
Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 131
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Southlight
United States11766 Posts
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Coriolis
United States1152 Posts
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Seiuchi
United States931 Posts
On March 29 2012 12:51 Southlight wrote: Still wouldn't fix the fundamental issue of HO I think ![]() I only started playing the game a bit ago and I'm still pretty bad, but if Brute got buffed enough couldn't it be part of a coherent offense? I mean, it clears stand decently well with disco inferno if you're trying to hit timings. I mean, I understand it's outclassed by Raider in almost everything, but with maybe another weapon option for primary? Edit: n/m answered basically while I typed this | ||
Coriolis
United States1152 Posts
On March 29 2012 13:20 Seiuchi wrote: I only started playing the game a bit ago and I'm still pretty bad, but if Brute got buffed enough couldn't it be part of a coherent offense? I mean, it clears stand decently well with disco inferno if you're trying to hit timings. I mean, I understand it's outclassed by Raider in almost everything, but with maybe another weapon option for primary? Edit: n/m answered basically while I typed this Any class that doesn't have a chaingun probably won't see the light of day in competition. Exception being the technician due to turrets, but thats pretty much faded away in the US scene. It was in the "metagame' so to speak for a while. | ||
Holytornados
United States1022 Posts
Shazbot! | ||
Binky1842
United States2599 Posts
https://developer.valvesoftware.com/wiki/Console_Command_List since tribes uses unreal3, is there a command list that you can use that are client side to help with latency? like you can in source | ||
Keltanokka
Finland279 Posts
On March 29 2012 05:05 Coriolis wrote: NONONONONO Use shield pack+grenade launcher or I will hate you for all eternity. But trolling the 5-8 inf's with the scrambler pack is so much fun ![]() | ||
frd
France164 Posts
On March 29 2012 12:50 GARO wrote: http://hi-rez.custhelp.com/app/answers/detail/a_id/307 Brute buffs?! Love the increased range on Rage. It was so fickle at times. The spinfusor velocity normalization is also good. Very cool patch overall, although the lamer part of me will mourn the (rather deserved) Jackal adjustment. | ||
pettter
Sweden1032 Posts
Edit: Also, Blinky: any chance of a recording of that cap route? ![]() | ||
Aylear
Norway3988 Posts
On March 29 2012 20:03 pettter wrote: Yeah, the jackal nerf was sorely needed, especially for midairs. We'll see how much use it'll see now, but it definitely feels like jackal + smoke nades actually might be a better option than fusor + stickies. Edit: Also, Blinky: any chance of a recording of that cap route? ![]() Still sticking with Rhino for the consistent damage dealing. It's an almost dead accurate SMG with a high projectile speed and fairly large clip size. It takes down flaggers too effectively for me to give it up. Jackal was definitely OP in its initial form, though. I think this Jackal nerf is kind of... missing the point somewhat, Blizzard style, but it'll do the job. Brute buffs are like taking a paper towel to Hurricane Katrina. The rest of the changes are solid. Not a huge patch, but spinfusors all finally getting the same speed = overdue. | ||
Scalepad
Sweden366 Posts
I also seem to be one of the few people who actually like Sunstar and Temple Ruins. Maybe because chasing is easy on those maps, but I don't know. | ||
Praetorial
United States4241 Posts
On March 29 2012 22:00 Scalepad wrote: I've finally figured out how to play fucking Arx Novena. Terrible, terrible map in my opinion. I've given up any hope of ever doing any capping on that map. I can never get a clean grab ;_; I also seem to be one of the few people who actually like Sunstar and Temple Ruins. Maybe because chasing is easy on those maps, but I don't know. I love Temple Ruins simply because as Infiltrator, stalking people in the generator room is incredibly easy, the same is not really true of Arx Novena. | ||
Ethenielle
Norway1006 Posts
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pettter
Sweden1032 Posts
Katabatic: Wonderful, wonderful map, I have several routes from most spawns, and though forcefields and mines can make things difficult, I can usually adjust, and the only good defense against my caps is to spot me in time and either hit me when incoming or shoot the stand as I go for the grab. Arx: Much more easy to defend, and I haven't got the back-to-fronts down properly. side caps are easily shut down with forcefields and mines in the tunnels, though good infils/HO can alleviate that somewhat. Going for front-to-backs/diagonals is doable, usually, but leaves me vulnerable to good chasers. Crossfire: Multiple ways to set up side grabs, though the left-to-rights (from DS view) is kinda iffy, since you need to either go slightly diagonal, or have just the right amount of speed to not hit the protrusion from the ship, and also not hit the other platform. Front-to-backs are usually just for egrabs, since the inside is usually mined/forcefielded to hell and back, and back-to-fronts are not really viable for the same reason. Fun map, all in all. I would've like more space behind the bases though. As it is, it's pretty cramped. Drydock: Such an open stand! The only reason this isn't as easy to cap on as katabatic is because you have the huge mountain just behind the base. Still, there are numerous viable paths, and if there's any HO at all, the stand is more than likely to be constantly clear. Chasers is not as much of a worry, unless I hit a snag of some sort. Temple Ruins: Map of speed! So far the only map I've managed >300 grabs on, but I tend to try to keep my health up when going in for the grab, sacrificing speed. The pillars around the stand are very obnoxious though, and the routes are also kinda limited (or I may just not have found more than a few good ones). Sunstar: I despise this map. Far too small, not enough alternatives when trying to grab, the forcefields shutting down all but a few routes, and now even denying bounces. I should probably just go explore it more, but I simply can't find the hills and general space needed to build speed properly. In general I enjoy the bigger maps much more, though that might be because there are so many people in the public servers. 16v16 on sunstar is just.. ugh.. | ||
Issor
United States870 Posts
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Scalepad
Sweden366 Posts
On March 29 2012 22:24 Ethenielle wrote: Just because you can't do a clean grab on Arx doesn't mean it's a bad map... OK mister. I can't have fun cappin' on that map, so I think it's a bad map. OK? | ||
ohmkerg
United States102 Posts
On March 30 2012 03:25 Scalepad wrote: OK mister. I can't have fun cappin' on that map, so I think it's a bad map. OK? i consistently get 200~ speed grabs going front to back. back to front can be a little wonky but i still love the map....and all i do is cap | ||
Scalepad
Sweden366 Posts
On March 30 2012 03:45 ohmkerg wrote: i consistently get 200~ speed grabs going front to back. back to front can be a little wonky but i still love the map....and all i do is cap I can't get decent grabs at all on Arx. The only way I'll reach 150+ is by using thrust pack through one of the tunnels D: but usually the dirty sandrakers aren't dumb enough to let me get away with that. | ||
Ethenielle
Norway1006 Posts
On March 30 2012 03:45 ohmkerg wrote: i consistently get 200~ speed grabs going front to back. back to front can be a little wonky but i still love the map....and all i do is cap That's fine. It still doesn't make it a bad map. I'm also surprised you're still playing the game if the learning curve on caproutes makes maps shitty to you. Really weird mentality. | ||
Scalepad
Sweden366 Posts
On March 30 2012 04:15 Ethenielle wrote: That's fine. It still doesn't make it a bad map. I'm also surprised you're still playing the game if the learning curve on caproutes makes maps shitty to you. Really weird mentality. You're quoting the wrong person, bro. Anyway. Spoiler alert: I wasn't serious. Of course it's not a fucking terrible map just because I'm bad at grabbing, jesus christ. I just don't like the map very much. | ||
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