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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 146

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Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
April 19 2012 12:16 GMT
#2901
Isn't reach banned in the EU comp scene anyways?
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
April 19 2012 12:20 GMT
#2902
On April 19 2012 21:16 Keltanokka wrote:
Isn't reach banned in the EU comp scene anyways?

Yeah, but the european scene is weaker than the NA one currently. Partially due to the LETS BAN EVERYTHING MENTALITY and the whole SEND EVERYONE OFFENSE. EU tends to have better cappers than NA and about equal offensive players, but by far inferior defensive players.

http://www.tribescast.com/video/2012/03/02/the-tao-of-tribe-vs-boats-n-hoes-on-crossfire-m2

There is an excellent example of why keeping the flag off the stand is good. Its an old video but the concept still applies even after patch changes. Vampwood and myself managed to keep the flag away from them for a significant amount of time.
Descolada in everything not TL/Starcraft
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
Last Edited: 2012-04-19 12:29:53
April 19 2012 12:29 GMT
#2903
On April 19 2012 21:13 Coriolis wrote:
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.


The issue I take with this statement, all original satire aside is the definite tones in which you speak. Basically if you are going to run a HoF then the primary perk is open to a lot of different choices. Getting a successful bodyblock in comp is a rare occurrence as you're more likely to be killing them before they hit the stand with a good chaingun/LMG drill. If we're still talking comp play then you're going to most likely have LO on you, the capper is going to try and bounce you, and will vary their movement, and or try to bounce unpredictably.

The point I brought up only applies to when the rare successful bodyblock does occur, it returns the flag with zero effort. This is not a bad thing, while on paper it can be better to have the flag off the stand this is only in a vacuum. In a real game any number of LO might still be alive in and in position to take the flag away. One of the popular strategies right now in comp is to "keep the flag moving." Make sure the flag is constantly off the stand so the chasers, and defenders have to be off the stand in order to deal with it.

This allows the cappers when they come in on routes to be attacking vastly less well defended stands and get good routes more successfully. Running reach on a HoF allows you to shut down one of the possible ways to keep the flag moving. On top of all of this, the way reach works allows for you to make accidental good plays in standoff situations. Reach is frankly ridiculous in the amount of range it grants, you can wind up with a flag off a conc just because you were fighting the LO.

Like I said there are several different choices for the primary perk of a HoF, they are actually choices and Reach is a viable choice. Stating that reach is "bad on a HoF" is wrong on the level that you are using a definite statement. There are several situations in which reach is useful, and catching a flag before it can even leave the stand and returning it in the bigger picture of things is not that big of a deal.
DCRed
Profile Joined May 2011
Finland435 Posts
April 19 2012 12:44 GMT
#2904
On April 19 2012 21:20 Coriolis wrote:
Show nested quote +
On April 19 2012 21:16 Keltanokka wrote:
Isn't reach banned in the EU comp scene anyways?

Yeah, but the european scene is weaker than the NA one currently. Partially due to the LETS BAN EVERYTHING MENTALITY and the whole SEND EVERYONE OFFENSE. EU tends to have better cappers than NA and about equal offensive players, but by far inferior defensive players.

http://www.tribescast.com/video/2012/03/02/the-tao-of-tribe-vs-boats-n-hoes-on-crossfire-m2

There is an excellent example of why keeping the flag off the stand is good. Its an old video but the concept still applies even after patch changes. Vampwood and myself managed to keep the flag away from them for a significant amount of time.


Reach isn't banned on EU. Currently I think you guys on US have more stuff banned than we do. New rules are being talked all the time, scrambler pack ban is outdated and shrike grabbing is something which needs to go. Also 4/4 is starting to be more usual style than 5/3. I'd say we have some really good defensive players but then again rating players is highly based on opinion many times so I'm not gonna start arguing as to who have better what.
Alakabon
Profile Joined November 2010
Canada111 Posts
Last Edited: 2012-04-19 12:59:05
April 19 2012 12:55 GMT
#2905
I play comp as well, although my team is not as good as Descolada's we still play against the top teams and in a month and a half of comp play I have never seen a HoF with reach...

Bodyblocks do occur in comp, especially if they run more than one capper, which more and more teams are transitionning into and having reach return the flag automatically in this situation is bad. It allows the second capper to have an easier grab while the HoF is slightly out of position from blocking the 1st guy.

As far as the rest of the LO goes, if they run two cappers there are only 2 of them (in 8's at least, probably only 1 in 7's) and if they pick up the flag afterward they are probably half dead allready and have no speed, so a decent LD will have no trouble at all. Except maybe on maps like crossfire where a punt will bring the flag midfield.

That being said I agree that mines are more often then not destroyed before the capper gets there so safety third might not be the best thing either, but what eles would be usefull ?

I disagree on standoffs however, the odds of the heavy reaching the flag before anyone else can get to it.... Our HoF switches to soldier whenever we have to keep the flag outside since you need to have a weapon to make the flag bounce if an enemy is about to grab it and it allows for more mobility.

Im sure its quite good in pubs though since you can't trust your LD to do anything... But I'm not sure about comp.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
April 19 2012 13:00 GMT
#2906
On April 19 2012 21:29 Raelcun wrote:
Show nested quote +
On April 19 2012 21:13 Coriolis wrote:
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.


The issue I take with this statement, all original satire aside is the definite tones in which you speak. Basically if you are going to run a HoF then the primary perk is open to a lot of different choices. Getting a successful bodyblock in comp is a rare occurrence as you're more likely to be killing them before they hit the stand with a good chaingun/LMG drill. If we're still talking comp play then you're going to most likely have LO on you, the capper is going to try and bounce you, and will vary their movement, and or try to bounce unpredictably.

The point I brought up only applies to when the rare successful bodyblock does occur, it returns the flag with zero effort. This is not a bad thing, while on paper it can be better to have the flag off the stand this is only in a vacuum. In a real game any number of LO might still be alive in and in position to take the flag away. One of the popular strategies right now in comp is to "keep the flag moving." Make sure the flag is constantly off the stand so the chasers, and defenders have to be off the stand in order to deal with it.

This allows the cappers when they come in on routes to be attacking vastly less well defended stands and get good routes more successfully. Running reach on a HoF allows you to shut down one of the possible ways to keep the flag moving. On top of all of this, the way reach works allows for you to make accidental good plays in standoff situations. Reach is frankly ridiculous in the amount of range it grants, you can wind up with a flag off a conc just because you were fighting the LO.

Like I said there are several different choices for the primary perk of a HoF, they are actually choices and Reach is a viable choice. Stating that reach is "bad on a HoF" is wrong on the level that you are using a definite statement. There are several situations in which reach is useful, and catching a flag before it can even leave the stand and returning it in the bigger picture of things is not that big of a deal.

If a LO grabs a flag he is going nowhere at all. He is going to be chased down, and he is going to die. So what if he grabs the flag? Thats more time the capper doesn't have it. If they escort it back then your D needs to get better at dueling because you should win, if not then you need to improve. Not to mention if you have a shrike/sniper he is most certainly going to die. If you don't have a shrike/sniper then you're just doomed anyways. If the flag is off the stand then thats good, they can put it behind a rock or sit on it or whatever. The defender nearly always wins in the field because they can simply return it if things get too hot. Also the capper shouldn't be able to move you unless he midairs, a good HoF jumps in the air to bodyblock (see vir) rather than sitting there like a helpless moron.

And you shouldn't be doombringer in a standoff anyways, they're far, far too slow. Tao experimented with this many moons ago and figured out that just running raiders instead of dooms was better. Everyone should be raider/pathfinder due to the nitrons and amazing dueling capability.
Descolada in everything not TL/Starcraft
gTank
Profile Joined January 2011
Austria2606 Posts
April 19 2012 13:14 GMT
#2907
Since I am new to this game, I dont want to play and get yelled at by my own team mates....
Is there a guide for all the abreviations in Tribes Ascend? (like HoF, etc...)

One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
Bleaurgh
Profile Joined February 2011
United States21 Posts
April 19 2012 13:15 GMT
#2908
@Coriolis and Alakabon - How did you guy's get into/start plaing competetively?
Alakabon
Profile Joined November 2010
Canada111 Posts
April 19 2012 13:26 GMT
#2909
On April 19 2012 22:15 Bleaurgh wrote:
@Coriolis and Alakabon - How did you guy's get into/start plaing competetively?


I was picked up in a pub by a team looking for a sniper... Still not sure what they saw in me at the time, I was decent but nothing special.
Fredoq
Profile Joined May 2010
Sweden206 Posts
April 19 2012 13:29 GMT
#2910
@gTank I dont find the community to be against noobs but I can give you some tips! :D Also there is no voice chat! :D only the awsome voice commands that you can make by V and then a menu will come up.

Play the tutorial it gives you the knowledge to be competetive when playing! :D Also this game is hard!!! :D
pettter
Profile Joined December 2009
Sweden1032 Posts
April 19 2012 13:35 GMT
#2911
On April 19 2012 22:14 gTank wrote:
Since I am new to this game, I dont want to play and get yelled at by my own team mates....
Is there a guide for all the abreviations in Tribes Ascend? (like HoF, etc...)


Until you reach level 6, you'll play with fellow newbs, I think, so there's at least a little grace period before you get into team with people who might actually have legitimate reasons for raging on you.

Most abbreviations are pretty obvious (L - light, M - medium, H - heavy, D - defense, O - offense), HoF means Heavy on Flag, which is usually a doombringer with Superheavy sitting on the flag stand and either bodyblocking (standing in the way of) or just shooting down incoming flag cappers.

I've found that the way to keep people on your own team from raging on you is to keep away from certain "don't"s

Basically:

Don't llama grab, i.e. leave the enemy flag to the high-speed cappers unless the enemy team is about to get a flag capture if you don't.

Don't concentrate too hard on the generator (either your own or the enemy), it doesn't matter as much as you would think. Concentrate on a) keeping your own stand well defended or b) clearing the enemy stand. Also, try to support returning cappers and chase the enemy cappers, if given the opportunity.

Also, keep attention on what people are marking ("Medium hostile behind our base" etc.) and if you are running some kind of LD, go after them. Usually, the HoF will mark heavies shellling the stand from far away. Getting rid of those makes it a lot easier to keep enemy cappers from getting your flag.
gTank
Profile Joined January 2011
Austria2606 Posts
April 19 2012 13:36 GMT
#2912
Oh ok sry, I guess I lost much faith into a good community since LoL...

I like hard games, Quake 3 was awesome imo ^^
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
Last Edited: 2012-04-19 13:39:14
April 19 2012 13:36 GMT
#2913
On April 19 2012 22:15 Bleaurgh wrote:
@Coriolis and Alakabon - How did you guy's get into/start plaing competetively?

Mostly from Tribes 2. Just hang around in tribalwar IRC and play in pickups, you can probably find a mediocre team that will pick you up.
On April 19 2012 22:36 gTank wrote:
Oh ok sry, I guess I lost much faith into a good community since LoL...

I like hard games, Quake 3 was awesome imo ^^

Tribes can have an awesome community or a terrible one depending upon ones preferences.
Descolada in everything not TL/Starcraft
Alakabon
Profile Joined November 2010
Canada111 Posts
Last Edited: 2012-04-19 14:13:04
April 19 2012 13:38 GMT
#2914
On April 19 2012 22:14 gTank wrote:
Since I am new to this game, I dont want to play and get yelled at by my own team mates....
Is there a guide for all the abreviations in Tribes Ascend? (like HoF, etc...)



Not sure, but here's a quick rundown:

- HoF = Heavy on Flag
- LD = Light defense (anything thats defending that isn't HoF or sniper)
- LO = Light offence (any offense that's not a heavy. Usually pretty much only raiders/inf to take the gen out)
- HO = Heavy offense (usually spammers as juggernault, sometimes brutes)
- Chaser = self explanatory... that's the guy that chases the flag carrier if possible/returns the flag in due time
- Spammer = Jugg that bombards your stand with mirv/mortar from far away
- Capper = Gets the flag
- Sniper = shoots/spots cappers

- Llama grab = slow grab, anything not from a capper's route
- E-grab = Emergency grab, the opposing team is about to cap so anyone close enough to the stand grabs it to prevent them from capping. It's a good Llama in a way.

- Sanics = measure of speed instead of kph

That's all the lingo I can think of rly... the rest are abreviations like inv for inventory stations and such.
Reyis
Profile Joined August 2009
Pitcairn287 Posts
April 19 2012 13:41 GMT
#2915
shazbot!

add me at tribes my id is; Deadlybaker
기적의 혁명가 김택용 화이팅~!!
gTank
Profile Joined January 2011
Austria2606 Posts
April 19 2012 13:54 GMT
#2916
Thx for the answers!
Will practice then until i reach lvl 6 ^^ so far, this game is fun!
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
April 19 2012 18:30 GMT
#2917
I have one question for the competitive people. I've heard that in the comp scene people don't care about the generator. Does this mean its disabled, or does it come down to some kind of gentleman's agreement to leave all the generators running? More importantly, why do you care so little about the generator? Doesn't it also contribute to flag defense by powering forcefields and turrets and stuff?
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Rouel
Profile Joined March 2009
Sweden138 Posts
Last Edited: 2012-04-19 19:01:33
April 19 2012 18:57 GMT
#2918
Here's an awesome game that was played last night between Area51 and TribeHard.
http://www.twitch.tv/theblinks/b/315425379?t=2h57m00s

On April 20 2012 03:30 Vod.kaholic wrote:
I have one question for the competitive people. I've heard that in the comp scene people don't care about the generator. Does this mean its disabled, or does it come down to some kind of gentleman's agreement to leave all the generators running? More importantly, why do you care so little about the generator? Doesn't it also contribute to flag defense by powering forcefields and turrets and stuff?


In the game above they do care. They're just under so much pressure they can barely spare a guy.
Alakabon
Profile Joined November 2010
Canada111 Posts
Last Edited: 2012-04-19 20:01:29
April 19 2012 19:54 GMT
#2919
On April 20 2012 03:30 Vod.kaholic wrote:
I have one question for the competitive people. I've heard that in the comp scene people don't care about the generator. Does this mean its disabled, or does it come down to some kind of gentleman's agreement to leave all the generators running? More importantly, why do you care so little about the generator? Doesn't it also contribute to flag defense by powering forcefields and turrets and stuff?


To my knowledge there is no gentleman's agreement on keeping them up/down. There have been talks of limiting turrets and gen upgrades but so far its not a common rule.

They don't matter so much because you spawn in your class, not as a naked soldier/pth like in other tribes games. If that were to be the case, you would have to go to an inv station in order to get your weapons/packs/nades and the gens would matter a whole lot. In their current states gens are repaired pretty much only when you need to buy a shrike or if you are turtling in standoffs.

In most comp matches teams send a single LO on the first run to take the gen down since base turrets are pretty accurate and complicate the other LO's job for no reason. After that its just a matter of keeping them down once every 4 minutes or so, or not at all if the team doesn't repair its turrets. Deployables are usually destroyed easily by the LO or HO's spam (including forcefields and turrets and stuff) so a good defense will learn not to rely on them to make stops.

However on Sunstar the gen being up effectively shuts down the back to front route, which makes it fairly important. On my last few scrims teams were running a tech on D, upgrading everything and making sure the gens were up at all times. Problem is the thumper is not so reliable outdoors/smg indoors and in 7's or even 8's a ''useless'' defender is a lot of wasted manpower. The light turrets can do decent damage but well... they are not super mobile/resiliant.

As Rouel said, usually you simply don't have the time to keep it up and since its not essential... its not that big of a deal.
frd
Profile Blog Joined August 2010
France164 Posts
April 19 2012 21:50 GMT
#2920
On April 18 2012 19:19 Qbek wrote:
Pretty sure respawn protection makes you take 0 damage.

An update on that: I just had the same thing happen while shooting at a base turret with no spawn points anywhere near it. Random bug, I suppose.
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