Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 176
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Ethenielle
Norway1006 Posts
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Coriolis
United States1152 Posts
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GARO
United States2255 Posts
lolol i can 1 shot 2/3s of the armor classes with traps and ambushes and outduel every other non-PG explosive | ||
TBone-
United States2309 Posts
edit: I'll be scoping btw, map pool raindance tartarus Arx | ||
Binky1842
United States2599 Posts
was cruising around capping. both flags were gone, but i decided to stay alive and finish my route. when i was just about to hit my flag stand the flag was returned and i hit the flag, flew up to the ceiling of the map super fast (probably like 1000kph), cratered on the ceiling and died. | ||
MisterD
Germany1338 Posts
On June 08 2012 11:35 Binky1842 wrote: so cool little thing happened just now on raindance was cruising around capping. both flags were gone, but i decided to stay alive and finish my route. when i was just about to hit my flag stand the flag was returned and i hit the flag, flew up to the ceiling of the map super fast (probably like 1000kph), cratered on the ceiling and died. standard, flag tower on rain dance has horrible issues. I once skied close to the foot of the tower and was smashed dead into the flag platform from below with 570kph or something.. Raindance is a map where you frequently see people with >1000kph skied in the after game screen, those usually bug flipped of the tower. | ||
pettter
Sweden1032 Posts
On June 08 2012 18:49 MisterD wrote: standard, flag tower on rain dance has horrible issues. I once skied close to the foot of the tower and was smashed dead into the flag platform from below with 570kph or something.. Raindance is a map where you frequently see people with >1000kph skied in the after game screen, those usually bug flipped of the tower. Relevant video: | ||
MisterD
Germany1338 Posts
lol should practice that for when my team can't manage to kill the force fields the next time. | ||
Binky1842
United States2599 Posts
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Zoundsforsook
Scotland636 Posts
A few thoughts i've had for a slightly cheaper than skins cosmetic options that i'd be interested in could be:
These are all things i'd be willing to spend a small amount of money on over a neutral looking skin that I don't even get to enjoy most of my playtime, sure I enjoy showing off but sometimes I like to see myself showing off you know! :p | ||
MisterD
Germany1338 Posts
multi colored fractal grenade. instant millions of dollars. | ||
Keltanokka
Finland279 Posts
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wattabeast
United States957 Posts
On June 08 2012 11:35 Binky1842 wrote: so cool little thing happened just now on raindance was cruising around capping. both flags were gone, but i decided to stay alive and finish my route. when i was just about to hit my flag stand the flag was returned and i hit the flag, flew up to the ceiling of the map super fast (probably like 1000kph), cratered on the ceiling and died. oh my gosh that happened to me today, it was crazy | ||
Zoundsforsook
Scotland636 Posts
Major Highlights The system for upgrading weapons has been modified. Players will now automatically receive weapon upgrades as they play a particular weapon, without having to spend XP on the upgrade (allowing you to save your XP for other items). A progress bar on the weapon’s menu page will provide information as to when the next automatic upgrade occurs. If you are impatient and have excess XP, an option is still provided to immediately master an item using XP. Note that previously purchased upgrades are still owned. 27 new weapons have been added to the game, 3 for each class (details below). Two new Capture & Hold maps have been added (Tartarus and Sulfer). Weapon/Balance Items 27 New Weapon Variants have been added across all classes. Weapon Variants have new skins and slight statistical trade offs for the weapon they are a variant of. One weapon variant has been added for each free Primary, Secondary, and Belt item that comes with a class. Weapon variants are all unlocked between 4800xp - 18000xp. Exception: The Titan Launcher (a variant of the Saber Launcher) is a good bit more than a statistical change. NEW SLOT 2 PERK: The perk Lightweight has been added. Lightweight reduces your mass by 30%, creating stronger disk jumps, but more than triples the delay before health regeneration takes effect. This perk is intended for advanced chasers. Automatics, SMGs, and Pistols: Reduced reload time reduction upgrade from 30% to 15% on: Soldier’s Assault Rifle Pathfinder’s Light Assault Rifle Technician’s TCN4 Infiltrator’s Rhino Raider’s NJ4 SMG Raider’s NJ5 SMG Sentinel’s Falcon Auto-Pistol Increased damage fall off by 5% and brought closer the range at which falloff starts on: Infiltrator’s Rhino SMG Technician’s TCN4 SMG Raider’s NJ4 SMG Raider’s NJ5 SMG Increased damage fall off on Sentinel’s Falcon Auto-Pistol by 5%. Reduced clip size by 2 on Sentinel’s Falcon Auto-Pistol. Adjusted starting ammo pool. Reduced clip size by 3 on Pathfinder’s Light Assault Rifle. Adjusted starting ammo pool. Reduced clip size by 4 on Soldier’s Assault Rifle. Adjusted starting ammo pool. Reduced clip size by 6 on Infiltrator’s Rhino SMG. Adjusted starting ammo pool. Reduced clip size by 8 on Raider’s NJ4 SMG. Adjusted starting ammo. Reduced clip size by 6 on Raider’s NJ5 SMG. Adjusted starting ammo. Reduced damage by roughly 6% on Juggernaut’s X1 LMG. Reduced damage by roughly 7% on Infiltrator’s Rhino SMG. Reduced damage by roughly 6% on Raider’s NJ4 SMG. Reduced damage by roughly 7% on Sentinel’s Falcon Auto-Pistol. Decreased effectiveness of Raider’s Shield Pack. More energy is required to absorb each point of damage taken. Decreased detonation time by 26% and increased radius by 3% on Brute’s Gladiator. Increased falloff by 20% on Sentinel’s BXT1 Rifle (a nerf). If you die as the Sentinel class, you will now incur a 5s longer respawn time, regardless of what you are respawning as. This is a fix we are still actively working on, and is intended to be improved upon over time. Reduced the number of credits awarded for Generator Defense to 200. Increased credit reward for killing Shrikes to 700. Increased reward for emergency flag grabs to 500. Increased reward for flag defense to 300. Reduced damage on Raider’s EMP grenade by roughly 45%. Increased energy drain by roughly 113% (more than double). Mass reduction while enraged on the Rage Perk has been reduced from 35% to 10%. Heath granted at the start of Rage increased from 25% to 50%. Note that Rage, a slot 1 perk, can stack with the new Lightweight perk. Fixed an issue that was allowing players to flat impact walls at high speed, and instantly move 180 degrees in the opposite direction with no speed loss or damage taken. This allowed for some game breaking front-to-front routes, and created a number of other gameplay related issues. This fix will have a heavy effect on rock-bouncing, a skill and strategy emerging from competitive games. We built in some tolerances to this fix that allow free bouncing at certain angles, and bleed less speed depending on the angle of impact. We will continue to adjust as needed. Rock bouncing is a feature we love, but the bug needed to be fixed for other extreme cases that were not to the benefit of the game. Reduced inactive reload time from 5 to 3 seconds. Inactive reload time is how long it takes for a weapon to reload automatically when not in hand. Slightly increased the default pickup radius for all flags. Decreased by 20% the pickup radius bonus provided by the Reach Perk. Reduced the grace area for the spotting command. You now have to aim closer to the intended target to trigger spot. Additional Items The starting points in Team Deathmatch has been raised from 100 to 125. Fixed an issue in which Custom Servers were not sorting correctly in some cases.. /speclist (run from chat window) will list all spectators in a match (can be run by anyone). Music is auto-disabled when the in-game browser is open, and reenabled at the previous volume when it closes. Variety of map cleanups and bug fixes. Fixed an issue where the Rage perk overlay effect would not play if the player began regenerating health. Preliminary patch notes announced, tons of gun varients and the like will be added I'm a little sad about the SEN respawn nerfs since i'm not into competitive play and waiting longer to respawn just sounds pretty boring, I preferred the 5 seconds not able to snipe after spawning idea I heard on the tribal council thing a bit more honestly. The rifle nerf i'm kinda w/e about since i'm sure it wont make sniping any less fun or useful. All the other stuff sounds pretty cool, eager to see how lightweight works out. | ||
wattabeast
United States957 Posts
On June 12 2012 07:17 Zoundsforsook wrote: + Show Spoiler + Major Highlights The system for upgrading weapons has been modified. Players will now automatically receive weapon upgrades as they play a particular weapon, without having to spend XP on the upgrade (allowing you to save your XP for other items). A progress bar on the weapon’s menu page will provide information as to when the next automatic upgrade occurs. If you are impatient and have excess XP, an option is still provided to immediately master an item using XP. Note that previously purchased upgrades are still owned. 27 new weapons have been added to the game, 3 for each class (details below). Two new Capture & Hold maps have been added (Tartarus and Sulfer). Weapon/Balance Items 27 New Weapon Variants have been added across all classes. Weapon Variants have new skins and slight statistical trade offs for the weapon they are a variant of. One weapon variant has been added for each free Primary, Secondary, and Belt item that comes with a class. Weapon variants are all unlocked between 4800xp - 18000xp. Exception: The Titan Launcher (a variant of the Saber Launcher) is a good bit more than a statistical change. NEW SLOT 2 PERK: The perk Lightweight has been added. Lightweight reduces your mass by 30%, creating stronger disk jumps, but more than triples the delay before health regeneration takes effect. This perk is intended for advanced chasers. Automatics, SMGs, and Pistols: Reduced reload time reduction upgrade from 30% to 15% on: Soldier’s Assault Rifle Pathfinder’s Light Assault Rifle Technician’s TCN4 Infiltrator’s Rhino Raider’s NJ4 SMG Raider’s NJ5 SMG Sentinel’s Falcon Auto-Pistol Increased damage fall off by 5% and brought closer the range at which falloff starts on: Infiltrator’s Rhino SMG Technician’s TCN4 SMG Raider’s NJ4 SMG Raider’s NJ5 SMG Increased damage fall off on Sentinel’s Falcon Auto-Pistol by 5%. Reduced clip size by 2 on Sentinel’s Falcon Auto-Pistol. Adjusted starting ammo pool. Reduced clip size by 3 on Pathfinder’s Light Assault Rifle. Adjusted starting ammo pool. Reduced clip size by 4 on Soldier’s Assault Rifle. Adjusted starting ammo pool. Reduced clip size by 6 on Infiltrator’s Rhino SMG. Adjusted starting ammo pool. Reduced clip size by 8 on Raider’s NJ4 SMG. Adjusted starting ammo. Reduced clip size by 6 on Raider’s NJ5 SMG. Adjusted starting ammo. Reduced damage by roughly 6% on Juggernaut’s X1 LMG. Reduced damage by roughly 7% on Infiltrator’s Rhino SMG. Reduced damage by roughly 6% on Raider’s NJ4 SMG. Reduced damage by roughly 7% on Sentinel’s Falcon Auto-Pistol. Decreased effectiveness of Raider’s Shield Pack. More energy is required to absorb each point of damage taken. Decreased detonation time by 26% and increased radius by 3% on Brute’s Gladiator. Increased falloff by 20% on Sentinel’s BXT1 Rifle (a nerf). If you die as the Sentinel class, you will now incur a 5s longer respawn time, regardless of what you are respawning as. This is a fix we are still actively working on, and is intended to be improved upon over time. Reduced the number of credits awarded for Generator Defense to 200. Increased credit reward for killing Shrikes to 700. Increased reward for emergency flag grabs to 500. Increased reward for flag defense to 300. Reduced damage on Raider’s EMP grenade by roughly 45%. Increased energy drain by roughly 113% (more than double). Mass reduction while enraged on the Rage Perk has been reduced from 35% to 10%. Heath granted at the start of Rage increased from 25% to 50%. Note that Rage, a slot 1 perk, can stack with the new Lightweight perk. Fixed an issue that was allowing players to flat impact walls at high speed, and instantly move 180 degrees in the opposite direction with no speed loss or damage taken. This allowed for some game breaking front-to-front routes, and created a number of other gameplay related issues. This fix will have a heavy effect on rock-bouncing, a skill and strategy emerging from competitive games. We built in some tolerances to this fix that allow free bouncing at certain angles, and bleed less speed depending on the angle of impact. We will continue to adjust as needed. Rock bouncing is a feature we love, but the bug needed to be fixed for other extreme cases that were not to the benefit of the game. Reduced inactive reload time from 5 to 3 seconds. Inactive reload time is how long it takes for a weapon to reload automatically when not in hand. Slightly increased the default pickup radius for all flags. Decreased by 20% the pickup radius bonus provided by the Reach Perk. Reduced the grace area for the spotting command. You now have to aim closer to the intended target to trigger spot. Additional Items The starting points in Team Deathmatch has been raised from 100 to 125. Fixed an issue in which Custom Servers were not sorting correctly in some cases.. /speclist (run from chat window) will list all spectators in a match (can be run by anyone). Music is auto-disabled when the in-game browser is open, and reenabled at the previous volume when it closes. Variety of map cleanups and bug fixes. Fixed an issue where the Rage perk overlay effect would not play if the player began regenerating health. Preliminary patch notes announced, tons of gun varients and the like will be added I'm a little sad about the SEN respawn nerfs since i'm not into competitive play and waiting longer to respawn just sounds pretty boring, I preferred the 5 seconds not able to snipe after spawning idea I heard on the tribal council thing a bit more honestly. The rifle nerf i'm kinda w/e about since i'm sure it wont make sniping any less fun or useful. All the other stuff sounds pretty cool, eager to see how lightweight works out. ZP our savior | ||
Keltanokka
Finland279 Posts
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Count9
China10928 Posts
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BajaBlood
United States205 Posts
On June 12 2012 12:09 Count9 wrote: No Soldier buffs :O And I like the change on the EMP grenade, always thought it was ridiculous it did the same dmg as Solider's AP grenades and drained energy. IIRC the EMP grenades (1100) have less AoE than the Soldier's Frags (1100) and less damage than the APs (1300). But still, the EMP grenade was far too similar in potency to the Soldier's grenades given how much Raiders outclassed Soldiers in pretty much every other way. | ||
Tehs Tehklz
United States330 Posts
Starseige: Tribes solved this problem already, way back in 1998: naked spawn. Unfortunately, Hi-Rez would have to make some pretty big changes in order for naked spawn to not be completely lame. I think spawning in basic classes - Pathfinder, Soldier, or Juggernaut - and having to use the inventory stations to get the more specialized classes would solve this problem in a much better way. EDIT: Oh, yeah, and better spawn points - pretty important point right there. Seriously, I cannot believe their solution is a class specific respawn timer. That is so bad. | ||
NukeD
Croatia1612 Posts
I think the patch is awesome and literally adresses almost all the issues the game has save for the pysics. | ||
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