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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 115

Forum Index > General Games
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Coriolis
Profile Blog Joined September 2010
United States1152 Posts
March 06 2012 05:50 GMT
#2281
On March 06 2012 14:40 Divergence wrote:
Ok so I officially suck at HoF. I've been trying to learn Doombringer but I rarely stop cappers and most of the time I don't even see them coming. I feel like it's impossible to sit on the flag safely because there are always enemies around the flag stand killing me, which makes it impossible to do any defence. Anyone got advice?

Shoot the enemies or get better defense. As for spotting cappers, just spam spot at all the common cap routes. Theres only 4 routes or so for each map, in some cases less. Just make sure to watch for them all and jump up in the air when the capper comes.
Descolada in everything not TL/Starcraft
Binky1842
Profile Blog Joined July 2004
United States2599 Posts
March 06 2012 05:55 GMT
#2282
On March 06 2012 14:40 Divergence wrote:
Ok so I officially suck at HoF. I've been trying to learn Doombringer but I rarely stop cappers and most of the time I don't even see them coming. I feel like it's impossible to sit on the flag safely because there are always enemies around the flag stand killing me, which makes it impossible to do any defence. Anyone got advice?

i always love it when doomies throw up a FF right as im coming in for the flag. i rofl everytime i die to it. it's like my favorite thing in T:A right now
"The zoo could not confirm that Binky was the attacker, but only Binky had blood on his face following the incident"
Khalum
Profile Joined September 2010
Austria831 Posts
March 06 2012 10:05 GMT
#2283
A friend had an interesting bug yesterday. My friends list showed him as in game while he was in the lobby and he received ~2k XP apparently every time a game on the server he last played on was over.

Also, please someone help me out on this:

On March 06 2012 03:00 Khalum wrote:
I'm back with another question:

From today's patch:
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.

I've seen several upgrades throughout the game that mention "+damage to armored". What exactly is considered as "armored"?

Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
March 06 2012 10:51 GMT
#2284
On March 06 2012 19:05 Khalum wrote:


Also, please someone help me out on this:

Show nested quote +
On March 06 2012 03:00 Khalum wrote:
I'm back with another question:

From today's patch:
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.

I've seen several upgrades throughout the game that mention "+damage to armored". What exactly is considered as "armored"?



Basically it does 20% more damage to turrets, sensors, gens and vehicles. Basically anything that isn't a player.
DCRed
Profile Joined May 2011
Finland435 Posts
March 06 2012 10:51 GMT
#2285
Someone answered that few pages ago. Players are not armored, everything else pretty much is, turrets, vehicles and so on.

The new badge system I guess is meant to get everyone to try all the roles and learn about those, for me it's just free xp. Too bad it wont really reduce the amount of people sitting at generator. I really hope we get the priv servers in next patch.
Krowser
Profile Joined August 2007
Canada788 Posts
Last Edited: 2012-03-06 14:40:35
March 06 2012 14:40 GMT
#2286
On March 06 2012 19:51 Keltanokka wrote:
Show nested quote +
On March 06 2012 19:05 Khalum wrote:


Also, please someone help me out on this:

On March 06 2012 03:00 Khalum wrote:
I'm back with another question:

From today's patch:
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.

I've seen several upgrades throughout the game that mention "+damage to armored". What exactly is considered as "armored"?



Basically it does 20% more damage to turrets, sensors, gens and vehicles. Basically anything that isn't a player.


The generator doesn't count as armored. At least not when I'm playing Brute. The Heavy Spinfusor does 980 instead of 1620.
D3 and Pho, the way to go. http://www.teamliquid.net/forum/viewmessage.php?topic_id=340709
Waah
Profile Joined February 2011
United States120 Posts
March 06 2012 15:57 GMT
#2287
On March 06 2012 23:40 Krowser wrote:
Show nested quote +
On March 06 2012 19:51 Keltanokka wrote:
On March 06 2012 19:05 Khalum wrote:


Also, please someone help me out on this:

On March 06 2012 03:00 Khalum wrote:
I'm back with another question:

From today's patch:
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.

I've seen several upgrades throughout the game that mention "+damage to armored". What exactly is considered as "armored"?



Basically it does 20% more damage to turrets, sensors, gens and vehicles. Basically anything that isn't a player.


The generator doesn't count as armored. At least not when I'm playing Brute. The Heavy Spinfusor does 980 instead of 1620.

Yup, no extra damage on the gen when I play as soldier. So that's probably intentional.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
March 06 2012 15:58 GMT
#2288
This makes +20% on Claymore so very useful. I guess one day they envision turrets will be able to move.
oraoraoraoraoraoraoraora
Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
March 06 2012 16:43 GMT
#2289
On March 07 2012 00:57 Waah wrote:
Show nested quote +
On March 06 2012 23:40 Krowser wrote:
On March 06 2012 19:51 Keltanokka wrote:
On March 06 2012 19:05 Khalum wrote:


Also, please someone help me out on this:

On March 06 2012 03:00 Khalum wrote:
I'm back with another question:

From today's patch:
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.

I've seen several upgrades throughout the game that mention "+damage to armored". What exactly is considered as "armored"?



Basically it does 20% more damage to turrets, sensors, gens and vehicles. Basically anything that isn't a player.


The generator doesn't count as armored. At least not when I'm playing Brute. The Heavy Spinfusor does 980 instead of 1620.

Yup, no extra damage on the gen when I play as soldier. So that's probably intentional.


huh, they must have changed that then, I remember doing more damage to gens than to players. Then again, I haven't gen-raped with anything but infiltrator stickies is ages.
Rostam
Profile Blog Joined December 2008
United States2552 Posts
March 06 2012 17:42 GMT
#2290
On March 07 2012 00:58 Southlight wrote:
This makes +20% on Claymore so very useful. I guess one day they envision turrets will be able to move.


A shrike ran into one of my claymores once, so.. you never know.
BW forever || Thall
ObliviousNA
Profile Joined March 2011
United States535 Posts
March 06 2012 18:22 GMT
#2291
There was a hotfix today (0.1.811.0) where, among a few minor bugs, they "Fixed a bug in which the turret rate of fire was inadvertently increased."
Theory is when you know everything but nothing works. Practice is when everything works but no one knows why. In our lab, theory and practice are combined: nothing works and no one knows why.
Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
March 06 2012 18:27 GMT
#2292
Bart promised us hats, and we got hats.

Southlight
Profile Blog Joined August 2007
United States11768 Posts
March 06 2012 18:29 GMT
#2293
On March 07 2012 02:42 Rostam wrote:
Show nested quote +
On March 07 2012 00:58 Southlight wrote:
This makes +20% on Claymore so very useful. I guess one day they envision turrets will be able to move.


A shrike ran into one of my claymores once, so.. you never know.


I don't... I don't even know how to react :[
oraoraoraoraoraoraoraora
GARO
Profile Blog Joined November 2010
United States2255 Posts
March 06 2012 19:11 GMT
#2294
On March 07 2012 03:27 Keltanokka wrote:
Bart promised us hats, and we got hats.

http://www.youtube.com/watch?v=FkjE6W0weQA&feature=g-all&context=G2004cb6FAAAAAAAAFAA

Well duh, no more inventory station killing so we can have hats!!

That probably would have been a medal too if it stayed in.
Waah
Profile Joined February 2011
United States120 Posts
March 06 2012 20:28 GMT
#2295
On March 07 2012 03:27 Keltanokka wrote:
Bart promised us hats, and we got hats.

http://www.youtube.com/watch?v=FkjE6W0weQA&feature=g-all&context=G2004cb6FAAAAAAAAFAA

Were other people able to see that? If so, best bug ever.
StayFrosty
Profile Joined February 2010
Canada743 Posts
March 07 2012 06:35 GMT
#2296
Just started playing this game a few days ago - so far, one of the best and most skill demanding FPS's i've played in a long time.
VoO
Profile Blog Joined June 2011
Germany278 Posts
March 07 2012 09:01 GMT
#2297
Any idea about what upgrades to buy with the sentinel? I got the rifle at max but don't know what to upgrade or buy next...
♥ 김택용 ♥Casual Dwarf Fortress Progamer
Khalum
Profile Joined September 2010
Austria831 Posts
March 07 2012 12:38 GMT
#2298
On March 07 2012 18:01 VoO wrote:
Any idea about what upgrades to buy with the sentinel? I got the rifle at max but don't know what to upgrade or buy next...


Having no idea about the actual sentinel loadout, I'd assume upgrading the belt item and/or armor can't be too bad.
DCRed
Profile Joined May 2011
Finland435 Posts
March 07 2012 12:44 GMT
#2299
Armor is usually what you want to upgrade pretty fast, for any class. For sent you should save xp for the falcon if you are playing it a lot, it'll make killing most classes(except good raider, you might as well press K) pretty easy.
Yiko
Profile Joined August 2010
Germany104 Posts
March 07 2012 13:02 GMT
#2300
On March 07 2012 18:01 VoO wrote:
Any idea about what upgrades to buy with the sentinel? I got the rifle at max but don't know what to upgrade or buy next...


The rifle is the most important upgrade as far as i can tell. After that buying the falcon could be really useful if you get engaged in short range combat a lot, it is a pretty potent SMG. Other than that, there is not much that seems "mandatory" for a sentinel.
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