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Active: 5120 users

Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 123

Forum Index > General Games
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Glockateer
Profile Joined June 2009
United States254 Posts
March 19 2012 15:09 GMT
#2441
My favorite complaint of all time came last week. A guy joined and started complaining about people using the "top tier" classes. : D
GET SM4SHED
GARO
Profile Blog Joined November 2010
United States2255 Posts
Last Edited: 2012-03-19 16:06:33
March 19 2012 16:03 GMT
#2442
On March 19 2012 19:50 Badboyrune wrote:
Gameplay in all honor but the most fun thing with Tribes, by far, are the modern warfare players who sometimes come in and complain about 'noobtubes'. It literally makes my day every time

Killing people with the thumper does feels dirty when it's not in the gen room.
Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
March 19 2012 17:59 GMT
#2443
On March 20 2012 01:03 GARO wrote:
Show nested quote +
On March 19 2012 19:50 Badboyrune wrote:
Gameplay in all honor but the most fun thing with Tribes, by far, are the modern warfare players who sometimes come in and complain about 'noobtubes'. It literally makes my day every time

Killing people with the thumper does feels dirty when it's not in the gen room.


Try the pathfinder shotgun, I cringe every time I kill someone with it. That thing does so much damage, for so little effort, it isn't even funny.
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
March 19 2012 19:29 GMT
#2444
On March 19 2012 06:43 Coriolis wrote:

Flag passing video featuring me and some other guys from my team.
Not from my viewpoint though.


Your video just got featured on the T:A facebook page!
FOR GREAT JUSTICE! Bans for the ban gods!
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 19 2012 19:53 GMT
#2445
I have no idea how you guys can flag pass at all, it looks way too hard to coordinate
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
Last Edited: 2012-03-20 00:07:20
March 19 2012 23:59 GMT
#2446
On March 20 2012 04:53 Torte de Lini wrote:
I have no idea how you guys can flag pass at all, it looks way too hard to coordinate

Teamspeak ftw. And thats nothing, take a look at this video from tribes 2.

Though to be fair, team rabbit 2 had modified physics that allowed for ridiculous passes like that.

Also gonna play some TA for an hour or so if anyone is interested.
Descolada in everything not TL/Starcraft
Binky1842
Profile Blog Joined July 2004
United States2599 Posts
March 20 2012 04:14 GMT
#2447
saw this on twitter. i lold
http://imgur.com/pOXdz


"The zoo could not confirm that Binky was the attacker, but only Binky had blood on his face following the incident"
Disengaged
Profile Joined July 2010
United States6994 Posts
March 20 2012 04:45 GMT
#2448
Played a few games earlier for the first time.

Now, I played alot of Tribes back in the day.

This felt like Tribes. It played like Tribes. It was so much fun, it brought a big smile to my face as I was playing. I'm so happy.
jupidar
Profile Joined December 2010
United States229 Posts
March 20 2012 04:50 GMT
#2449
Game needs to nerf snipers and vehicles badly to be playable in competition. Nitrons need a fix as well as flag punting. Maybe remove flag knock-offs from nitrons? I don't know, but the game needs to keep the fast pace.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
March 20 2012 05:12 GMT
#2450
I didn't really notice the jetpack thing until the posts in this thread but now that I know about it, man is noticeable lol. If I get knocked off a tower and I activate jetpack I feel like I just plummet faster.
oraoraoraoraoraoraoraora
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
March 20 2012 06:46 GMT
#2451
Got 2.2k xp from one match without first win of the day. We tied after holding a 4 point lead after about 20 minutes or so. Won 5 minutes into overtime. X_X
NoSlack
Profile Joined November 2010
United States112 Posts
March 20 2012 09:21 GMT
#2452
On March 20 2012 13:45 Disengaged wrote:
Played a few games earlier for the first time.

Now, I played alot of Tribes back in the day.

This felt like Tribes. It played like Tribes. It was so much fun, it brought a big smile to my face as I was playing. I'm so happy.


Thanks for posting. As a competitive Tribes player back in my teens this is what I wanted to know. I should be in game in about a week or so I hope. Gotta get out of Afghanistan first .
Muey
Profile Joined August 2007
Finland149 Posts
Last Edited: 2012-03-20 09:47:51
March 20 2012 09:46 GMT
#2453
On March 19 2012 23:45 quirl wrote:
I think that Raider is especially good indoors or on maps with small flagspot. Definitely not a very good open field dueller.

wat

shield pack + NJ4 makes you hands down the best 1v1 dueling class in the game.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2012-03-20 11:17:42
March 20 2012 10:20 GMT
#2454
Some guy asked me to join his clan yesterday, I almost got this feeling of accomplishment or something.
Getting tired of grinding through pubs though, should sell some property to get a microphone so I can join scrims & have some real fun.


https://steamcommunity.com/id/*tlusernamehere*/
pettter
Profile Joined December 2009
Sweden1032 Posts
Last Edited: 2012-03-20 14:40:47
March 20 2012 14:37 GMT
#2455
So, new patch:

+ Show Spoiler [Major items] +

  • Sunstar, a new Capture the Flag map,has been added to the Quick Play rotation. Note that this map is not in its final design or art state.
  • Temple Ruins, a Capture the Flag map, has been added back to the Quick Play rotation after significant revisions. Note that this map is not in its final design or art state.
  • The European server region has been split into two regions in order for users to better select the region that gives them the best performance: Europe – London and Europe – Amsterdam.
  • The Asia server region has been split into two regions in order for users to better select the region that gives them the best performance: Asia – Japan and Asia – Singapore.
  • A variety of physics changes have been made in order to fix several issues impacting the fluidity of movement. This includes the elimination of several items that would cause deadstops and hitches, as well as a bug that would allow you to ski/jet along the boundary wall. Changes were also made in order to fix a few issues that would occur when traveling up steep hills. Additional improvements are planned for future releases.
  • A variety of improvements to server performance have been implemented. Additional improvements are planned for future patches.
  • Users may now choose to turn off unwanted HUD elements using the SETTINGS menu.
  • Reticules and HUD icons have undergone a significant polish pass.
  • User settings are now stored server-side. Settings may be reset as a result of this patch, but future patches should not have to reset bindings, etc.


+ Show Spoiler [Balance changes] +

  • The Impact Nitron grenade will force you to drop the flag if it is used for self-damage.
  • Increased Heavy run speed by 20%.
  • Increased maximum reduction of weapon switch time on the Quick Draw perk from 20% to 50%.
  • Modified inheritance on the Grenade Launcher (now 50%).
  • The cost of the Tactical strike was increased to 4000 credits from 3500.


+ Show Spoiler [Additional/minor changes] +

  • While in a match, the Class Select screen provides an indication of how many of your teammates are currently playing each class.
  • The new Purchase Vehicle menu now shows how many of each type of vehicles are currently spawned. The option to purchase a vehicle is locked when a max for that vehicle is reached in a match.
  • New Features are showcased when entering the menus.
  • Fixed an issue where throwing grenades or executing melee attacks in rapid succession could have the server and client get out of sync and animate strangely.
  • If a player picks up a dropped ammo pickup while their current weapon has zero ammo, the weapon automatically reloads the new ammo into the clip.
  • Made a variety of changes to weapon FX to help improve performance.
  • Fixed issues with Quick Draw perk where the client was not scaling the putdown/retrieve animations correctly and where the server was not switching fast enough (and leading to some dry fires).
  • A variety of UI-related bug fixes and improvements were implemented.
  • Fixed a bug that that would cause occassional “dry fires” of weapon.
  • Fixed a bug that would prevent you from adding or removing friends until you restarted the game client.
  • Fixed a bug in which the client would lock up under extended packet loss.
  • Fixed an issue in which information was not updating correctly on equipment page when scrolling perks.
  • Variety of cleanups and bug fixes to the badges system, including some adjustments to XP rewards from badges.
  • The end of match screen now highlights XP earned from badges during the match.
  • Fixed an issue where the Pathfinder’s Light Assault Rifle would fire repeatedly in a training map.
  • Fixed an issue where mine icons were disappearing.
  • Added new effects to the Shrike.
  • Fixed an issue where Supply Drops were able to be deployed on areas not intended.
  • Fixed an issue where melee attacks were causing double damage in certain situations.
  • Fixed an issue where melee sounds and effects were playing when no damage was done.
  • Fixed an issue where the Beowulf gunner was able to fire faster than intended.
  • Fixed an issue where firing and reloading a shotgun was allowing them to be fired faster than intended.
  • Fixed an issue where zoom was not being re-enabled when a player was zoomed and a reload occurred.
  • Fixed an issue where pushing someone to their death with Sonic Punch was not properly rewarding the kill.
  • Fixed an issue where players were able to either stand on or hop over the boundary wall in some maps.
  • Fixed an issue where the energy conduit in Nightabatic TDM did not extend all the way to the ground.
  • Fixed several collision issues in Outskirts TDM
  • Fixed an issue where friendly players and vehicles were taking damage from friendly turrets.
  • Fixed an issue where entering a vehicle while firing a weapon would continuously fire that weapon in training and roaming maps.
  • Fixed an issue where the fumbled flag post process effect wasn’t playing.
  • Fixed an issue where friends on the enemy team were having their marker drawn over exceptionally long distances.
  • Fixed an issue where player-owned deployables and projectiles were not being destroyed when becoming a spectator.
  • When in-scope with the Sniper Rifles using the Sentinel Class, the targeting reticule no longer color shifts to red when hovering over enemy players. Although, the reticule does continue to turn green when hovering over friendly players.
  • Fixed an issue where vehicle sounds would constantly play if you exited the Beowulf as the gunner while it was on fire.
  • Fixed an issue where there could be two flag carriers on the same team in Team Deathmatch and Capture the Flag.
  • Fixed an issue where teams could be credited for multiple flag caps or a single flag cap if the flag carrier landed on the flag (either on-stand or out in the field) in a certain way with the Reach perk active.
  • Fixed an issue where the call-in confirmation sound would play but the call-in wouldn’t activate.


The most notable for me is the Nitron change. Not being able to nitronboost when e-grabbing/getting a severe lack of speed for some reason (e.g. fail) when capping if going to be a pain. Fusor/bolt boosting takes more health and boosts less, I think.

Of course, it might just be a way to get more people to actually buy the explosive nitron...

Edit: Also, being in sweden, would London or Amsterdam be more appropriate? I would assume Amsterdam would be closer for.. well, everyone except UK/Ireland, really...
Jarvs
Profile Joined December 2009
Australia639 Posts
March 20 2012 14:41 GMT
#2456
The notes look like a step in the right direction. I primarily play Pathfinder with Nitrons and agree they are way too good in their current form. Props to the devs.
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
March 20 2012 14:44 GMT
#2457
Words can't describe how terrible I am at this game. But it's too much fun to let go of ;/
Waah
Profile Joined February 2011
United States120 Posts
Last Edited: 2012-03-20 14:47:24
March 20 2012 14:44 GMT
#2458
On March 20 2012 23:44 Talin wrote:
Words can't describe how terrible I am at this game. But it's too much fun to let go of ;/

When in doubt, go faster.

Patch seems neat, but not sure what they are doing with that insignificant increase in Tactical Strike cost.
Rostam
Profile Blog Joined December 2008
United States2552 Posts
March 20 2012 14:52 GMT
#2459
I like the new patch. Very excited to see what they did with Temple Ruins and the new map.
BW forever || Thall
Ethenielle
Profile Blog Joined December 2005
Norway1006 Posts
March 20 2012 14:57 GMT
#2460
I heard the new map is a rework of Bella Omega. Anyone confirm/deny? I'm mainly curious because I'd like to see some more maps with vibrant colors such as Crossfire/Temple or even Katabatic(yes, I know it's just pure white but... it's not dull graygreenish like Arx/Bella/Drydock).

Hopefully I'll soon be back to grinding for my Pilot perk. Shrike duels end in LOL HES GONNA TUR- oooh... so often.
Theres a fine line between fishing and just standing on the shore like an idiot.
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