Mighty Mouse wrote:@Feathers...For me I guess it's different then. In scrum and battlemode, you can at least understand what's going on and know what needs to be done to score, even without human players,i.e., getting the angle, learning the map. AND you can practice skills like sniping, shooting while sliding,...And if you even have 1 other human player, a decent one, than it can be really entertaining. I've done scrum with Scythe/Deja where it was fun because it was a challenge to get around them to the goal. In bm, I've played with with a good heavy and found it challenging to score the kill.
"And if you even have 1 other human player, a decent one..."
MM, it's possible to have fun playing RB with one human player. Today, with my piece-o'-junk computer doing an awesome 11 FPS at the RB server, I had some fun playing against Gigi. Gigi had downloaded the pre-download and came to the server, and I showed him how to score by doing a round with him watching. Then we played three rounds, with Gigi winning 2 of them before the server suddenly lagged up hard and closed. IMO, Moscow > Tokyo > Houston, as far as I've seen.
Nevertheless, it's just as fun to dodge those dangerous-looking green shells with 10 seconds on the clock, heading for that Moscow jump into the goal at 9 FPS with on other player, as it is do the equivalents in team scrum and indy scrum at 20-24 FPS with 3 players and bots.
BTW, I've never seen any bots in RollerBall. I've only played it thrice, one-on-one, against Cassie(winning 1 of 2), CB(winning 1 of 1) and Gigi(winning 1 of 3 and a demonstration run). I don't know what the full-house tactics for RB are, but I logically suppose that it would be four step:
1. You-go-first type behavior in creating the RollerBall.
2. Indy Scrum behavior in getting the RollerBall(everyone running as fast as possible).
3. Team Scrum behavior in gate activation(indy with campers, and teammates protecting the ball carrier). The team pursuing the ball carrier would then exploit the colored chrome gate to get a bunch of speed-up tanks and take an advantage in 4.
4. A big BM-cum-TS crossfire with powerups blazing everywhere in the end as both teams desperately struggle to their goals with the ball while trying to run the opponents timer out.
I must admit, the powerups are a strong point. Even if the weapon isn't that powerful, those extreme emitters are good enough to make the defender dodge a harmless emitter and commit a mistake that looses the ball.