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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 145

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GARO
Profile Blog Joined November 2010
United States2255 Posts
April 18 2012 18:24 GMT
#2881
On April 19 2012 00:51 pettter wrote:
Show nested quote +
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.

At least, that's how it should work, I think

Are you also pettter in game?
Played a few rounds of CTF this morning on EU and our HoF on a drydick game had that name :O
pettter
Profile Joined December 2009
Sweden1032 Posts
April 18 2012 21:03 GMT
#2882
On April 19 2012 03:24 GARO wrote:
Show nested quote +
On April 19 2012 00:51 pettter wrote:
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.

At least, that's how it should work, I think

Are you also pettter in game?
Played a few rounds of CTF this morning on EU and our HoF on a drydick game had that name :O

Yep that would be me. I play mostly capper, some HoF and some chase. All depends on what the team seems to be failing worst at at the moment
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
Last Edited: 2012-04-18 22:04:51
April 18 2012 22:04 GMT
#2883
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.


Jug as base defense is perfectly fine depending on the map. On maps where the DMB deployables aren't going to stay up at all going jug is perfectly fine because you can LMG drill incoming cappers and disc them as they hit the flag.

The mortar is useful in your own base for clearing out the light offense, especially on maps like crossfire. The MIRV is mostly useless in base defense unless you're playing in the midfield and turn around to shell your own base while it's under pressure. The mortar is vastly superior for fighting in your own base though.

On the other hand if you want to go heavy offense and clear the stand for your capper you should be using the MIRV, as it's far better at taking down base assets and you can shell large areas of the base with it.

Basically I disagree with you on every point of Jug and I pretty much only play DMB and Jug
NukeD
Profile Joined October 2010
Croatia1612 Posts
April 19 2012 00:21 GMT
#2884
You are probably righ Raelcun. For some weird reason while talking about base defense I only meant preventing cappers from taking the flag while writing my points on Juggernaut. Basically my post was about HoF.

Also I didnt know Juggernaut was good HoF too so I guess my post was false in that regard too. But on the other hand now I look forward to trying out that role aswell.
sorry for dem one liners
dbddbddb
Profile Joined April 2010
Singapore969 Posts
April 19 2012 05:53 GMT
#2885
Does anyone know how to get turn off the sunlight rays when you look at the sky? It is really annoying. It gets automatically removed when set to Low/Minimal. But i want to play on medium settings but turn that off
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2012-04-19 06:50:31
April 19 2012 06:49 GMT
#2886
bAllowLightShafts=False
https://steamcommunity.com/id/*tlusernamehere*/
SniXSniPe
Profile Blog Joined March 2010
United States1938 Posts
April 19 2012 07:37 GMT
#2887
Stopped playing in beta.


Started playing again recently to see how different it was.


Still very disappointed in the game, very casual based.
Khalum
Profile Joined September 2010
Austria831 Posts
April 19 2012 08:13 GMT
#2888
On April 19 2012 16:37 SniXSniPe wrote:
Stopped playing in beta.


Started playing again recently to see how different it was.


Still very disappointed in the game, very casual based.


Yeah, your account doesn't even get deleted when you die ingame.
nimbus99
Profile Blog Joined October 2010
Canada194 Posts
April 19 2012 08:15 GMT
#2889
On April 19 2012 16:37 SniXSniPe wrote:
Stopped playing in beta.


Started playing again recently to see how different it was.


Still very disappointed in the game, very casual based.


dont be a negative nancy! My friends and I are getting into it because it is easy to get into. Perfect balance of expert stuff (going faster by blowing yourself up) and noob stuff (free to play, good menu layouts, easy to join games, in game tips)
Hail to the Emperor of Terran
gTank
Profile Joined January 2011
Austria2588 Posts
April 19 2012 08:20 GMT
#2890
I only have the beta client installed, do i have to reinstall the full game again?
It looked rly interesting, i might end up playing that for a while
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
pettter
Profile Joined December 2009
Sweden1032 Posts
April 19 2012 09:29 GMT
#2891
On April 19 2012 17:20 gTank wrote:
I only have the beta client installed, do i have to reinstall the full game again?
It looked rly interesting, i might end up playing that for a while

It'll patch you up to release patch and beyond, but it might take a while.
gTank
Profile Joined January 2011
Austria2588 Posts
April 19 2012 09:33 GMT
#2892
Oh well i try to patch it over night, shouldnt take more than 8 hours ^^
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
April 19 2012 10:18 GMT
#2893
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great
Ethenielle
Profile Blog Joined December 2005
Norway1006 Posts
April 19 2012 10:30 GMT
#2894
On April 19 2012 19:18 Keltanokka wrote:
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great


Beg to differ. Insisting on using c with cedilla but failing to use commas was an early tipoff. If the generator radiates newbdom, his article radiates tryhard. A painful read.
Theres a fine line between fishing and just standing on the shore like an idiot.
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2012-04-19 10:44:11
April 19 2012 10:41 GMT
#2895
Sweet video for tribes beginners I saw in the related videos of something someone posted earlier...

... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
April 19 2012 11:24 GMT
#2896
On April 19 2012 19:18 Keltanokka wrote:
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great


I don't trust this guy because he recommends using safety third on Doom Bringer with Super Heavy. If you're running Super Heavy for HoF you should run Reach to return flags from bodyblocks. Think about it, a third mine is often garnered from any of the cappers coming in to the stand and you can't deply more than 3 anyway. Where as if you have Reach and you get a good bodyblock then the flag doesn't go flying off the stand because you return it automagically. Clearly he's a perpetual newb himself.
DCRed
Profile Joined May 2011
Finland435 Posts
April 19 2012 11:41 GMT
#2897
On April 19 2012 20:24 Raelcun wrote:
Show nested quote +
On April 19 2012 19:18 Keltanokka wrote:
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great


I don't trust this guy because he recommends using safety third on Doom Bringer with Super Heavy. If you're running Super Heavy for HoF you should run Reach to return flags from bodyblocks. Think about it, a third mine is often garnered from any of the cappers coming in to the stand and you can't deply more than 3 anyway. Where as if you have Reach and you get a good bodyblock then the flag doesn't go flying off the stand because you return it automagically. Clearly he's a perpetual newb himself.


Writers of spinfusor.org are comp players so they kinda know what they are talking about. If you block someone and he manages to touch the flag before, you don't need reach to return it 'cause it wont go far and there's usually someone else who can do it, you're supposed to be on stand if they happen to have 2 cappers. If the guy manages to grab the flag and punt it, you're not gonna get to the flag with heavy. Oh and btw, you can place total of 4 mines. Perpetual newb and so on.


We have managed to get few custom servers now and I'll post later and explain the pick up games which happen in a irc channel. There should be few guys who are already bored of pubs here and want to play in more competitive setting using our own made ruleset.

Wesso
Profile Joined August 2010
Netherlands1245 Posts
April 19 2012 11:42 GMT
#2898
On Apr 19 2012 13:24<span style='color:#d20000'> (17 min)</span> Raelcun wrote:
Show nested quote +
On Apr 19 2012 12:18 Keltanokka wrote:
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great


I don't trust this guy because he recommends using safety third on Doom Bringer with Super Heavy. If you're running Super Heavy for HoF you should run Reach to return flags from bodyblocks. Think about it, a third mine is often garnered from any of the cappers coming in to the stand and you can't deply more than 3 anyway. Where as if you have Reach and you get a good bodyblock then the flag doesn't go flying off the stand because you return it automagically. Clearly he's a perpetual newb himself.


It might be because you want to shoot the flag to a secure place instead of returning it. I don't know if that's better but it might be something to take into consideration.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
Last Edited: 2012-04-19 11:57:58
April 19 2012 11:53 GMT
#2899
On April 19 2012 20:41 DCRed wrote:
Show nested quote +
On April 19 2012 20:24 Raelcun wrote:
On April 19 2012 19:18 Keltanokka wrote:
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great


I don't trust this guy because he recommends using safety third on Doom Bringer with Super Heavy. If you're running Super Heavy for HoF you should run Reach to return flags from bodyblocks. Think about it, a third mine is often garnered from any of the cappers coming in to the stand and you can't deply more than 3 anyway. Where as if you have Reach and you get a good bodyblock then the flag doesn't go flying off the stand because you return it automagically. Clearly he's a perpetual newb himself.


Writers of spinfusor.org are comp players so they kinda know what they are talking about. If you block someone and he manages to touch the flag before, you don't need reach to return it 'cause it wont go far and there's usually someone else who can do it, you're supposed to be on stand if they happen to have 2 cappers. If the guy manages to grab the flag and punt it, you're not gonna get to the flag with heavy. Oh and btw, you can place total of 4 mines. Perpetual newb and so on.


We have managed to get few custom servers now and I'll post later and explain the pick up games which happen in a irc channel. There should be few guys who are already bored of pubs here and want to play in more competitive setting using our own made ruleset.



They're comp players so they know what they're talking about, but they use satire to make their points. I was making a joke as well. The number of mines is really not that important. If you're playing HoF having 3 mines on the stand is already pretty overkill as it's going to get cleared out by havoc really easily. The most effective uses of mines in a comp scene is to be putting them in locations where they catch the LO offguard. But, the issue with that is you generally have to leave your stand in order to do this. The resulting factor being that while mines on the stand aren't that effective you're limited to placing them there most of the time anyways by the requirement to be actually near the flag to be playing heavy on flag.

Due to this fact, I don't personally see any need for safety third on doombringer. On a juggernaut for an extra disc maybe, but not really necessary on DMB when you can apply other things for that perk. Reach allows for some good plays in standoff situations, or intercepting a loose flag when necessary etc. Hence my preference to Reach, and I know for a fact that there are competitive players who do the same thing.

Besides all of that the point becomes, if you automatically return the flag from a successful bodyblock, nobody from your defense has to take time to move the flag. Putting the flag in a safe place can take quite some time and if they ARE running 2 cappers you frequently wont get it in a safe place in time. Having the ability to put it back on the stand with literally zero effort just because of reach means nobody has to leave their roles and your defense is uninterrupted.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
Last Edited: 2012-04-19 12:17:15
April 19 2012 12:13 GMT
#2900
The reason you don't want reach is so that you can move the flag where you want it. 95% of the time the flag is safer off the stand rather than on it. Reach is bad on a HoF, and since most teams only run 1 capper its not that big of a deal to get out of position to return it. If they aren't running 1 capper then their other capper is screwed because his route goes to the stand....where there is no longer a flag.

The HoF shouldn't be returning flags anyways, thats the chaser's job. It takes forever for the HoF to get back on the stand due to the shitty jetpacks in this game, not to mention hes slow. A chaser can just return it and either ctrl k or go back to the stand.

Honestly I'm against running a HoF in the first place because I think sniper/shrike/chaser is a far better defensive combo.
Descolada in everything not TL/Starcraft
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