Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 128
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Issor
United States870 Posts
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sob3k
United States7572 Posts
2+ good sentinels completely shuts down everything, the worst is sents that wont even fight you, they just suicide instantly if you jump them, and one covers the other. Impossible to cap and killing them is worse than pointless. | ||
Xeiph
United States22 Posts
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Southlight
United States11766 Posts
On March 26 2012 08:35 sob3k wrote: 2+ good sentinels completely shuts down everything, the worst is sents that wont even fight you, they just suicide instantly if you jump them, and one covers the other. Impossible to cap and killing them is worse than pointless. o/ Dat k button, so good. | ||
Coriolis
United States1152 Posts
On March 26 2012 08:35 sob3k wrote: I thought Doombringers were pretty good antishrike, if not killing them at least making them fly around behind shit uselessly....then I actually met some decent shrike pilots, and its fucking retarded. 2+ good sentinels completely shuts down everything, the worst is sents that wont even fight you, they just suicide instantly if you jump them, and one covers the other. Impossible to cap and killing them is worse than pointless. Being one of the best shrike pilots, doombringers simply do not matter. I can dodge missiles and kill people at the same time, and if I want I can kill the doom too. But why bother when hes wasting his time? | ||
AnachronisticAnarchy
United States2957 Posts
On March 26 2012 04:10 Keltanokka wrote: After the first missile is fired the shrike pilot will know your general location. He can the weave in and out of LOS blockers to get close to the doombringer. Also, I have seen shrike pilots just turn around and shoot the missiles out of the air with the shrike missile/their SMG if they are not close to any LOS blockers. Huh. Nobody I ever fought was good enough to weave in and out of LoS blockers evidently. As for the blowing the missiles out of the sky, that is fucking insane! I tried to shoot them with the shrike missiles, and had pretty much no success, again and again and again. I guess I'm just a lucky bastard who hasn't had to face a decent shrike pilot yet. | ||
AnachronisticAnarchy
United States2957 Posts
Why do they suicide? The fucking SMG they have as a secondary weapon absolutely fucking shreds a lot of players, unless they are in the upper echelons of skill and can pull off a couple midairs before they get shredded or jump them with an automatic weapon of their own. | ||
Coriolis
United States1152 Posts
On March 26 2012 11:57 AnachronisticAnarchy wrote: Why do they suicide? The fucking SMG they have as a secondary weapon absolutely fucking shreds a lot of players, unless they are in the upper echelons of skill and can pull off a couple midairs before they get shredded or jump them with an automatic weapon of their own. Because its faster to respawn and start shooting than to duel the guy. Also if a raider is attacking you there is something like a 5% chance of winning. | ||
Binky1842
United States2599 Posts
then today i played and got a tribal fanatic as pathfinder =\ ... <insert something about skill ceiling?> | ||
syth99
United States59 Posts
New inf items look awesome, just hope the throwing knife has more than like 2 ammo. | ||
GARO
United States2255 Posts
And those knives..I wonder if you'll be able to get away with throwing them at longer ranges with that kind of damage | ||
Binky1842
United States2599 Posts
http://hi-rez.custhelp.com/app/answers/detail/a_id/306 + Show Spoiler + Tribes Beta Version 0.1.865.0 Patch Notes Version 0.1.865.0 is scheduled to be deployed on Tuesday, March 27, 2012. The servers will be down for much of the day while the patch is deployed. Watch the patcher for the latest server availability and patch status information. Major Highlights Three new weapons and two new skins have been added to the Infiltrator class. Watch the Cloak & Dagger Update Video for more. A new Arena map, Walled In, has been added to the Quick Play rotation. Several additional HUD features have been implemented, including: Flag status (who is carrying the flag and timer until flag reset). Friend Notifications when players come online/go offline. Weapon/Balance Items Three new weapons added for Infiltrator Jackal: The Jackal fires up to three rounds that stick to any surface, and are remote triggered for detonation. Throwing Knives: Throwing Knives deal impressive damage on a direct hit, and have a small splash damage radius. Smoke Grenade: Instantly vanish without waiting the normal reveal time from taking damage or firing a weapon. In addition, remain in stealth for 2 seconds even if you take damage. Firing a weapon will still break stealth. Adjusted visual style on Infiltrator's Prism Mines to be more in line with other mines and harder to detect at long range. Fixed an issue where Shrike's were not taking damage from bullet projectiles at certain angles and locations. Added improved proximity checking for deployables to prevent the Doombringer's force field from covering the flag when placed at certain angles and locations. Pathfinder's Bolt Launcher projectile now detonates after 6 seconds of flight, reduced to match that of the Heavy Bolt Launcher and Spinfusor type weapons. Direct-hit damage bonus reduced by roughly 4% on Pathfinder's Bolt launcher. Increased knock-back from Pathfinder's Light Spinfusor by approx. 10% (now matches the Bolt Launcher). Increased damage fall-off on Sentinel's BXT1 Sniper Rifle. Falloff range is 33% more aggressive, and the maximum falloff amount was increased 5%. Improved the targeting of Call-In's when targeting terrain. Additional Items If a player jump/jets while already going faster in the Z axis than the jump would set, the jump no longer resets the Z-axis velocity. This fixes an issue in which a jump/jet could slow your momentum unintentionally. Additional work has been done to eliminate some "deadstops" while skiing/jetting. Please report any remaining situations in which you stop movement suddenly and unexpectedly while skiing. The current match score, as well as individual player ranks, are now hidden from the scoreboard when players are at the Team Selection screen. A variety have cleanups have been made to several maps. Implemented a change intended to fix a situation in which hit/damage numbers would be delayed in appearing. Please report if you still see this issue.. Fixed an issue that would cause the flag to fall through the world in some conditions. Fixed an issue where the Brute's Nova Colt could lose texture resolution at high speeds A variety of backend server work has been done in preparation for future functionality. Known Issues Damage numbers from your turret may appear over reticule where not expected. | ||
Pablols
Chile517 Posts
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NoSlack
United States112 Posts
HiRez did a pretty good job on this game. This is coming from a guy who absolutely hated every version of Tribes since Tribes 1. There are a couple of things that I disagree with. 1. The fact that you almost never need to use an inventory station, and the generator isn't that important really. Make everybody spawn in light armor and use an inventory station to change to the good stuff. 2. I'm missing mines. I'm not sure who gets them but everybody had two mines during Tribes 1 and the mine-disc was awesome for flag defense. 3. Timed grenade explosions instead of impact explosions. They are awesome for dueling and almost any scenario where you need to do some damage in the air while moving quickly. Maybe as I keep playing and unlocking stuff then I'll discover that I'm wrong on these issues and just too noobish to know how to get this stuff right now. I'm planning on unlocking the juggernaught armor bonuses first. What do yall think about this route? | ||
Tachion
Canada8573 Posts
my brain....it's........dying. | ||
Southlight
United States11766 Posts
asdasdagasdasdafasdasdadasd Edit: Though needed :p Just being sad as a Sent player lol | ||
pettter
Sweden1032 Posts
On March 27 2012 14:46 NoSlack wrote: Finally got back to the states and downloaded this last night. Got up to level 4 playing a little bit of pathfinder and a lot of jugger. I really liked playing HO it felt just like Tribes 1 used to feel when playing HO. Get a good route and smash through the door while harrassing the flag stand on the way in and blow up the gen room. HiRez did a pretty good job on this game. This is coming from a guy who absolutely hated every version of Tribes since Tribes 1. There are a couple of things that I disagree with. 1. The fact that you almost never need to use an inventory station, and the generator isn't that important really. Make everybody spawn in light armor and use an inventory station to change to the good stuff. 2. I'm missing mines. I'm not sure who gets them but everybody had two mines during Tribes 1 and the mine-disc was awesome for flag defense. 3. Timed grenade explosions instead of impact explosions. They are awesome for dueling and almost any scenario where you need to do some damage in the air while moving quickly. Maybe as I keep playing and unlocking stuff then I'll discover that I'm wrong on these issues and just too noobish to know how to get this stuff right now. I'm planning on unlocking the juggernaught armor bonuses first. What do yall think about this route? Various classes have unlockable mines. For heavies, I think the Doombringer is the one that has them, but they are more HoF than HO, really. | ||
HwangjaeTerran
Finland5967 Posts
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frd
France164 Posts
My biggest pet peeve though is the fuse they're putting on the bolt launcher. When chasing I often attempt super long shots, and land quite a few, which is extremely satisfying. I suppose 6 seconds is still enough to make those. | ||
Clownz
Finland53 Posts
1. What does Falloff mean? "Falloff range is 33% more aggressive, and the maximum falloff amount was increased 5%." -¿wait wat? 2. Is raider a better dueler than soldier? Why? 3. Why soldier is better at defending than raider? | ||
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