On April 17 2012 09:16 s0Li wrote: I have been playing it a bit does TL have any clans/groups of people who play together?
Not really. There used to be a let's play thread once but it was locked for some reason, maybe it wouldn't be now because the game is officially released. You can check it out if you want though.
Perhaps the defining thing about Tribes Ascend is that winning matters. In recent years most shooters have seemed in thrall to the depth and intricacy of their levelling systems: endless treadmills designed to make every player feel like a special snowflake while unlocking the same gear. Tribes Ascend has levelling and unlocks, but the game itself is what matters - winning the match you are playing at this very second. I don't even look at my kill/death ratio. The overall result says whether you played well or poorly, just like the XP you receive.
Oh my gosh. I got into the beta pretty early and really liked that a lot of the parts stayed true to tribes, but I was very disappointed with some aspects like the fact you only started with medium armor and it costed a ridiculous amount of points (200+ games I think I roughly estimated) to even think about getting some light armor. I had kind of just given up because I couldn't enjoy the game in the form it was in. But now I came back to it today, and I see they really listened to the feedback! I was able to load out in light armor from the start! Much much improved game from the early beta.
For 2 1/2 years the only game I ever played (aside from some SC from time to time) was Tribes: AA for PS2. The game didn't have a big following, but it had a great competitive community. Organized tournaments and scrimmages were consistently played years after release. The style was a little different from Tribes 1/2 in that the latency made it so you couldn't hit people mid air with direct spinfusors (which were guided by auto aim anyways), but arced shots did collide mid air so grenade launcher/mortars (they fell much quicker too so it wasn't a semi-straight path like in the PC tribes, it was very curved) were the primary weapons for mid-air shooting. I found this style much more rewarding than the PC Tribes. While getting a long distance mid air disc certainly feels good, it does not compare to hitting some capper with a mid air mortar 500 meters away. Not that Tribes 1/2 aren't awesome, amazing games too. Even Vengeance I enjoyed playing.
After trying a game of Tribes Ascend, I'm feeling like maybe I'd be able to get back into this game. Tribes is the greatest thing to ever happen to FPS and I would be so happy to really get into a Tribes game again! Greatest team game ever made, nothing even can come close!! Such beautiful cooperation and coordination needed! Such specialization into certain roles! Everyone having their own purpose and unique set of skills which come together to help you win that match!!!
Oh tribes, oh tribes!!! How wonderful you are!! I can't hold back from rambling on about you! If I could get into a clan and play a scrimmage on this game, oh how wonderfully happy I would be.
Just got it, I'm loving the game but the optimization is terrible. I have to play on the lowest possible settings to get a decent framerate, but it's still fun and hopefully they patch it so it runs a little smoother somewhere down the road. As of now my two go-to classes are the technician and the doombringer. I have absolutely no idea why the sentinel and brute are even in the game as of now, hopefully they get something new and exciting in a future patch as well.
The entire maps are covered in dynamic lighting. Turning them off could potentially double your FPS but the game doesn't have static lightmaps so you have to play in darkness.
Seriously though, isn't it easy to add static lightmaps in UDK? A simple patch could easily fix the performance.
Does anyone have any idea why I sometimes get hits for 0 damage when I use the MIRV ? As far as I can tell, there's nothing the MIRV can't damage (being an explosive weapon), so I wonder if it's just a display glitch.
Addendum: hey Rouel, was fun seeing you ingame yesterday.
Started playing yesterday, seems pretty fun and different compared to the main stream FPS games and I will keep playing this casually alongside BF3. Also to what should I ideally be spending my experience to and in what order as it seems like quite a grind to unlock everything and even just one expensive unlock should take a while.
Of the three starter classes I vastly preferred Juggernaut, so much health and landing artillery kills is a lot of fun, although hitting an airborne enemy seems pretty much impossible with Juggernauts weapons to me for now at least, figured I shouldn't be even trying that and just hit them once they land.
Also which game mode(s) are used in "professional" matches?
CTF is the pro mode. You can check through the thread (though it's gotten quite long) for advice, but in general what the best players have posted is that 1) Pathfinders are used a lot as cappers, but chasing is "fundamentally broken" (to be ineffective) 2) Sentinels and a HOF (heavy on flag) is the preferred defense 3) Soldiers sometimes used for base-clearing defense as they are effective duelists 4) Raiders are the standard MO (medium offense), LO is either a Bolt Pathfinder or Infil (mostly Path though) 5) HO (heavy offense) sucks, Doom and Juggy are both usually HOF 6) Shrikes are bork.
On April 18 2012 20:12 Vaelone wrote: Started playing yesterday, seems pretty fun and different compared to the main stream FPS games and I will keep playing this casually alongside BF3. Also to what should I ideally be spending my experience to and in what order as it seems like quite a grind to unlock everything and even just one expensive unlock should take a while.
Of the three starter classes I vastly preferred Juggernaut, so much health and landing artillery kills is a lot of fun, although hitting an airborne enemy seems pretty much impossible with Juggernauts weapons to me for now at least, figured I shouldn't be even trying that and just hit them once they land.
Also which game mode(s) are used in "professional" matches?
For the jugger you will want to unlock the LMG and throwing disc quickly alongside the armor upgrades. Ammo for the mortar is also totally worth investing into since having 10 more shells to drop on the enemy base can be really useful. The MIRV isn't really necessary and I actually prefer the mortar over it. You can also randomly get these kinda hits:
On April 18 2012 20:16 Southlight wrote: CTF is the pro mode. You can check through the thread (though it's gotten quite long) for advice, but in general what the best players have posted is that 1) Pathfinders are used a lot as cappers, but chasing is "fundamentally broken" (to be ineffective) 2) Sentinels and a HOF (heavy on flag) is the preferred defense 3) Soldiers sometimes used for base-clearing defense as they are effective duelists 4) Raiders are the standard MO (medium offense), LO is either a Bolt Pathfinder or Infil (mostly Path though) 5) HO (heavy offense) sucks, Doom and Juggy are both usually HOF 6) Shrikes are bork.
I think that about covers it.
I wouldn't really say that HO sucks. It really depends on the siturations. Like if you run a defensive style where you rely on a little offensive ( path and HO/MO) and alot of defensive. Area 51 has been running a HO the recent matches
On April 18 2012 20:12 Vaelone wrote: Started playing yesterday, seems pretty fun and different compared to the main stream FPS games and I will keep playing this casually alongside BF3. Also to what should I ideally be spending my experience to and in what order as it seems like quite a grind to unlock everything and even just one expensive unlock should take a while.
Of the three starter classes I vastly preferred Juggernaut, so much health and landing artillery kills is a lot of fun, although hitting an airborne enemy seems pretty much impossible with Juggernauts weapons to me for now at least, figured I shouldn't be even trying that and just hit them once they land.
Also which game mode(s) are used in "professional" matches?
For the jugger you will want to unlock the LMG and throwing disc quickly alongside the armor upgrades. Ammo for the mortar is also totally worth investing into since having 10 more shells to drop on the enemy base can be really useful. The MIRV isn't really necessary and I actually prefer the mortar over it. You can also randomly get these kinda hits: http://www.youtube.com/watch?v=Q3GbLXbHibE
On April 18 2012 20:16 Southlight wrote: CTF is the pro mode. You can check through the thread (though it's gotten quite long) for advice, but in general what the best players have posted is that
Thanks for the replies, didn't feel like going through the thread as I figured it's mostly hype and reminiscing the old Tribes.
I felt pretty lost playing CTF on defense as a Juggernaut when ever our flag wasn't there since chasing after it or just moving across the field in general didn't feel like an option with Juggernaut's poor mobility combined with my even worse skiing. I should probably learn to defend the generator or repair stuff while at it if I try keep playing slow class on defense. Or I may just stick to team deathmatch for now before I get better hang of the game.
I really dont think base defense is what Juggernaut is good at or should be used for that. What use is the mortar in your own base? None. If you want to play HD why not simply go with Doombringer? Its a lot more fit for the job.
On the other hand, if you really like Juggernaut, try playing with mortar/LMG/throwing discs and go HO. Clear the stand, duel people and just make havoc for your capper.
On April 19 2012 00:30 NukeD wrote: I really dont think base defense is what Juggernaut is good at or should be used for that. What use is the mortar in your own base? None. If you want to play HD why not simply go with Doombringer? Its a lot more fit for the job.
On the other hand, if you really like Juggernaut, try playing with mortar/LMG/throwing discs and go HO. Clear the stand, duel people and just make havoc for your capper.
Jugs as HD is not as much HoF (though that depends on the map) as countering the HO/LO of the opposing team. Shelling their jugs right back, and leaving the DMB to handle cappers and some LO.
The argument for HO mostly revolved around the fact that it takes too long to get to enemy base and gets 1v1'd by basically everything, hence it sucks. You can do it in pub but you'll evidently rarely see it in competitive, is what Coriolis said IIRC.
Weird that Area51 does it successfully then. Tribes Hard, too. Jugger with LMG+Disc is an absurd 1v1 loadout tbh, I have no idea why anyone would think juggers can't 1v1.