5534
Post by: dogma
Is anyone else finding either medium armor to be too fast, or light armor to be too slow?
It appears to me that there is very little reason to play a light mid (which was my preferred role in T2), simply because mediums have nearly identical foot and air speed when compared to lights. One of the main advantages lights had in the mid was the ability to bleed momentum, and quickly regain it due to a high running speed; without that loitering in the center is much more difficult.
This further extends to making mediums better flag cappers, because the extra armor outweighs the slight reduction in speed.
I'm also not a fan of lights and mediums using different versions of the disc launcher, but I suspect that's more an issue with the speed parity than anything else.
19377
Post by: Grundz
Lights have superior acceleration and top speed, but its hard to get to that top speed. Ive seen people capping the flag in pathfinder armor at almost 400mph.
The real reason to take lights is they have access to boost grenades and such that can help you quickly change direction and lose your chasers.
But yeah, as a medium its easier to survive the actual grabbing of the flag, with a light its easier to get away with it.
5534
Post by: dogma
I've seen mediums ski at ~370.
As it stands the only advantage to light is the "boost pack".
To me it reads as an inversion of T2, where light is useless, and heavy/medium run the game.
29408
Post by: Melissia
I've finished downloading, yay. Gonna try it out.
45570
Post by: DeadlySquirrel
Tried it, runs fine... No texture or color... Everything is just silhouettes. Damn computer, IF A GAME WON'T RUN THEN WHY LET ME INSTALL IT?!
38860
Post by: MrDwhitey
DeadlySquirrel wrote:Tried it, runs fine... No texture or color... Everything is just silhouettes. Damn computer, IF A GAME WON'T RUN THEN WHY LET ME INSTALL IT?!
Because it hates you, obviously.
29408
Post by: Melissia
Huh. I had some graphics problems too but switching the quality around a bit worked for me.
19377
Post by: Grundz
DeadlySquirrel wrote:Tried it, runs fine... No texture or color... Everything is just silhouettes. Damn computer, IF A GAME WON'T RUN THEN WHY LET ME INSTALL IT?!
turn off AA and bloom dude ;P
45570
Post by: DeadlySquirrel
Tried that. Everything was set to either off or Very Low, and all I get are silhouettes.
27564
Post by: Gorskar.da.Lost
It keeps messing up now and again, but that's probably just my laptop being a chump.
I'm finding it pretty enjoyable so far, have to say.
5534
Post by: dogma
For whatever reason unless Ascend is the first thing I open after a restart, it crashes.
29408
Post by: Melissia
It's a fun game, but it takes FOOOOOREEEEEEEEEVEEEEEEEEER to unlock anything.
19377
Post by: Grundz
Melissia wrote:It's a fun game, but it takes FOOOOOREEEEEEEEEVEEEEEEEEER to unlock anything.
if you have never purchased anything you get exp at 1/2 the VIP rate (similar to TF2), if you have a booster it is double the vip rate.
so yeah, the unlock system is a little punishing.
29408
Post by: Melissia
I unlocked the technician class FINALLY, having quite a bit of fun defending the flag in my time before class. Working on upgrading my turret now.
19377
Post by: Grundz
once you have youre 2nd turret save up for the thumper, unless you become a hurricane of death with the smg it turns you from a turret/repair monkey to an actual legitimate threat.
also remember that your individual performance does not effect your xp so dont worry about optional things like repair rate that will give you more credits as a workaround to get more xp.
29408
Post by: Melissia
I plan on it, I can't stand the SMG. I get more knife kills than SMG kills. Same thing with the soldier really.
38860
Post by: MrDwhitey
I ran out of bullets and grenades at one point whilst in the enemy base, so I was chasing their heavies around with a sword.
It was fun.
29408
Post by: Melissia
I kept doing the same thing to infiltrators going after my team's generator.
32785
Post by: RaptorsTalon
I don't know what's happening with mine, it worked fine yesterday, but now, when I try to launch it, I get:
Tribes Ascend Open Beta 0.1.789.3 is downloading - 0.0MB remaining (0.0% complete)
I can't find anything on thw web about it. Has anyone else had this problem? Is it working for everyone else ATM?
19377
Post by: Grundz
RaptorsTallon wrote:I don't know what's happening with mine, it worked fine yesterday, but now, when I try to launch it, I get:
Tribes Ascend Open Beta 0.1.789.3 is downloading - 0.0MB remaining (0.0% complete)
I can't find anything on thw web about it. Has anyone else had this problem? Is it working for everyone else ATM?
there's a rebuild option somewhere in the launcher, whenever you run into an issue just use it, its a beta remember
32785
Post by: RaptorsTalon
Grundz wrote:RaptorsTallon wrote:I don't know what's happening with mine, it worked fine yesterday, but now, when I try to launch it, I get:
Tribes Ascend Open Beta 0.1.789.3 is downloading - 0.0MB remaining (0.0% complete)
I can't find anything on thw web about it. Has anyone else had this problem? Is it working for everyone else ATM?
there's a rebuild option somewhere in the launcher, whenever you run into an issue just use it, its a beta remember 
I have tried Validate/Repair several times, to no avail, and I don't want to click 'Reinstall' because it says it will start a full download, something which took almost 4hrs the first time I did it.
EDIT: As I said before, is it just me or has anyone else had this problem? I can't find any mention of a 0.1.789.2 patch let alone 0.1.789.3
EDIT 2: Just found this, it seems a lot of people have the same issue: http://forum.hirezstudios.com/phpbb/viewtopic.php?f=234&t=61195&st=0&sk=t&sd=a&start=20 Automatically Appended Next Post: It works!
For no apparent reason, it is now fixed.
29408
Post by: Melissia
I had a great game where I managed to use orbital strike twice, killing the enemy's entire team the first time (which got me the points to get the second time).
32785
Post by: RaptorsTalon
I have 7600 exp, and I am wondering what to do with it.
Do I:
Improve my pathfinder
Unlock Sentinel
Unlock Technician
What do you think?
19377
Post by: Grundz
Sentinel is very good if you are very good with it, Ive pretty much single handedly crippled teams by murdering their flag carrier at long range as he escaped with our flag.
However it can be very frustrating if you can't aim it properly, you'll be commonly firing at people at your maximium (or near max) viewable range and need to be able to hit them often, even lights need 2-3 shots at full power to go down.
laser rifle isn't worth it unless you are /VERY/ good and you really need both capacitors and the energy pack to use it, other upgrades aren't useful so you are pigeonholed into sniping.
Tech is very new player friendly since you can help out your team and gather tons of points repairing stuff, deploying turrets and generally helping out. and tech has access to the fullsize thumper, and its awesome.
5534
Post by: dogma
Grundz wrote:
laser rifle isn't worth it unless you are /VERY/ good and you really need both capacitors and the energy pack to use it, other upgrades aren't useful so you are pigeonholed into sniping.
The laser rifle is a fantastic MA weapon, though you're right it takes a lot of skill to use.
Right now I'm missing my plasma gun more than anything, that and the ELF.
I have many fond memories of jamming people on duel servers, then ELFing them to death.
Also, "bombing runs" with the plasma.
32785
Post by: RaptorsTalon
I have been playing Sentinel, and I am quite enjoying it, but my aiming is quite bad. But i'm getting better.
However, I do agree with Mel that the unlocks are really slow. Even the soldiers spinfusor is 42000exp, and that is supposed to be the classic tribes weapon.
19377
Post by: Grundz
The bullet rifle is just as good at MAing, the lazers primary bonus is fast target acquisition without charging up, while chasing I can drop from the sky on purpose, take falling damage to recharge my energy via perk, and then cap the person I am chasing.
The bullet rifle's charge time is based on move speed so it is less effective for chasing.
It is /very/ hard to hit a moving target at 2000+m while you yourself are moving, lol.
32785
Post by: RaptorsTalon
Yeah, I noticed that so have ended up sitting on top of a building/hill next to a drop jammer just sniping at anyone who comes close enough.
51486
Post by: Frankenberry
Ah Tribes...so many hours spent screaming over the mic.
Must download this.
29408
Post by: Melissia
The technician's thumper is way too expensive x.x
27564
Post by: Gorskar.da.Lost
It is ridiculous how fun jetting around like Sonic the Hedgehog is on this.
19377
Post by: Grundz
Melissia wrote:The technician's thumper is way too expensive x.x
You really need to have VIP status to make a serious run at xp if you enjoy it just pony up the 10 bucks for the first level of gold
29408
Post by: Melissia
Is that permanent or temporary?
19377
Post by: Grundz
boots are temporary (double exp, stacks with VIP)
VIP status (double exp) is perm once you have purchased one thing (gold or a booster)
43840
Post by: Deathshead420
Also try Blacklight Retribution beta, much better then tribes beta imo. No kicky fast boosters but still dope.
29408
Post by: Melissia
Grundz wrote:boots are temporary (double exp, stacks with VIP)
VIP status (double exp) is perm once you have purchased one thing (gold or a booster)
Ah, that's good. I can afford a one-time payment, cannot afford a monthly.
19377
Post by: Grundz
Deathshead420 wrote:Also try Blacklight Retribution beta, much better then tribes beta imo. No kicky fast boosters but still dope.
Yeah, blacklight modern warfare with mech suits and some gimmicky items
tribes is tribes, exactly how it has always been, it isnt for everyone.
32785
Post by: RaptorsTalon
What are your guys names on Tribes?
Mine is RaptorsTallon, same as here.
19377
Post by: Grundz
MetalMessiah
27564
Post by: Gorskar.da.Lost
KrakenFace.
...don't ask why.
29408
Post by: Melissia
Melissia, I think. MIght be LadyCommissar or Melissiah though.
5534
Post by: dogma
Axon77
30287
Post by: Bromsy
Reich.... And I really hope they expand the number of vehicles. I miss my bomber.
5534
Post by: dogma
Bromsy wrote:Reich.... And I really hope they expand the number of vehicles. I miss my bomber.
I really hope they allow you to use non-inverted controls on the Shrike, though I may have just missed the option. I also don't really like the burst fire, and prefer the old common energy pool.
That being said, the new jetbike is amazing.
29408
Post by: Melissia
dogma wrote:I really hope they allow you to use non-inverted controls on the Shrike, though I may have just missed the option
It's there. I like the jetbike too, it's amazingly fast...
29408
Post by: Melissia
There, got the ten dollar deal. 800 gold lets me unlock three oft the remaining four classes, and I get double xp for being vip.
Ten bucks isn't too much to spend for a fun game like this.
5534
Post by: dogma
Does anyone else find the lock-on range of the Sabre a bit excessive? I've found (possibly a lag issue) that I can be locked on to before I can even see the flag of the guy using the weapon; with radar up.
I'm also not a fan of the blast disc launcher the heavy get (MKV?), it does too much damage given its AOE.
This also reminds me, too few people put down tac strikes on the radar. The absence of a radar tag is a huge disadvantage.
29408
Post by: Melissia
Nope! It's so easy to counter that it's ridiculous. As for the disc launcher, I need to play that class more and test it out...
5534
Post by: dogma
In a duel, sure, but on maps like Crossfire I float around at mid without being able to see any radar tags at the enemy base, but while repeatedly getting missiles locks heavies sitting on the enemy base. This implies that the sabre actually locks on beyond the range of radar.
19377
Post by: Grundz
dogma wrote:In a duel, sure, but on maps like Crossfire I float around at mid without being able to see any radar tags at the enemy base, but while repeatedly getting missiles locks heavies sitting on the enemy base. This implies that the sabre actually locks on beyond the range of radar.
it does, it locks on pretty much across the whole map and is largely your only defense against long range tank-bombarding besides having a half dozen people go rush the tank.
it gives the doombringer something to do while standing on the flag too
32785
Post by: RaptorsTalon
Saber Launcher isn't too bad against people on foot, providing thay have an automatic weapon. (They are hard to hit with a spinfusor)
It's annoying though when your in a vehicle, especialy on crossfire. Today, for example, I was in a shrike and had two missiles on me at once. So I had to retreat behind the base to dodge them. It took them a while, but they brought me down eventualy, but I had done effectivley 0 damage because I couldn't get close enough.
19377
Post by: Grundz
Midaired my first shrike with a tank cannon (lol) yesterday
also played defense with gabe newell for a few hours which was interesting >.>
5534
Post by: dogma
RaptorsTallon wrote:Saber Launcher isn't too bad against people on foot, providing thay have an automatic weapon. (They are hard to hit with a spinfusor)
It's annoying though when your in a vehicle, especialy on crossfire. Today, for example, I was in a shrike and had two missiles on me at once. So I had to retreat behind the base to dodge them. It took them a while, but they brought me down eventualy, but I had done effectivley 0 damage because I couldn't get close enough.
Crossfire favors, very heavily, the chaingun/sabre heavy.
29408
Post by: Melissia
I'd say that it heavily favors pathfinders who nkow how to stay close to the ground on a team who knows how to shut down the enemy's generator and KEEP it shut down. No generator = easy skicaps, staying lowto the ground = no saber lockons. Doombringers cannot effectively stop a skicap without the generator either...
19377
Post by: Grundz
Melissia wrote:
Doombringers cannot effectively stop a skicap without the generator either...
Mines and flag blocking are doombringers defense when the gens are done, but yeah they are significantly hampered.
With rage you can really get going very quickly if you are in motion when the flag is grabbed.
42685
Post by: N'Ferno
Bombless in there, mostly raider/heavy, I don't use lights at all..I prefer MAYHEM and DESTRUCTION!
Also HoFing
29408
Post by: Melissia
Grundz wrote:Melissia wrote:
Doombringers cannot effectively stop a skicap without the generator either...
Mines and flag blocking are doombringers defense when the gens are done, but yeah they are significantly hampered.
With rage you can really get going very quickly if you are in motion when the flag is grabbed.
Sure, if you have them. But t hose are expensive to purchase for in xp, soooo...
42685
Post by: N'Ferno
You stop them before they've ran with the flag, beyond that it's no longer your job, the chasers do the rest.
Trust in your chaingun/bodyblock/mines/FF (if your gens are up) to weaken the capper. Killing him isn't required since he can't regen with the flag in tow, a sniper/pathfinder will nail him.
Place your mines away from the flag stand, on ledges etc while you stand on the flag itself. Superheavy is of course mandatody. Keep scanning the horizon for incoming cappers, if you're on the flag they're headed straight at you -- chaingun fodder! (can also work with Juggy LMG, no mines then, but THROWABLE DISKS!)
29408
Post by: Melissia
If you're lucky, yes, you can have competent teammates... AS for mines, again, they have a very massive cost (75,000 xp, with me earning about ~3500-5000 a day depending on how lucky I've been to be on teams with competent players), so that can't really be counted. At the moment I'm stuck with the frag grenade. It's the same problem I'm having in saving up for the thumper for the sentinel class. 100,000 xp is just... bluuuh x.x
29408
Post by: Melissia
First bundle package of weapons is released, for the infiltrator. Replacing the primary weapon is a sticky bomb launcher, like the raider's normal weapon if you could detonate it remotely. Replacing the secondary weapon are explosive throwing knives, which do excellent damage on a direct hit but also do some splash damage. Replacing the grenade is smoke grenade, which instantly stealths you and keeps you protected from destealthing (unless you fire a weapon) for two seconds. So you can fire a weapon, drop smoke, then run away, for example. And then tehre's two skins, Mercenary (sleeveless) and Assassin (hood and cloak with gas mask).
21611
Post by: Ronin-Sage
I remember having some good times with Starsiege: Tribes and to an extent Tribes 2 'back in the day', so I was pretty excited to see this hit open beta.
It seems faster and more open than other Tribes games, and the psuedo RPG elements rather than the weight and armor class -based restrictions are...interesting.
Overall, it seems like a surprisingly fun package(and the music is pretty damned high-quality, in my opinion).
21678
Post by: Karon
Actually going to re-download this and give it another go.
Was reading the wiki and I really felt I didn't give it enough of a chance.
Will try it out more tonight after its done downloading, and will likely buy something for the XP boost if I like it.
29408
Post by: Melissia
The music is pretty epic, especially after you grab the flag. As an aside, really like the new knives. They are laser knives which explode. That is all.
5534
Post by: dogma
Melissia wrote:I'd say that it heavily favors pathfinders who nkow how to stay close to the ground on a team who knows how to shut down the enemy's generator and KEEP it shut down.
No generator = easy skicaps, staying lowto the ground = no saber lockons.
Doombringers cannot effectively stop a skicap without the generator either...
They just need to block, the generator isn't terribly important to any pathfinder who knows where the turrets are. As a pathfinder I think I've been killed by a turret once, after running into someone in midair while facing the other way.
And blocking, plus forcing evasion with the chaingun, is where the sabre comes in. The carrier/possible capper is forced to use his jetpack and risk a lock, or bleed momentum and likely get taken down by defending lights or mediums.
Honestly, in this version of Tribes the generators aren't that important. The turrets track better, but still not especially well, and you spawn with your chosen equipment (in previous games you started with a default weapon set, and switched "classes" at an inv). The only thing they connect to of real importance is the sensor tower, and that can taken down fairly easily on its own.
29408
Post by: Melissia
I kill pathfinders with my turrets all the time, same with killing pathfinders with walls. Mind you I'm talking about tec light turrets and dbr force field walls.
5534
Post by: dogma
Melissia wrote:I kill pathfinders with my turrets all the time, same with killing pathfinders with walls.
Mind you I'm talking about tec light turrets and dbr force field walls.
The tech turrets are a pan, or rather, actually useful compared to the old deployables which only worked in very specific situations.
I was talking about the base turrets, but then I usually play mid, so I don't cap much. Its actually been a bit difficult for me to get used to the smaller maps, back in the day mids were always useful, now in some maps the bases are so close that they serve no purpose.
21678
Post by: Karon
I do love playing Doombringer with the Heavy Bolt Thrower. I haven't seen anybody else using it, strangely enough.
I really like what they did with the Infiltrator, and hope they continue with that. Those knives are a pain in the ass and the skins look absolutely wicked.
29408
Post by: Melissia
I've rarely see anyone use anything but bolt throwers TBH., for pathfinders and doombringers. But that's not at all a surprise given how powerful those weapons are. Same with engineer thumpers. TBH engineers are probably the strongest class right now, rivaled by pathfinders..
19377
Post by: Grundz
As a tech, i've found the best way to setup turrets aren't at the flag, it is where I think the pathfinder will ramp up his next hill (so for the map with the two floating ships, I put one off to the right next to that little hill and one on the hill out front usually)
then when i'm not thumping attackers or repairing turrets, I'll relocate them randomly.
Base turrets aren't super deadly, but they do help thin the enemy out, if there are no attackers and gens are up, might as well repair them.
21678
Post by: Karon
God, I really hate the infiltrator craze right now. Not enough technicians and I'm often times the only Doombringer on my team.
About 9k XP away from finishing upgrading my Doombringer to completion, then on to my Raider.
5534
Post by: dogma
Karon wrote:God, I really hate the infiltrator craze right now.
I love it. Nothing like dueling someone that thinks his invisibility matters.
11783
Post by: illuknisaa
I just found about this game and it's pretty fun. Zooming around as pathfinder in that snow map is just awesome.
I was wondering where should I spent 250 gold (I got them from that facebook like thing)? So far I have unlocked engineer and sentinel (I accidentally unlocked sentinel when I though it was engineer) and couple upgrades for other classes. I was wondering if thruster was any good? Can you do like super tight turns with it?
38860
Post by: MrDwhitey
Unlocked the Technician and upgraded him to deploying two turrets.
I enjoy this.
I do not, however, enjoy multiple infiltrators with jackals on the enemy team camping our generator whilst my team ignores them.
32785
Post by: RaptorsTalon
I am finding the slow gain of exp gain really annoying. Especialy when the weapons are 100,000exp each.
I really want the Stealth Spinfusor, but it is too expensive to earn the exp for. Seems I will be sticking with the Rhino SMG.
21611
Post by: Ronin-Sage
Playing sentinel is certainly...interesting. A weapon like a sniper rifle is a challenge when the zoom level is so small and targets are fast-moving and far away.
'The point'(rather, the playing style that others would want you to play) would of course be to stay mobile and snipe at 'moderate' ranges, but the advantages of your weapon(effective range, accuracy) largely become irrelevant when someone spinfusors you from behind.
I've definitely gotten some good shots off and am not *too* terrible as a sentinel, but " it ain't easy".
EDIT: apparently you can change zoom levels, though
19377
Post by: Grundz
Ronin-Sage wrote:Playing sentinel is certainly...interesting. A weapon like a sniper rifle is a challenge when the zoom level is so small and targets are fast-moving and far away.
'The point'(rather, the playing style that others would want you to play) would of course be to stay mobile and snipe at 'moderate' ranges, but the advantages of your weapon(effective range, accuracy) largely become irrelevant when someone spinfusors you from behind.
I've definitely gotten some good shots off and am not *too* terrible as a sentinel, but " it ain't easy".
EDIT: apparently you can change zoom levels, though
The "way" to play sent is two fold
1. remove/wound enemies that are on their way to grab your flag, or finish them off afterwards
2. destroy outdoor baby turrets, shields, ect.
I generally go midfield, and look BACK at my base, it isn't uncommon to have an enemy heading straight towards or straight away from me, which is easy pickings
5534
Post by: dogma
illuknisaa wrote:I just found about this game and it's pretty fun. Zooming around as pathfinder in that snow map is just awesome.
Katabatic was always one of my favorites, though I'm disappointed they haven't remade Broadside 2. Crossfire is close though.
21678
Post by: Karon
Indeed, the sentinel isn't exactly what most people who aren't used to tribes (like myself) imagine it to be. Its not a super sweet 1-shot kill everything marksman. Its an operative with a bunch of gadgets with a half-assed "sniper-rifle".
Drop Jammers are probably the best item on the Sentinel has - incredibly useful on certain maps when you place it around the generator.
21611
Post by: Ronin-Sage
CTF is certainly more straight-forward(IMO) for sentinel play. Discovering the fact that you can actually zoom in further(doh!) has really helped.
5534
Post by: dogma
Karon wrote:Indeed, the sentinel isn't exactly what most people who aren't used to tribes (like myself) imagine it to be. Its not a super sweet 1-shot kill everything marksman. Its an operative with a bunch of gadgets with a half-assed "sniper-rifle".
Drop Jammers are probably the best item on the Sentinel has - incredibly useful on certain maps when you place it around the generator.
More than any class (well, weapon combination), the Sentinel has suffered from the smaller maps. Now, if you want to do well with the class, you need to be able to snipe while moving, or be willing to sit on top of your base.
21678
Post by: Karon
Well the game is reportedly balanced around CTF entirely - the other modes aren't really taken into account when it comes to balance.
You can't balance a game around multiple modes, and I'd rather they focus on CTF since it is clearly the most fleshed out and best.
5534
Post by: dogma
Karon wrote:Well the game is reportedly balanced around CTF entirely - the other modes aren't really taken into account when it comes to balance.
Which makes sense, as that's how the prior games were designed.
I do wish they would add a dueling mode, though.
29408
Post by: Melissia
dogma wrote:[I love it. Nothing like dueling someone that thinks his invisibility matters.
A good infiltrator would use his jackal or spinfusor to knock you around and then, if he had to use his invisibility, hide behind a hill first to disguise his initial movement and give some time for his energy to regenerate, and then use his invisibility to get away, not to continue attacking unless you're a flag carrier. Let the soldiers, raiders, and brutes duke it out, the infiltrator has a more valuable tool-- disruption. Honestly, most inf players suck. Heh, I played spy on tf2 for a while, so I have practice with this kind of class and frankly Inf is stronger than spy anyway (especially with the jackal and sticky bombs, so much explosive power at once). Karon wrote:Not enough technicians and I'm often times the only Doombringer on my team.
I wish I was on those games, because I run in to games where half the enemy team is tec and/or doombringer. When you see six turrets on the enemy generator and then six more on the enemy base, and then three doombringers on the point, you know the true meaning of defense. And when you take hte flag anyway, you know the true meaning of being awesome =D Infiltrators are actually quite good at flag taking when done right, as you can use invisibility to mask your approach as long as you're going 170 or below. Sure it's not a speedcap, but sometimes that's all you need.. And the Jackal is great to use against chasers, although taht might just be because I'm not good with the SMG. dogma wrote:Karon wrote:Well the game is reportedly balanced around CTF entirely - the other modes aren't really taken into account when it comes to balance. Which makes sense, as that's how the prior games were designed. I do wish they would add a dueling mode, though.
I wish they would add a king of the hill mode, or some other capture point mode. Or at least another variation on CTF. Though I will admit this is quite possibly the only FPS game that has done CTF right in the past five years.
5534
Post by: dogma
Melissia wrote:A good infiltrator would use his jackal or spinfusor to knock you around and then, if he had to use his invisibility, hide behind a hill first to disguise his initial movement and give some time for his energy to regenerate, and then use his invisibility to get away, not to continue attacking unless you're a flag carrier. Let the soldiers, raiders, and brutes duke it out, the infiltrator has a more valuable tool-- disruption.
Honestly, most inf players suck. Heh, I played spy on tf2 for a while, so I have practice with this kind of class and frankly Inf is stronger than spy anyway (especially with the jackal and sticky bombs, so much explosive power at once).
That only works if they get the drop on their target, which usually doesn't happen outside, at least not against other lights and mediums. Throw in the fact that outside its relatively easy to predict where someone is going to move, either to get out of LOS, or due to the slope of terrain, and its pretty easy to pick off infiltrators even when they're cloaked.
It also helps that they aren't completely invisible when cloaked.
That being said, I'm one of the only people that plays something close to a dedicated mid from T2, largely because the small map size makes it difficult to get a good rhythm going. Because of this I tend to come from angles that most Infiltrators don't expect to see the enemy coming from, like their base, so I almost always see them before they see me.
If I could bring myself to play Soldier, I would do even better.
29408
Post by: Melissia
dogma wrote:That only works if they get the drop on their target, which usually doesn't happen outside, at least not against other lights and mediums.
Actually I find heavies are the bigger problem. The jackal does enough damage to kill most lights and scare off most mediums. I'll be surprised if they don't nerf the jackal against players (not against buildings/tanks, where it's perfectly fine), because it really does do a bit too much damage compared to the SMG and spinfusor and is more versatile than either to boot. Tecs often get kiled instantly, and certainly inf/pth/sen do. Mind you, I got a huge run of kill streaks today, including several relentless ones. dogma wrote:Throw in the fact that outside its relatively easy to predict where someone is going to move, either to get out of LOS, or due to the slope of terrain, and its pretty easy to pick off infiltrators even when they're cloaked.
That's why you move unpredictably, turning off ski mode and moving to the side or even back up the hill instead of going along a predictable path. And in fact the predictable path is exactly why the jackal is so powerful. I've killed more than my fair share of chasers because they moved so predictably (I prefer weaving about if I have the flag and am not going sanic fast). Players who are used to tribes have a bit of a disadvantage against the remote detonated sticky bombs, whereas I'm used to dealing with them from playing TF2 all the time (which is also where I learned my invisible movement patterns). Infiltrator is worlds more powerful than spy ever was, of course, although I'd still argue that thumper engineer is better than infiltrator, and impact noobtron / bolt launcher pathfinder is a close second to thumper engineer. dogma wrote:That being said, I'm one of the only people that plays something close to a dedicated mid from T2,
I admit, I started ignoring your post at this point. I don't care about T2, and the more vets rant about it, the less I care. After hearing several rants about how "T2 was better ascend's maps suck everything was better back then they were the good old days blahblahblah" I'm really tired of hearing about the fantasies of tribes veterans misremembering their old game.
5534
Post by: dogma
Melissia wrote:That's why you move unpredictably, turning off ski mode and moving to the side or even back up the hill instead of going along a predictable path.
From any given point there are basically two paths of travel: the one favoring speed, and the one favoring what I'll call tactics (basically, not speed). The problem Infs face is that as a mid I can disc the first, hit the second with a nitron, and then swap to my assault rifle to fill in the small areas not hit by the initial blast. Any hits generally can be followed up by more assault rifle fire, or another disc.
Melissia wrote:
Infiltrator is worlds more powerful than spy ever was, of course, although I'd still argue that thumper engineer is better than infiltrator, and impact noobtron / bolt launcher pathfinder is a close second to thumper engineer.
Definitely more powerful than the spy, sure. Spies were easy kills for me as a sniper after I got Jarate.
I've had good success with all disc/e-pack classes. So, Pathfinder, Soldier, Brute. Granted, The disc hasn't changed much since T2 (bar damage and blast radius), so that favors me as a guy that lost years of his life to T2.
Melissia wrote:
I admit, I started ignoring your post at this point. I don't care about T2, and the more vets rant about it, the less I care.
I'm not really ranting, Ascend is good, its just different. I've heard the noise about people saying Ascend sucks because it isn't T2, and its stupid. I think it has some balance issues, primarily in the sense that I would like the damage gap between light and medium to disappear, or see lights gain some additional foot speed, but the whole "ARGH! Its not T2!" Shtick is stupid. T2 had problems too. For example, heavies were useless.
29408
Post by: Melissia
dogma wrote:The problem Infs face is that as a mid I can disc the first, hit the second with a nitron, and then swap to my assault rifle to fill in the small areas not hit by the initial blast. Any hits generally can be followed up by more assault rifle fire, or another disc.
That's not really a problem I've had, tbh. Pathfinders only tend to get me with bolt launchers or not at all (mostly because the damage and AoE on the bolt launcher is ludicrously high, better than anything the soldier can bring even), or if I'm carrying the flag and almost dead and they impact noobtron me. dogma wrote:I've had good success with all disc/e-pack classes. So, Pathfinder, Soldier, Brute. Granted, The disc hasn't changed much since T2 (bar damage and blast radius), so that favors me as a guy that lost years of his life to T2.
I've had a huge amount of success as infiltrator, especially after the jackal was released. Which is why I'm thinking they'll nerf it, but at the same time they still haven't nerfed the bolt launcher and I think they actually buffed the tec's thumper, so who knows. dogma wrote:I'm not really ranting, Ascend is good, its just different. I've heard the noise about people saying Ascend sucks because it isn't T2, and its stupid. I think it has some balance issues, primarily in the sense that I would like the damage gap between light and medium to disappear
You mean the one where lights do more damage than mediums? That'd be nice for that to disappear. I might actually use mediums. I mean I do more damage than a grenade launcher using raider as infiltrator, easily more. And as far as player vs player combat goes, pathfinders are probably generally better than that. Though add in their two turrets and the thumper and tecs are still stronger than either. dogma wrote:or see lights gain some additional foot speed
It's part of the armor upgrade system, but admittedly it's still not very fast.
5534
Post by: dogma
Melissia wrote:I've had a huge amount of success as infiltrator, especially after the jackal was released. Which is why I'm thinking they'll nerf it, but at the same time they still haven't nerfed the bolt launcher and I think they actually buffed the tec's thumper, so who knows.
I doubt they'll truly nerf the bolt launcher, they might reduce its blast radius, but that's it. It sits, roughly, where the plasma gun used to sit in the weapon scheme (slightly tricky to use, but very rewarding), and that worked well.
Melissia wrote:
You mean the one where lights do more damage than mediums? That'd be nice for that to disappear. I might actually use mediums.
I mean I do more damage than a grenade launcher using raider as infiltrator, easily more.
Its selective. For example, I would get rid of the light disc launcher and just give Paths the standard disc (or, as said before, make Paths faster on foot). I would also make the disc the standard weapon for the Soldier.
I haven't used the Jackal yet, as I don't like Inf, but I'm sure what you're saying is true. I haven't run into it because, as I said, I float around mid.
Melissia wrote:
It's part of the armor upgrade system, but admittedly it's still not very fast.
Yeah, I also dislike the armor upgrades (I dislike all survivability upgrades). Weapons and perks I'm fine with, though certain choices regarding options I question (all default classes should have a disc launcher right away).
29408
Post by: Melissia
dogma wrote:I doubt they'll truly nerf the bolt launcher, they might reduce its blast radius, but that's it. It sits, roughly, where the plasma gun used to sit in the weapon scheme (slightly tricky to use, but very rewarding), and that worked well.
I would argue it's actually EASIER to use than the disk launcher because its projectile travels notably faster. dogma wrote:Its selective. For example, I would get rid of the light disc launcher and just give Paths the standard disc (or, as said before, make Paths faster on foot). I would also make the disc the standard weapon for the Soldier.
Paths are already the fastest class, they're already highly disruptive (especially on the chase), and they're already offensively quite powerful. Dunno why you'd buff them like this. dogma wrote:I haven't used the Jackal yet, as I don't like Inf, but I'm sure what you're saying is true. I haven't run into it because, as I said, I float around mid.
You should try inf then. With the stealth spinfusor, the inf is essentially a pathfinder who gives up their speed boost for invisibility, and trades the impact noobtron for sticky bombs.
Amusingly I have the opposite problem-- I can't stand the pathfinder class. I like the disruption I can cause as inf too much.
5534
Post by: dogma
Melissia wrote:Paths are already the fastest class, they're already highly disruptive (especially on the chase), and they're already offensively quite powerful. Dunno why you'd buff them like this.
They're faster given the thrust pack, and the nitrons, but in a duel they sit even with mediums, but have weaker weapons.
29408
Post by: Melissia
I don't really get that vibe. Honestly, I think they do too a little bit too much damage. Mind you I feel the same way about the jackal and to some extent the sentinel's claymores, so it may just be that I feel mediums don't do enough damage save for the engineer's thumper.
29408
Post by: Melissia
As an aside, I now have Close Combat and Quickdraw on my infiltrator, and I must say, this is far better than the default combination (ultra capacitor and determination).
When fully upgraded...
Close combat = take less damage from melee attacks, do a lot more damage with a backstab.
Quickdraw = VASTLY quickened weapon change animations, and 20% faster grenade throw.
It leaves me highly versatile with my exploding laser throwing knives (seriously, I cannot get over how awesome the concept is), jackal remote-detonated sticky bomb launcher, and more powerful thrown sticky bombs.
19377
Post by: Grundz
Does quickdraw improve recovery time after a mellee swing?
29408
Post by: Melissia
I do not think so. Automatically Appended Next Post: I could be remembering the numbers wrong, but I believe it only does the following: Base Quickdraw is -40% switch speed. Level one is -45% switch speed Level two is -50% switch speed Level three is -50% switch speed and -20% grenade throwing No effect on melee at all. Automatically Appended Next Post: I'm thinking of getting bounty hunter next, to for my Brute (bounty hunter / super heavy) and Soldier (Bounty Hunter / Survivalist) and Technician (Bounty Hunter / Mechanic). Though I still need to get survivalist and mechanic, as well.
19377
Post by: Grundz
bounty hunter is fantastic for tech
lately i've been going bounty hunter until i have tank funds, then mechanic/whatever and buying a tank.
tanks are horrifying in groups of 2 or 3, lol
32785
Post by: RaptorsTalon
I can't decide what perk to buy, and I am nearing 18,000 exp.
Possibly Survivalist, but i'm not sure.
I switch classes quite a lot, but most of the time I play either:
Technician
Infiltrator
Raider
Doombringer
(In that order)
19377
Post by: Grundz
raptor: bouncy hunter is great buy, since it dramatically increases the amount of money you get to spend on vehicles, airstrikes, ammo refills, ect. It is a pretty significant advantage if you destroy the enemies first wave, and then start frantically upgrading your generator, turrets, ect. up right away.
sonic punch is kind of crappy, but hilarious when it works.
29408
Post by: Melissia
Sanic Paunch I'd so get if I oculd have it and close combat at the same time...
19377
Post by: Grundz
New patch due out soon contains capture and control mode!
29408
Post by: Melissia
About friggin' time they added one. Perhaps this will help prevent the "6 pathfinders, no brains" syndrome of most teams.
32785
Post by: RaptorsTalon
Grundz wrote:New patch due out soon contains capture and control mode!
Nice!
I have been waiting for a mode like this, it will make a change from always playing CTF and TDM.
38860
Post by: MrDwhitey
So I caved, and in a lovely spate of retail therapy purchased a 5500 gold and 60 day exp boost pack.
I've now unlocked all classes (though I still mainly play Technician, I love double turret defense).
29408
Post by: Melissia
What else did you get? Thumper I presume?
Noobtubin'?
38860
Post by: MrDwhitey
Damn right I did. I love Noobtubin'.
29408
Post by: Melissia
I just carried a team to victory practically by myself with five Gotta Go Fast grabs
And I wasn't playing pathfinder.
29408
Post by: Melissia
The new capture poitn gamemode is a clusterfeth of heavies.
CTF remains the only balanced gamemode lol.
5534
Post by: dogma
Not unexpected.
Its hard to turn a game based on momentum into a game based on holding territory without emphasizing the heavy classes.
27014
Post by: Disarray
loving this game ^.^
29408
Post by: Melissia
dogma wrote:Not unexpected.
Its hard to turn a game based on momentum into a game based on holding territory without emphasizing the heavy classes.
Kinda like how TDM favors the lighter classes, because it's always moving. Meanwhile CTF has the best balance between the classes.
32785
Post by: RaptorsTalon
Just played Capture and Hold.
Not very tactical, everything just seems to explode.
Fun though, I will certainly play it now and again.
5534
Post by: dogma
Melissia wrote:Kinda like how TDM favors the lighter classes, because it's always moving. Meanwhile CTF has the best balance between the classes.
Well, really, I think they just excluded Heavies. Lights and Mediums have the advantage, but Heavies get no major damage boost over Mediums with the relevant weapons.
19377
Post by: Grundz
dogma wrote:Melissia wrote:Kinda like how TDM favors the lighter classes, because it's always moving. Meanwhile CTF has the best balance between the classes.
Well, really, I think they just excluded Heavies. Lights and Mediums have the advantage, but Heavies get no major damage boost over Mediums with the relevant weapons.
1shotting pretty much anyone with a mortar disagrees
29408
Post by: Melissia
dogma wrote:Melissia wrote:Kinda like how TDM favors the lighter classes, because it's always moving. Meanwhile CTF has the best balance between the classes.
Well, really, I think they just excluded Heavies. Lights and Mediums have the advantage, but Heavies get no major damage boost over Mediums with the relevant weapons.
CTF meanwhile incldues all the classes hehe.
5534
Post by: dogma
Grundz wrote:
1shotting pretty much anyone with a mortar disagrees
If you get hit with a mortar in TDM, you deserve your fate.
29408
Post by: Melissia
dogma wrote:Grundz wrote:
1shotting pretty much anyone with a mortar disagrees
If you get hit with a mortar in TDM, you deserve your fate.
Agreed...
19377
Post by: Grundz
dogma wrote:Grundz wrote:
1shotting pretty much anyone with a mortar disagrees
If you get hit with a mortar in TDM, you deserve your fate.
While i'm not as good as I was back in tribes 2, you gotta land sometime, and I've seen some people that when they fire at you with it, all you can hope for is to try and change direction and just take massive splash damage. Like really I've seen a few people that are very good with it, just that with the mirv gun, and with turrets, tanks, and others not really requiring morts to take out, there isnt much reason to get good with it.
29408
Post by: Melissia
A recent patch rendered Tribes Ascend utterly unplayable for me. Random drops in framerate even at the lowest graphics settings don't make for a good game.
19377
Post by: Grundz
Theres processor throddling or frame smoothing or some other voodoo bs involved, turn it off.
22783
Post by: Soladrin
Can't wait, Raider is my fav class bar none.
38860
Post by: MrDwhitey
Ew, you play this?
22783
Post by: Soladrin
I LOVE this, I'm completely fed up with the current fad of extremely slow shooters. I'm a UT2k4 player at heart so seeing a new game with some speed going excites me to no end.
I'm used to playing Instagib CTF on 1.2 speed settings in UT so playing BF3 and the like is like playing in slowmotion. (and that's why I play them on console).
38860
Post by: MrDwhitey
I always thought you a console guy was all.
Technicians > Raiders, by the way.
54832
Post by: Jumpin Jesus
I played this game at a friends house the other day. It reminds me a bit of Halo but the learning curve is MUCH harsher. Especially if you are up against experienced players.... Still fun though...
21678
Post by: Karon
Well, since I only play Raider and Doombringer...I have to buy this.
Plasma Gun is fething sweet, I always love Plasma Guns in any game.
Cluster Grenade is essentially a smaller MIRV projectile, so that looks very powerful for flag stand clearing and...pretty much everything.
The NJT-5 or whatever looks like gak. So a Plasma Gun that shoots smaller projectiles with a different skin? That's pretty fething low of them.
Skins look pretty cool, don't know which one I'll get yet.
27014
Post by: Disarray
MrDwhitey wrote:I always thought you a console guy was all.
Technicians > Raiders, by the way.
you clearly didn't watch the video lol. After the inf update, and now this raider update... GL being a technician.
5534
Post by: dogma
Nooooo!
Bastards took my plasma gun and gave it to Mediums!
30287
Post by: Bromsy
Yeah... they took my bomber and gave it to gak all.
5534
Post by: dogma
Strange too, because the base defenses are actually somewhat threatening now.
29408
Post by: Melissia
Hm. I might actually even play as raider with the plasmagun. I can't stand it normally.
5534
Post by: dogma
/squints.
29408
Post by: Melissia
What? It's true, I can't. I play mostly infiltrator and brute, with the occasional technician.
22783
Post by: Soladrin
Love the plasmagun, though everyones using it right now. The new SMG isn't that great though, I prefer the higher fire rate of the original.
Cluster grenades can't compete with EMP's either. So in the end I think the only useful item in this bundle is the plasmagun.
Offcourse, I'm not at any competitive level of play yet in this game so I could be getting this completely wrong.
Oh, btw Arena is fething aweful, all you get is soldiers spamming fully upgraded AP grenades. On the London server anyway. Once they run out of grenades they either die because they can't actually aim for gak, or they fly to the nearest ammo station and start a new bombing run. It's just so dull.
I just can't understand why you would play like this. You don't get any better at the game, you still get a worse K/D then any player who can actually aim. And more importantly, your going to be straight up garbage in the game mode that actually matters, CTF.
Anyway, I feel kind of lonely playing this game and I'd love to get a TS2/Ventrilo or whatever server up and start playing with you guys. I have no clue how the lag is for me when playing on a USA server, might try that out later tonight.
So anyway, if anyone wants to get some games in with me, just add Soladrin.
19377
Post by: Grundz
Ive been mostly playing jug.
Just cant get into bruto, ive never seen one do anything but spam fractals
22783
Post by: Soladrin
Yeah, brutes are the most underpowered class at the moment, none of their weapons really shine at anything in particular.
29408
Post by: Melissia
Brutes are good at two things in particular with their heavy spinfusor-- direct fire bombardment (destroying base structures with far less setup and calculation than the jugg) and killing everything indoors.
22783
Post by: Soladrin
Well yeah, but a raider does a much better job without the loss of mobility (IMO).
29408
Post by: Melissia
He does less per hit and is less survivable, with a grenade that's less useful, and he has to do it at shorter range. Granted, his secondary is more useful and the new grenade is definitely better... I have to wonder waht they'll do to Brute whenever the time comes.
22783
Post by: Soladrin
Less per hit, but have you seen the fire rate on the grenade launcher? And the plasma gun is even better, clipsize of 10, 500 damage, straight shots.
EMP grenades out perform clusters though, cluster are far to inaccurate IMO.
29408
Post by: Melissia
There's still the range issue. But I agree that the Brutes are underpowered, just saying they have their uses. Destroying base turrets, sensors, and bombarding the flag base from often halfway across the map is a big one, and it's what I've used it for. Jugg can do that as well, but they're slower and take longer to set up and make sure your shots hit properly, compared to the simpler aim and fire heavy spinfusor. People really underestimate just how far you can hit an enemy from with the heavy spinfusor... using the hills that the towers are on as fire bases in Katabatic, for example, you can hit the enemy's base quite easily.
21678
Post by: Karon
Grenade Launcher is still, hands down, the better flag stand clearing weapon and indoor fighting weapon.
Plasma Gun is obviously the best dueling weapon, but I fear that the projectile size will definitely be nerfed. It just seems too easy to get Air-Mails with it.
I'm pretty damn good with any weapon when it comes to anticipation and range-gauging, but I just think its too easy to get 10+ Air Mails every game.
29408
Post by: Melissia
It's ridiculously easy to get air mails with the JAckal too, but I don't think they've nerfed that yet...
21678
Post by: Karon
Melissia wrote:It's ridiculously easy to get air mails with the JAckal too, but I don't think they've nerfed that yet...
Hm?
Damaged caused by early in-air detonation of Infiltrator's Jackal rounds reduced by 50%. Knockback from in-air detonation also decreased by 50%.
Damage against armored targets with Infiltrator's Jackal rounds increased 20% (Fixed an issue where full damage was not being applied).
Fixed an issue where the sticky explosives from the Infiltrator's Jackal could not be destroyed with bullet based weapons.
29408
Post by: Melissia
Huh, never noticed that.
19377
Post by: Grundz
Melissia wrote:Brutes are good at two things in particular with their heavy spinfusor-- direct fire bombardment (destroying base structures with far less setup and calculation than the jugg) and killing everything indoors.
Well with enough practice, there's no need to setup with the jug, but you do need to be closer.
I've been playing him alot, and am up to at least ~50% accuracy at immobile things, and 10-25% on mobile people. I'm hoping eventually morts become the proper counter to /something/ like tribes 1 where you couldn't really take out turrets or tribes 2 where mobile bases you sort of needed them.
26674
Post by: Slarg232
So I keep hearing about this, from you guys and work, so I'm downloading it now. Anything I NEED to know before jumping into a match?
29408
Post by: Melissia
You need to practice skiing and hitting things with non-hitscan weapons. The tutorial is good for that.
26674
Post by: Slarg232
Skiing?
Would saying the Ripjack is one of my favorite weapons help me at all?
29408
Post by: Melissia
Skiing involves a game mechanic where you can turn off friction for your character (you can turn it back on instantly), allowing you to "skii" up and down slopes, gaining extreme speed trhough use of the slopes and your jet pack.
26674
Post by: Slarg232
Sweet.
So what Class should I try out? I like being a Jack of All Trades, so to speak.
29408
Post by: Melissia
There's three to start out with.
Pathfinder-- a very fast light class with a good amount of offense, especially good at flag grabbing but also is good at dueling due to its speed and firepower. It starts out with a light spinfusor, a basic explosive weapon and the standard weapon for the game, and a shotgun, one of the few hitscan weapons in the game though ti is quite short ranged.
Soldier-- A very well balanced medium class that's good at dueling, has a good amount of hit points and energy for jet pack use starting out. Starts with an assault rifle (remember, it's not a hitscan weapon, it fires projectiles which take time to travel, even if they're fairly fast) and the Thumper which is basically an impact grenade laucnher.
Juggernaut-- A heavy class which is great at bombarding the hell out of everything and is hard to kill. Not very mobile though, with low energy and low energy regeneration. Starts out with the mortar, which fires in a parabolic arc and either explodes after a certain amount of time, or explodes on impact, whichever will make it travel further. Its secondary weapon is the Spinfusor MKD, an excellent backup weapon much like the light spinfusor of the pathfinder, albeit harder hitting. Automatically Appended Next Post: I woudl say either the pathfinder or soldier, depending on whose playstyle you like the most.
38860
Post by: MrDwhitey
Or what you should really do is buy Technician and never go back.
22783
Post by: Soladrin
I'd say soldier, you need a bit of ski practice to combat the fragility of pathfinders IMO.
29408
Post by: Melissia
Soladrin wrote:I'd say soldier, you need a bit of ski practice to combat the fragility of pathfinders IMO.
I found that I prefer infiltrator to pathfinder anyway. With the stealth spinfusor they're pretty similar anyway, save that the infiltrator is more durable and can fulfill more roles than the pathfinder can while the pathfinder is somewhat faster.
22783
Post by: Soladrin
I mostly play Raider anyway.
19377
Post by: Grundz
Good luck starg, i hope you used the link in the first post or my sig because I needs the perks!!! XD
I suggest soldier or pathfinder, screw around in "training" mode until you can get at least 150kph at will, remember you can boost yourself with a disc launcher.
then go at it, try and watch peoples shadows and predict when/where they will land at first until you get the hang of it.
the skill slope isn't that steep, but good players are VERY VERY good.
29408
Post by: Melissia
Tribes Ascend Version 1.0.942.1 Tribes: Ascend Version 1.0942.1 is scheduled to be released on Friday, April 27. The servers will be down for several hours while the update is applied. Weapon/Balance Items Increased damage on Brute’s Heavy Spinfusor by roughly 7%. Modified the Pathfinder's Light Assault Rifle so that it has an increased projectile speed and fall-off begins at a greater distance (buffed). Projectile speed now matches that of the Soldier’s Assault Rifle. Reduced the collision size of Raider’s Plasma Gun projectile by roughly 40%. The weapon’s damage and rate of fire remain the same. Bug Fixes Fixed an issue that impacted the ability of the Shrike to fly vertically. Fixed an issue in which the First Win of the Day bonus was not being awarded in some scenarios. Fixed an issue that would prevent a player from deploying deployables. Recently earned badges are now shown correctly on the profile page. Several bug fixes and cleanups on the menu UI. Brutes, hell yeah.
21678
Post by: Karon
Plasma Gun nerf was predictable, though wondering if 40% is slightly overboard.
32785
Post by: RaptorsTalon
Brutes were buffed!
Brute and Technician are my favorite classes.
29408
Post by: Melissia
I think it was possibly overnerfed as well. A 25% reduction would have been fine I think. Personally though I'm rather glad for the brute buff though.
22783
Post by: Soladrin
As someone who plays almost only on Raider, I can tell you 30% would've been the way to go. Right now the plasmagun is almost useless because the SMG's are now actually more reliable then that thing.
21678
Post by: Karon
Yeah, after trying it today the nerf was definitely slightly overdone.
It's just really, really hard to do anything but hit them when they are on the ground for a split second and try to hit them with splash - which makes it, essentially, a really gakky bolt launcher.
5534
Post by: dogma
Karon wrote:
It's just really, really hard to do anything but hit them when they are on the ground for a split second and try to hit them with splash - which makes it, essentially, a really gakky bolt launcher.
Really? I still find it more effective than even the disc in MA combat. The ability to quickly adjust your aim due to the large clip size makes it much easier to track your target. You won't do as much damage on hit as you will with the disc, but you can put out more consistent damage, and with the shield pack reliably use the SMG from a stationary position.
If anything, I think it needs to be toned down a bit more, maybe drop the range somewhat so that it remains more effective than the disc indoors, but suffers in the field.
22783
Post by: Soladrin
Yeah, after a bit of practise with it, I can say it still outclasses all the spinfusors in straight up combat. It's still quite easy to hit stuff midair.
19377
Post by: Grundz
Getting disturbingly accurate with the mortar, just had my first 45000pt game, slayer and all
It really isnt that bad, you just need to exhaust your opponents energy reserves first or hit them at range while they are screwing around with someone else.
36940
Post by: Anvildude
Anyone else have an odd- "Tribes must install prerequisite Programs in order to play", asking for admin username and password? Is this legit, something to do with the new patch or something? Or has Tribes just gone buggy? I know the main website was/is down.
48860
Post by: Joey
Downloading now.
Is it any good? I don't mind spending money on stuff if it's worthwhile rather than nessesary, but I don't know how the model works.
19377
Post by: Grundz
Anvildude wrote:Anyone else have an odd- "Tribes must install prerequisite Programs in order to play", asking for admin username and password? Is this legit, something to do with the new patch or something? Or has Tribes just gone buggy? I know the main website was/is down.
you need to download flash and upgrade windows media player for support for ingame comp match watches and stuff, it happened wit h the last patch
joey: hope you signed up with my link ... XD
Honestly though its the best multiplayer game ive played in a very, very long time. Stick with it and get good at skiing around before you write it off.
36940
Post by: Anvildude
Ah, thanks. I was just a bit worried, is all. No other signs of Virii, but you can never be too careful.
And I'm somewhat saddened by the lack of Heavy Love here. I play almost complete Heavy- I've been branching out lately, but I haven't even bought the Raider or Inf yet. I'm gearing my Pathfinder up as a Chaser, with Impact, Sanic PUNCH!, Thrust, etc. and finding it really, really fun to go after enemy flag carriers. I almost never touch Soldier now that I have Brute, and Tech, well, I'm saving up for the Thumper as well, but buying other stuff first.
Jugg's my go-to class; love the Mortar (Boo MIRV!) and looking for double-disking soon. HoF Doombringer is amazingly satisfying sometimes (though still not as satisfying as Artillery Shots- kaChing!) and I find myself using Brutes for capping, as odd as that sounds.
My Tribes name is the same as here.
Actually, why doesn't everyone definitely give their Tribes name? (I'm looking at YOU, Mel...)
5462
Post by: adamsouza
Joey wrote:Downloading now.
Is it any good? I don't mind spending money on stuff if it's worthwhile rather than nessesary, but I don't know how the model works.
You can unlock anything, other than the additional skins, with XP. Gaining XP is just a whole hell of a lot faster when you sprinkle a little money into the mix.
You play and finish the match, you earn XP
VIPs earn a permanent 50% XP boost. If you've ever given them money for gold, you are a VIP.
XP Boosters, buyable for Gold, give you DOUBLE XP on total of your regular and VIP XP
So a 1000 XP match is worth 1500 XP to a VIP and 3000 XP for someone with an XP booster.
If you buy gold, and can afford it, I'd recommend you go for the $50 mark, buy yourself the 90 Day XP booster, the Raider Weapon Bundle, and the Assasin(infiltrator) bundle for the best bang for your buck. Save the gold for most expensive weapon unlocks and use XP to unlock the classes, and generally anything 42K XP and under.
Pathfinder is pretty fast and awesome, but until you learn to ski super fast and flag capping routes, your not using it to it's fulles.
Soilder is a jack of all trades armor, with descent weapons, probably the best for new players
Juggernaught brings on the hurt with heavy weapons but when you first play your probably just going to make yourself a slow moving target in Juggernaught armor. Although if you stay at a distance you can shell the crud out of enemy bases, especially on maps like Rain Dance and Tartarus.
as for amors you unock with XP
Sentinel = Sniper. Not that easy to snipe moving targets, prorbably should not be the first thing you unlock.
Infiltrator = I turn ivisible and try to gank you guy. Starting weapons are okay, but if you took my advice and bought the Assasin pack you have the Jackal and Throwing (exploding)knives. With the jackal, Sticky Boms, and throwin knives your just litterally blowing up everything you attack. Takes some time to get the knack for playing this armro, but it's lots of fun. Being invisible as a noob does probably increase your survivability.
Technician - personally I think they have the best machine gun in the game, which they need, because their second weapon is a repair gun.. You get to deploy light turrets which will murder anyone who doesn't notice them and bloww them up before blundering into them. This is the classic generator and Flag defender guy. Some strategc palcement of motion sensors and turrets soften up the enemy and you finish them of with your machine gune. It's not a carreer for gloryhounds, but someone's got to do it.
Doom Bringer - I have a gatling gun and missle that tracks and kills flyers who let me get a 3 second missle lock on them.... He also gets to set up force fields, which makes him the default "Heavy On The Flag" guy.
Brute - Heavy Armor, best grenade in the game, and heavy weapons. Once you learn to ski well in heavy armor you can ski you heavily armored tail into enemy bases and murder the poor technicians defending the generator, and generally make a major nuisance of yourself to the enemy.
Automatically Appended Next Post: Anvildude wrote:Actually, why doesn't everyone definitely give their Tribes name?
My TRIBES name is UNRECOGNIZED.
If I appear to be playing awesome, or at least compentantly, it's me.
If UNRECOGNIZED is wandering around in the middle of the battle field aimlessly and getting murdered over and over, it's one of my kids using my account while I'm working.
19377
Post by: Grundz
Doombringer is EXTREMELY scary when the stars align and you learn how to shoot straight for a day.
It got to the point (highest point game ive had so far) where on the ice map with the two towers I was jumping off the flagstand, killing one guy as he apex'd in the distance, spinning and killing another coming the other way before i hit the ground.
Also never had so many people trying to drop tac strikes on me, lmao.
Dont sweat XP OR money, play the game a bit, if you are enjoying it, get a 60 or 90 day booster, they are DRAMATICALLY a better deal than if you buy the items themselves with money, as long as you play a bunch.
29408
Post by: Melissia
Doombringer is also very much essential for taking down vehicles, especially the flier.
19377
Post by: Grundz
Melissia wrote:Doombringer is also very much essential for taking down vehicles, especially the flier.
a good flyer pilot is pretty much immune to missles, as is a good tank pilot, the best defense for both is just everyone that passes by to take a few shots at them and wear them down really.
5462
Post by: adamsouza
Is there an official guide for Tribes Ascend ?
I played just figuring it out as I went until I googled and found a newbie guide on a Wiki
TRIBES ASCEND NEWBIE GUIDE
29408
Post by: Melissia
Grundz wrote:Melissia wrote:Doombringer is also very much essential for taking down vehicles, especially the flier. a good flyer pilot is pretty much immune to missles, as is a good tank pilot, the best defense for both is just everyone that passes by to take a few shots at them and wear them down really.
But it still prevents the flier from doing anything, it's an excellent area denial. And while they're worrying about dodging missiles, the rest of the team will find it rather easier to hit them.
19377
Post by: Grundz
Melissia wrote:Grundz wrote:Melissia wrote:Doombringer is also very much essential for taking down vehicles, especially the flier.
a good flyer pilot is pretty much immune to missles, as is a good tank pilot, the best defense for both is just everyone that passes by to take a few shots at them and wear them down really.
But it still prevents the flier from doing anything, it's an excellent area denial. And while they're worrying about dodging missiles, the rest of the team will find it rather easier to hit them.
Yeah, if a doombringer has left defense and is shooting missles at me, sure i'll harass him while waiting for some chump to grab the flag, its an annoyance at best.
If he's near the flag, I can soak one missle while chasing down the flag carrier.
In a tank, you just fire the cannon at the ground before the missle strikes, problem solved
They aren't really a big deal, or area denial, they are just annoying and distracting, but I'd never say "boy I shouldn't go over there that doombringer is denying that area!" I'll just fly low or keep an eye out and its a non issue. If the dude is really persistant you just wait for the first rocket to go out, and fire at him at the 3s mark to explode the rest of the missles as he launches it.
If you can get a lock on someone on the way to your flag coming at you, you can waste them with a missle VERY easily though, lol.
22783
Post by: Soladrin
Tribes name Soladrin offcourse. Don't play much though.
29408
Post by: Melissia
Grundz wrote:Yeah, if a doombringer has left defense and is shooting missles at me
The weapon has insane range. On most maps, you will not have to stop defending. You're assuming that the doombringer has no skill while the pilot has all the skill, which is rather nonsensical.
19377
Post by: Grundz
Yeah, the ~lvl45 bracket must be filled with tards, because I consider myself to be barely above average, maybe, and I have no difficulty dealing with slow moving missles from any range in any vehicle.
29408
Post by: Melissia
Apparently, yes. You don't have to get off the point to launch a rocket almost all the way across the map at a vehicle, forcing it to take cover or be hit. If they're getting off the point and trying to chase you down as a doombringer, theyr'e doing somethign wrong. It's not a chaser class >.>
5462
Post by: adamsouza
I think he's just assuming the Shrike Pilot has a lot more skill than the ones I tend to play against, and perhaps he does, so it shades his judgement that way.
Most of time, in my experience, a Doom Bringer or two will ground enemy shrikes in a matter of a minute or two. Usually Shrikes appear first, making awesome Flag Chasers, then Doom Bringers appear to ground the Shrikes.
More importantly, what does everyone think about the new BRUTE weapons ?
I think:
* Survival Pack is awesome
* Plasma Cannon is better than the Shotgun
* Whatever the new Primary is, feels like a contact exploding version of the Jackal. Better indoors than the Heavy Spinfusor, but outside I'm not loving it.
48860
Post by: Joey
So it's like COD (enemies - SHOOT THEM) except everyone's flying around and it's impossible to kill everyone because they're flying around and your gun does feth all damage.
Yeah, waste of time.
19377
Post by: Grundz
Joey: if you are decent with the spinfusor you're looking at killing lights in 2 shots, but it takes quite a bit of practice, its not a game you can just grab and get lucky with like COD nor is it a reaction shooter where your ping matters more than your skill. There are /many/ midair youtube vids of people just cutting a swath through a team with little to no resistance, but its not an easy thing to do like sitting in a corner or quickscoping in COD.
The bullet weapons are anemic unless you can put an entire long burst on someone though.
The games strengths lie in CTF, not arena, where there are plenty of other things to do than "shoot them"
29408
Post by: Melissia
The base CTF is far better than the deathmatch CTF, as well.
5462
Post by: adamsouza
Easier to shoot people coming towards you.
Harder to shoot people fleeing from you.
People who stand still are target practice.
Way more exciting to chase someone down and finish them off before they capture your flag than other games where you fire from the hip and kill someone with a single headshot.
Technicians lay traps.
Juggernaughts shell the crap out stuf from a distance.
Infiltrators stealth in and stab people in the back, or stick grenandes on them when they are not looking.
WAY more involved than a standard FPS.
29408
Post by: Melissia
Hell, infiltrators can work perfectly fine as flag grabbers, too. They're not as nimble as pathfinders but they are more durable. I know I grab flags as Inf all the time. The Inf IS a light class, after all, and has plenty of both energy and speed to do the trick. It's why I like Inf so much... you can do almost anything with Inf, even if your primary role is disruption.
5462
Post by: adamsouza
Heck Yeah !! those sneaky infiltrators flag camping just waiing for their chance to snatch the flag...
Any armor can snatch a flag. Last night I shocked myself Capping a flag with a Brute on Drydock. I was zipping by on the same capping route I use for a Pathfinder and the flag was just laying there, begging me to steal it, so I did
36940
Post by: Anvildude
Brute Capping is actually a legit tactic. I'd like to see a 'major' team going with a dedicated Brute capper- especially as most anti-capper techniques basically count on low-health Pathfinders- especially the Sentinal defense that is so prevalent at high level gameplay.
A Brute with Potential Energy, the Heavy Shield Pack, Heavy Spinfuzor and Plasma Cannon (Ultra Capacitor II or something as secondary perk) can build incredible speed, survive pretty much every defense the enemy can put up, and still have amazingly good energy for maneuvering.
29408
Post by: Melissia
I've found myself capping as raider as well, the plasmagun great for picking off chasers.
5462
Post by: adamsouza
EPIC Game last night. Playing on Katabatic with a Technician. Chased Enemy Capper all the way from my base to his and finished him off, and returned the flag, at the edge of his base. Slid into base to avoid enemy fire and then skied all the way down to the generator with an enemy Jug and Raider in the Generator room. I didn't shoot at them and they ignored me long enough for me to destroy their fully functional MKIV Generator with my repair tool. Decided not to stay any longer in the enemy base and popped outside the base, from the side tunnel, to find a completely undefended flag. Capped the flag on my way back to my base.
We lost the match but I didn't care.
I got cocky and tried it a few more times during the night, but I kept getting ganked in the enemy generator rooms. The Repair tool takes forever to destroy anything. Did however score a half dozen flag grabs, and two more caps, with my technician after chasing enemy cappers to their base.
|
|