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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 128

Forum Index > General Games
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Issor
Profile Blog Joined April 2010
United States870 Posts
March 25 2012 20:07 GMT
#2541
The only counter to a shrike is to get your own and crash into it :/
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 25 2012 23:35 GMT
#2542
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.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Xeiph
Profile Joined July 2010
United States22 Posts
March 25 2012 23:35 GMT
#2543
Are private servers only for people on teams or is there a way for anyone to join in?
Southlight
Profile Blog Joined August 2007
United States11768 Posts
March 25 2012 23:56 GMT
#2544
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.
oraoraoraoraoraoraoraora
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
March 26 2012 00:11 GMT
#2545
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?
Descolada in everything not TL/Starcraft
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
March 26 2012 02:53 GMT
#2546
On March 26 2012 04:10 Keltanokka wrote:
Show nested quote +
On March 26 2012 03:53 AnachronisticAnarchy wrote:
On March 26 2012 03:46 Keltanokka wrote:
On March 26 2012 02:58 AnachronisticAnarchy wrote:
On March 26 2012 02:40 sob3k wrote:
Man, this game is pretty fun until you actually run into people who are decent and abuse fucking shrikes and sentinel...then the game just falls apart...There is just no good counterplay to them.


Doombringers, which are a standard defensive class, can shut down shrikes in a fairly large radius, especially if they station themselves in the midfield in a secure position, making them nigh on unassailable with their mines and chaingun while keeping the shrike pinned down in the hills in the back of the map to break LoS on you. That said, they can be taken out by infiltrators, which also happen to be the effective counter to sentinels standing in one spot all day taking potshots at pathfinders trying to take the flag.


The shrike can just fly at you and eat 1 missile to pop you up and splatter you. A doombringer will only mildly annoy a good shrike.


In my experience, the doombringer can put 2-3 missiles in the air if he engages at a large distance. If I recall correctly, the doombringer does not have to relock after firing, so quite a few missiles can be lobbed fairly quickly. Also, the shrike may have to spend a few seconds to find the doombringer before heading to him, adding even more time for the doombringer to put up the 3 missiles to force the shrike out of LoS.


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.
"How are you?" "I am fine, because it is not normal to scream in pain."
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
Last Edited: 2012-03-26 02:58:28
March 26 2012 02:57 GMT
#2547
On March 26 2012 08:56 Southlight wrote:
Show nested quote +
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.


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.
"How are you?" "I am fine, because it is not normal to scream in pain."
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
March 26 2012 03:19 GMT
#2548
On March 26 2012 11:57 AnachronisticAnarchy wrote:
Show nested quote +
On March 26 2012 08:56 Southlight wrote:
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.


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.
Descolada in everything not TL/Starcraft
Binky1842
Profile Blog Joined July 2004
United States2599 Posts
March 26 2012 03:28 GMT
#2549
i played really drunk last night. was crazy hard.
then today i played and got a tribal fanatic as pathfinder =\
...
<insert something about skill ceiling?>
"The zoo could not confirm that Binky was the attacker, but only Binky had blood on his face following the incident"
syth99
Profile Blog Joined December 2010
United States59 Posts
March 26 2012 21:23 GMT
#2550

New inf items look awesome, just hope the throwing knife has more than like 2 ammo.
GARO
Profile Blog Joined November 2010
United States2255 Posts
Last Edited: 2012-03-26 22:37:56
March 26 2012 22:28 GMT
#2551
Those skins are ugh. The merc one reminds me of new era NG Ryu though.

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
Profile Blog Joined July 2004
United States2599 Posts
March 27 2012 05:24 GMT
#2552
patch notes
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.
"The zoo could not confirm that Binky was the attacker, but only Binky had blood on his face following the incident"
Pablols
Profile Joined August 2009
Chile519 Posts
March 27 2012 05:28 GMT
#2553
Hey it seems they are really willing to fix the physics, awesome . This game will be so great when it's fully polished
NoSlack
Profile Joined November 2010
United States112 Posts
March 27 2012 05:46 GMT
#2554
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?
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
March 27 2012 06:07 GMT
#2555
Throwing Knives deal impressive damage on a direct hit, and have a small splash damage radius.

my brain....it's........dying.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
Last Edited: 2012-03-27 06:54:15
March 27 2012 06:50 GMT
#2556
Increased damage fall-off on Sentinel's BXT1 Sniper Rifle. Falloff range is 33% more aggressive, and the maximum falloff amount was increased 5%.

asdasdagasdasdafasdasdadasd

Edit:
Though needed :p

Just being sad as a Sent player lol
oraoraoraoraoraoraoraora
pettter
Profile Joined December 2009
Sweden1032 Posts
March 27 2012 09:45 GMT
#2557
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
Profile Blog Joined October 2009
Finland5967 Posts
March 27 2012 09:59 GMT
#2558
I love playing HO with a Jugg from time to time, it just sucks when I run to competent players with a chain gun. Nor do I have potential energy to that matter.
https://steamcommunity.com/id/*tlusernamehere*/
frd
Profile Blog Joined August 2010
France164 Posts
March 27 2012 10:29 GMT
#2559
Pretty happy about the patch, although I'm a bit disappointed the new secondary weapon isn't a melee weapon. But the Jackal looks useful and the knives sound like fun. I'm a bit iffy about the Smoke Grenade since it takes away Stickies.
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
Profile Joined February 2009
Finland53 Posts
March 27 2012 10:41 GMT
#2560
3 questions

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?
Radical dude!
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