Tribes Ascend

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I played today for the first time. I assumed I'd get roasted, having never played the original tribes, but my first round end 7k/2d.  :razz:
 
Starting to dislike this game more and more each time I play. I am usually more often then not on a losing team that has no coordination and teamwork. The game heavily rewards a camping playstyle and when you actually try to help your team capture flags you get minimal points for your efforts. I'm starting to see heavys just camp flags with fusion mortars or tanks and get top of the leaderboard.

Played a game with Orion last night where he got 4/5 flag captures and was fifth for score on our team (I think I got the other one and placed sixth). Top scorers that match were a heavy who didn't move the whole game and a guy in a tank spamming at the flag. Only Orion, some other guy and myself even bothered leaving our base.
 
Kevlar said:
Starting to dislike this game more and more each time I play. I am usually more often then not on a losing team that has no coordination and teamwork. The game heavily rewards a camping playstyle and when you actually try to help your team capture flags you get minimal points for your efforts. I'm starting to see heavys just camp flags with fusion mortars or tanks and get top of the leaderboard.

Played a game with Orion last night where he got 4/5 flag captures and was fifth for score on our team (I think I got the other one and placed sixth). Top scorers that match were a heavy who didn't move the whole game and a guy in a tank spamming at the flag. Only Orion, some other guy and myself even bothered leaving our base.

Sounds like a great impromptu team :razz:.
 
Ugh. I get so mad playing Tribes Ascend, because I got used to playing with people I knew in Tribes 2 that weren't moronic. There also wasn't such incentive for stat-padding and base camping for point farming.

It's infuriating when you're moving on a flag at 150km/h or more and some guy walk grabs it, only to die 5 seconds after you've sailed past the enemy flag stand.

It's infuriating when you're the only player moving out of your base, and the enemy team is all camping. You can't survive a flag run, and your team won't help soften up the enemy.

It's infuriating when you grab a flag and cruise around your base with it for five minutes because your team abandoned the very concept of defense. They're all chasing the enemy carrier or dicking about in the midfield and not one of them could even manage to kill themselves with an orbital strike, let alone shoot an enemy.

It's infuriating when you have the flag and get chased by 3 or more enemies and every single player on your team ignores you because there are more kills to be had on your flag.

It's infuriating when you cap the flag 4 or 5 times and get beaten by some guy who moved about 100 meters total for the entire round.

That's not all, and I haven't even talked about **** the enemy does yet. :lol:
 
Sounds like any other FPSes I've played :lol:. Everyone is in it for themselves except for a very few in the game. Hopefully you'll come acros some like minded people :razz:.
 
I have somewhat noticed that Diamond Sword always seems to have better teamplay going on. Possibly because the generic FPS grinder crowd seems to gravitate more to the allure of pointy red space nazis. :razz:
 
Moss said:
I have somewhat noticed that Diamond Sword always seems to have better teamplay going on. Possibly because the generic FPS grinder crowd seems to gravitate more to the allure of pointy red space nazis. :razz:
Or, they just all love Minecraft! :razz:
 
Swadius said:
Sounds like any other FPSes I've played :lol:. Everyone is in it for themselves except for a very few in the game. Hopefully you'll come acros some like minded people :razz:.

At least in most other fps games you can do well on your own. Also most other games I play don't encourage standing still being a sumo wrestler on a flag. I don't see myself playing this game very long because the meta game is **** and most of the player base I have encountered are bigger trolls and morons then me.

Last night orion and i played against a sumo wrestler (my term for the so called body blockers) who **** talked myself and other for being noobs because we didn't buy his class (he was a doombringer). Apparently we were all free to play noobs even though orion and myself wasted $8 on the game. Annoying playing against people especially this guy who actually was terrible and simply stood on the flag calling it a valid strategy, pisses me off since you get more vpoints doing nothing then actually helping the team.
 
Really I think they could fix 90% of the games problems by making the sniper class less horribly expensive to get. Which is to say 90% of the games problems is people who stand around heavy-camping.

Edit: Also a perk/pack to expend energy to knock enemies out of the way when skiing would have been nice. Don't know why they didn't just make use grind/buy weapons and packs instead of classes.
 
Yahtzeefrag.jpg

probably not real one though

Been playing this now about week and half. Occasionally it feels more like a team sport than a shooting game.
 
Tribes has always been a team sport. That means winning and losing depends on the strength of your team. Individual players don't really get a chance to shine unless the team covers all of its bases.
 
Orion said:
Tribes has always been a team sport. That means winning and losing depends on the strength of your team. Individual players don't really get a chance to shine unless the team covers all of its bases.

Problem with that currently is you get rewarded more for helping yourself instead of the team.
 
Right. There's no incentive to play for the team when the game rewards kill farming much, much more. I can usually score higher as Infiltrator while backstabbing people in a generator room (accomplishing absolutely nothing for the team) than I can as a pathfinder running & capping the flag (actually winning the game).
 
Big update, major changes to how you level up. Using shared xp now to all classes.

CONVERSION NOTE: Due to the depth and breadth of changes in this update, users will start fresh in the game with no items purchased. Gold and XP will be refunded based on previously earned XP, Tokens and Gold in the game (such that your time in the game thus far is rewarded). This will allow each user to choose how to allocate their earnings optimally under the new system without being constrained by your previously made choices.

Major Highlights

●    There is a new UI for all the front-end menus. Many aspects of the new UI are still a work in progress, so please forgive any issues or quirkiness.

●    The class and purchase systems have undergone a major overhaul. The new system allows greater customization within a given class. Among the highlights:

○    There are now 9 classes instead of 12 (Pathfinder, Sentinel, Infiltrator, Soldier, Technician, Raider,  Juggernaut, Doombringer, Brute).

○    New players receive the Pathfinder, Soldier and Juggernaut classes for free.

○    Each class has a default loadout associated with it that includes your Armor (Light/Medium/Heavy), a Primary Weapon, a Secondary Weapon, Belt item, a Pack, and two Perk Slots.  You may unlock alternate weapons for each slot, using XP or Gold.

○    The class specific skill trees have been removed and replaced by a weapon-centric and armor-centric upgrade system. Upgrades are still unlocked using XP.

○    Perks have been overhauled. With this patch, there are 18 perks in the game -- nine assigned to Perk Slot 1 and nine assigned to Perk Slot 2. You now unlock Perks using XP or Gold. Once a perk is unlocked, it can be used on all classes.

○    Perks now have upgrades that can be purchased with XP, and contain additional functionality. (Example: The Pilot Perk gives +10% vehicle health, and has upgrades that provide +10% more health, with a final upgrade giving Ejection Seat).

●    16 new weapons have been added to the game.

●    A new Crossfire Team Deathmatch map has been added. This map is an early iteration and is not in its final intended artistic or design state.

●    Several new Rabbit maps have been added (using previously released Team Deathmatch maps as their base).

●    Tokens have been removed from the game, and all purchases previously made through Tokens can now be made through XP (see CONVERSION NOTE).


Weapon/Balance Items

●    The following Classes have been condensed:

○    Jumper has been removed, and most of Jumper’s weapons and gear are now available on Pathfinder. The Sawed-off Shotgun is now a Technician Secondary option.

○    Ranger has been removed, and Ranger’s weapons and gear are now available on Soldier.

○    Scrambler has been removed, and Scrambler’s weapons and gear are now available on Raider.

●    The following new weapons have been added:

○    Light Assault Rifle (Pathfinder Secondary)

○    Explosive Nitron (Pathfinder Belt)

○    Phase Rifle (Sentinel Primary)

○    Falcon Auto-Pistol (Sentinel Secondary)

○    T5 Grenade (Sentinel Belt)

○    Stealth Spinfusor (Infiltrator Primary)

○    Prism Mines (Infiltrator Belt)

○    Thumper (Large version) (Technician Primary)

○    Sparrow Pistol (Technician Secondary)

○    Motion Sensor (Technician Belt)

○    MIRV Launcher (Juggernaut Primary)

○    X1 LMG (Juggernaut Secondary)

○    Disk Toss (Juggernaut Belt)

○    Heavy Bolt Launcher (Doombringer Primary)

○    Mines (Doombringer Belt)

○    Nova Colt (Brute Secondary)



●    All Perks have been significantly modified, and many have been combined together. Perks have upgrades that can be unlocked with XP, and the final upgrade usually provides new functionality.

●    Reduced damage by roughly 6% on Ranger’s Assault Rifle, Raider’s NJ4 SMG, and Infiltrator’s Rhino SMG. Reduced by 11% on Technician’s TCN4 SMG.

●    Updated reticule on Doombringer’s Chaingun so it does not block visibility as much.

●    Increased fire rate on Pathfinder’s Light Spinfusor. Slightly decreased damage, per the fire rate increase.

●    Reduced starting clip size to 32 on Infiltrator’s Rhino SMG.

●    Reduced Saber Launcher starting ammo to 8.

●    Increased damage on Pathfinder’s Bolt Launcher to be more in line with other medium AOE weapons.

●    Changed the way the Looter perk was calculated. It now gives a lot more bonus ammo to all weapons.

●    ST Grenade was removed from the game, and replaced with a new option on Pathfinder.

●    Reduced initial clip size to 28 on Technician’s TCN4 SMG.

●    Fixed a bug that gave extra starting ammo to Raider’s Whiteout Grenade.

●    Reduced initial values on Juggernaut’s Regen Pack.

●    Reduced damage from Raider’s EMP Grenade, enhanced EMP effect in upgrade track.

●    Increased damage on Infiltrator’s SN7 Pistol by roughly 6%.

●    Reduced damage by roughly 8% on Soldier’s (previously Ranger’s) Thumper DX. Reduced knockback on Thumper DX to account for damage reduction.

●    Reduced knockback on Whiteout grenade.

●    Increased damage by roughly 8% on Juggernaut’s Fusion Mortar.

●    Decreased damage on Shrike’s Plasma Cannon by 18%.

●    Decreased energy recharge rate and maximum energy on Shrike Afterburner.

●    Decreased Shrike Health by 33%.

●    Increased effectiveness of non-tracking AOE based projectiles against Shikes. (Spinfusors, Thumpers, etc). Luck (or skill) shots provide a bigger payoff.

●    Added vehicle boost to the Beowulf.

●    Shotgun spread has been adjusted to be less “random” and more reliable. This affects Pathfinder’s Shotgun, Technician’s Sawed-Off Shotgun, and Brute’s Automatic Shotgun.

Additional Items

●    All maps may now be roamed using the Training menu.

●    Added a “Ski Challenge” mode under the Training menu. This is an early iteration. Expect further enhancements in future patches.

●    CTF Bella Omega has had a significant change to it’s base layout. This is an early iteration and is not in its final intended art.

●    CTF Arx Novena has had a significant change to it’s interiors. The Bases have been moved further apart (15% distance increase). Workplace safety has installed security fields over the bottomless pits. One of the towns was sacked. This is an early iteration and is not in its final intended art.

●    CTF Katabatic has additional inventory stations near the generator. The flight ceiling has been raised.

●    Some performance optimisations on Drydock. More still planned.

●    The overhead carets and names of players on your friends list will show as green instead of blue when inside of a match, so long as they are on the same side as you.

●    You may now switch your active class using Hotkeys (as an alternative to visiting the Change Class menu). The Hotkeys default to Numpad1 through Numpad9 and are configurable under SETTINGS | KEYBINDINGS | HOTKEYS.

●    Added a simple ammo indicator when in third-person mode.

●    A subsystem has been added for users to redeem promotions inside the game using the EXTRAS menu.

●    A “MINIMAL” option has been added under Graphics Detail settings. This better optimizes the game for lower-end machines. Note that additional improvements and optimizations are still planned.

●    New Base Turret Fire and Projectile sounds.

●    Fix for wolf howl on Arx Novena.  Will not play as often as before.

●    All projectile explosions and weapons fire now apply a low pass filter at closer range.

●    Fixed issue with certain weapons damaging the Shrike pilot when you were shooting any part of the Shrike and not just the cockpit.

●    Fixed melee, grenade, and mine animations not properly playing.

●    Tweaked the Shrike controls: increased reverse thrust, vertical thrust, and added separate pitch/yaw sensitivity Configuration (under Settings | Gameplay).

●    Fixed the Shrike going into a death spiral when no player was piloting it.

●    Fixed bug with inventory stations not providing loadouts.

●    Fixed call-ins not working if you were killed the moment it deducted credits.

●    Fixed the saber launcher being able to instantly lock-on to players.

●    Fixed players dying when colliding with friendlies or goomba’ing friendlies/enemies.

●    Fixed friendly players being able to block tank shots by sitting on the turret.

●    Fixed sound issues with drop jammer ‘jammed’ loop playing across the map.

●    Fixed projectile-bullets not playing impact sounds properly.

●    Fixed an offline forcefield colliding with tracers, making it appear as if bullet-projectiles and projectiles weren’t going through.

●    Fixed issue with base asset damage/death effects not working properly when you first join the server.

●    Fixed issue where sticky projectiles weren’t properly exploding.

●    Fixed issues with the chaingun loop not ending in a variety of situations.

●    Added a timer where all turrets will ignore an invulnerable player to discourage turret farming at spawn points.

●    Mines and grenades now consume ammo as soon as the button is pressed, allowing the player to pick up ammo while throwing and be credited for mine/grenade ammo.

●    Zooming in while in third-person will kick you back to first-person.

●    Fixed objectives not properly taking damage from bullet projectiles when the player was too close.

●    Fixed issue where the client could crash or the screen would go black when skiing into objects.

●    The Beowulf’s view pitch is now properly limited depending on how inline your view is with the vehicles. When looking the highest you can when the Beowulf is tilted down a hill this still properly limits the view, but does allow a higher view than previously capable when looking backwards which was tilted up.

●    Fixed vehicle overhead damage numbers being inaccurate.

●    Fixed using the thrust/jump pack while jetting breaking jetpack functionality.

●    Flags get a larger impulse when landing on vehicles, preventing them from landing on vehicles and being driven across the map.

●    Fixed the ability to place turrets behind walls.

●    Made placing deployables more reliable.

●    Infiltrators will now only reveal if they throw a belt-item and have ammo.

●    Fixed lowered FPS when entering a vehicle with the repair gun equipped.

●    Fix for player doing self damage when shooting automatic weapons at feet.

●    Flags now animate and react to the flag holder’s movement.

●    Overhead damage numbers for shotgun damage now properly display each impact of the spread on its victims.

●    Fixed an issue where a friendly flag carrier’s player name would be off-center.

●    Overhead damage numbers will display from damage done from a personal deployed turret to a vehicle.

●    Added in a new INI setting, PlayerShadowFadeResolution, for handling the fading away of player shadows. Player shadows should now be visible at a larger distance as a result.

●    Fixed an issue where turret animations would sometimes not orient correctly if the turret was aiming at a target behind it.

●    Fixed an issue where the overhead damage numbers would display if looking directly away from the location of the damage.


Known Issues

●    Since this update contains a massive amount of changes, we expect our tester community will find a significant number of issues. Found bugs can be posted in the Closed Beta Private Forums.

●    Bass Boost is not in the Audio Settings, this will be added in a later patch.


Going to test it now.


edit:

Looks like I got 16 days booster too! Yes please!
 
Hot Damn!

Moss said:
Don't know why they didn't just make use grind/buy weapons and packs instead of classes.

Hell to the friggin yeah. I get the feeling I'm going to be investing a lot more time in this now.
 
It looks like your class still has it's own personal armor and weapons upgrades which can't be used to others, but you can now unlock specialized extra weapons to those classes, and extra belt items too. Xp is shared so you don't have to grind classes from low level.

Stealth Spinfusor to the infiltrator! It's damn expensive too, 170000 xp, so going to wait until getting it.

Pathfinder and jumper has now be combined, and it looks damn fast now when upgraded properly.
 
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