makes it seem like a valuable asset without being massively OP. the major problem with the shrike is that only one class (the doombringer) has a hard counter to such a flying menace, and that owing to superior mobility of the average infantry the Shrike doesn’t quite feel as powerful a it should.
A fairly solid beginning. At the moment the game is still very much centred on infantry, and using vehicles (with the exception of the shrike) well requires good team co-ordination and a plan. However, i wouldn’t mind seeing some other options added in soon.
I really love TA’s jetpacks. I love the mobility. I love skiing down a slope at suicidal speeds, and grabbing an enemy flag at that speed. However. It reminds me of Starship troopers and just about any science fiction universe with guys in power armor.
I also like orbital drop pods. I also like the feeling of dropping from the sky on top of an enemy base as the host’s shoot everything but the kitchen sink up in an attempt to stop you.
For anyone whose has played games like Section 8 or even battlefield 3, you know this feeling of coming down from the skies. In Section 8 you chose where spawn and come down right on top of anywhere which doesn’t have any defensive AA guns. Despite the game’s other imperfections, this was a mechanic that i honestly enjoyed.
Now of course we can’t have orbital insertion in TA. Not in the current game modes at least. The Offensive already far overpowers the defensive facets of the game that giving them the ability to practically spawn anywhere outside would break it even more. However… we could have a air transport/drop ship like thing, it would fix man of the current issues that are prominent in the game, as well as offering new opportunities for team work and co-ordination on both te offensive and the defense.
For example, at the moment it is hard to deploy heavy suits against a co-ordinated defense. They are far too vulnerable to interception by soldiers or pathfinders in the open, and present one of the few opportunities for the occasional Sentinel to make a kill.
Now if you could pick up, oh say 4 juganauts and drop them on a mountain overlooking the enemy bae, then this game would have changed. If you could drop 4 raiders near the generator room, it would be different, if you had 4 pathfinders inside ready to react to any flag capture, it would be different. Sounds good? well it’s a good thing Hi-Rez has already made it then. It’s called the Havoc, and it’s already in the game files.
Of course this would be hopefully after they buff base defences and engineers to the point where having an air transport and what can be made into an ad hoc bomber actually has a purpose. At the moment base turrets can be taken out by a pathfinder with a light spinfusor from oh say 600 meters- and won’t be repaired again for the entire game because usually it’s suicide to try. Once they buff up the generator, introduce natural regenerative repair to base assets, and make the engi’s repair gun about x6 faster, then i’ll conider this thing balanced. As it is, in the bomber format, killing this thing would probably be worth about 5000 Credits- some amount for the Havoc itself, some for any other bonuses, then about 3000 for the potential 6 man kill- the risk of deploying such an asset in both men and credits makes it balanced imo.
It would also give the Shrike something to chase after, adding to it’s role.
Still i really can’t wait to drop from the skies, signing “ride of the Valkyries” under my breath as i do.