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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 177

Forum Index > General Games
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Count9
Profile Blog Joined May 2009
China10928 Posts
June 12 2012 15:39 GMT
#3521
Oh nice, lower whiteout grenade price. Is the whiteout blind range the same as it's dmg range? As in I have to see numbers pop up to know what the enemy is blinded?
GARO
Profile Blog Joined November 2010
United States2255 Posts
June 12 2012 16:09 GMT
#3522
Lol jackal and PG stay the same xp price but the HBL is only 42k now.

And that fucking TCN smg variant that does 120 a shot
TBone-
Profile Blog Joined November 2010
United States2309 Posts
June 12 2012 16:41 GMT
#3523
Anyone know when the servers are coming back up?
Eve online FC, lover of all competition
Razith
Profile Joined February 2011
Canada431 Posts
Last Edited: 2012-06-12 16:56:36
June 12 2012 16:44 GMT
#3524
Alright my last attempt was pretty pissy; let me try again.

Nerf of pistols / SMG's across the board was well needed.

More points for flag objectives was well needed. Any reductions for killings in CTF yet?

No physics changes - does the game play like everyone's a bunny rabbit still? Mid-airs were non-existent and a waste of a shot when I played, it was all ground-pounding to be anything effective w/ explosives.

Increased sentinel respawn to 10 seconds - lol, some fix. Snipers were broken from day one, and this is all they could come up with for the time being?

Sniper falloff damage reduction 20% - good start. lets see some energy drain and nerfed reload times (can't remember if it was lumped in).

Still no - mortar buffs, jet-pack buffs, increased disc speed (Standardized), destructible inventories, massive lack of deployments, lack of any interesting vehicles, no large maps, 16 players max... the list goes on.

With Planetside 2 coming out soon, and it being free with far more interesting combat and environments, this game is going to get forgotten pretty quickly.

ohmkerg
Profile Joined November 2011
United States102 Posts
June 12 2012 17:23 GMT
#3525
so many whiners. can't wait to try this patch later today!
MisterD
Profile Blog Joined June 2010
Germany1338 Posts
June 12 2012 17:40 GMT
#3526
On June 13 2012 01:44 Razith wrote:
No physics changes - does the game play like everyone's a bunny rabbit still? Mid-airs were non-existent and a waste of a shot when I played, it was all ground-pounding to be anything effective w/ explosives.


there were physics changes relating to wall bouncing. and midairs do exist, you just need really good aim because a) your target is moving so you can't hit next to them (the raider plasma gun could for a while - you surely won't tell my that this amount of mid airs is good) and 50% inheritance isn't 100%. But it works just fine if you have the aim. oO
Gold isn't everything in life... you need wood, too!
Zoundsforsook
Profile Blog Joined August 2011
Scotland636 Posts
June 12 2012 21:35 GMT
#3527
I played a bit earlier and the new patch seems cool enough though some of the nerfed sniper damage (220 at its lowest I think now) longshots were in some pretty heartbreaking situations that I know would have clinched the kill before! :p

I'm curious to know from people more experienced than myself though if the sentinel damage is even a factor in their strength during competitive matches? surely it is the interaction between the long range damage and the regeneration of an incoming capper meaning 1 shot ruins his life entirely no matter what the damage on that shot might be that alot of the sentinels strength lies rather than his damage output.

That coupled with the poor abilities to chase currently (maybe the new perk has solved some of this I have no idea) meaning there is a heavy reliance on the sniper to take enemy flag carriers down at some of the insane speeds that they build up makes the damage falloff nerf kind of pointless overall since sentinel will still be very dominant at both of these things.

It is highly possible i'm talking out of my ass though so feel free to tell me that.
Paint it bright and bold.
seequeue
Profile Joined March 2007
United States47 Posts
Last Edited: 2012-06-12 23:45:25
June 12 2012 23:42 GMT
#3528
On June 13 2012 06:35 Zoundsforsook wrote:
I played a bit earlier and the new patch seems cool enough though some of the nerfed sniper damage (220 at its lowest I think now) longshots were in some pretty heartbreaking situations that I know would have clinched the kill before! :p

I'm curious to know from people more experienced than myself though if the sentinel damage is even a factor in their strength during competitive matches? surely it is the interaction between the long range damage and the regeneration of an incoming capper meaning 1 shot ruins his life entirely no matter what the damage on that shot might be that alot of the sentinels strength lies rather than his damage output.

That coupled with the poor abilities to chase currently (maybe the new perk has solved some of this I have no idea) meaning there is a heavy reliance on the sniper to take enemy flag carriers down at some of the insane speeds that they build up makes the damage falloff nerf kind of pointless overall since sentinel will still be very dominant at both of these things.

It is highly possible i'm talking out of my ass though so feel free to tell me that.

it's a number of factors including:
fast rate of fire
lag-compensated hitscan
health regen
long line-of-sight (LoS)
spot command
damage

frankly the damage and fall-off stuff is almost impossible to balance without either having the sniper rifle overpowered or incredibly useless. Most of what you said seems to be correct

edit: t1/t2 sniper rifles were still powerful, but not overpowered due to a few things:
capper speeds were slower on average, and acceleration faster, so chasing was more viable in many circumstances
the rifle was hitscan but not lag-compensated, so you had to lead based on your ping
there were more ways to counter snipers, like shield pack capping and heavy capping, if they were hard to deal with otherwise
Also, because of naked spawning, if you killed a sniper, they would have to find an inventory or scavenge one off a dead body before they could use it again.
Release
Profile Blog Joined October 2010
United States4397 Posts
June 12 2012 23:57 GMT
#3529
What is the 15k exp mastery at the bottom of every upgradE?
☺
GARO
Profile Blog Joined November 2010
United States2255 Posts
Last Edited: 2012-06-13 00:26:21
June 13 2012 00:10 GMT
#3530
On June 13 2012 08:57 Release wrote:
What is the 15k exp mastery at the bottom of every upgradE?

Pay 15k exp and you automatically master said weapon/perk/armor upgrade instead of having to grind to 20000 points on some of them.

Arguably cheaper for the armor ones than before.


And inactive reload buff for all those quick drawers, especially with the new thumper DX..
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
June 13 2012 00:43 GMT
#3531
This patch actually sounds pretty good, can't wait to try it when i have something more than an iphone.
Descolada in everything not TL/Starcraft
Ghostpvp
Profile Joined October 2010
United States462 Posts
June 13 2012 02:04 GMT
#3532
On June 13 2012 09:43 Coriolis wrote:
This patch actually sounds pretty good, can't wait to try it when i have something more than an iphone.





The 'nerf' to chains mean nothing. It was basically nerf raider and sentinel and a handfull of other changes 'the patch'.
Move Zig
DCRed
Profile Joined May 2011
Finland435 Posts
Last Edited: 2012-06-13 13:24:09
June 13 2012 13:22 GMT
#3533
They nerfed only some smgs and introduced new better ones. Tech smg 120 dmg per shot and rof is like the same as ARs. New cg for dmb is 120 dmg per shot as well with just little slower rof. Soldier's new smg has 4 ammo less, 85 dmg per shot and same rof. These are not sidegrades, these are flat out upgrades. This whole "balance patch" is a joke, only positive thing on the notes is inactive reload time change.

More and more comp players are starting to lose their hope on HR, if supposed "balance patches" are like these soon you wont have comp scene to balance this game for.
Khalum
Profile Joined September 2010
Austria831 Posts
June 13 2012 15:34 GMT
#3534
So what? It's fun for us casuals.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
June 13 2012 16:04 GMT
#3535
The idea was to nerf raider and sent, and I've never had a problem with chains so it souNds pretty good to me.
Descolada in everything not TL/Starcraft
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
June 13 2012 16:27 GMT
#3536
I wonder if HiRez is ever going to try to bring spinfusors back or not. Probably not, but still, one can hope.
"How are you?" "I am fine, because it is not normal to scream in pain."
Devil Trigger
Profile Joined March 2011
United States107 Posts
June 13 2012 16:35 GMT
#3537
Everyone is complaining about autos, but I think chasing is more of a concern. The fact is, you get blown out if your team don't have a good sniper. With the new spawn time for sentinel, I don't think you can leave your sentinel alone anymore. Offense now have a wider time margin to kill the sentinel.

I was discussing about chasing yesterday in game and people say you double nitron, or rage blah blah blah. NO! Double nitrons sometime take too long on these short maps. Hi-Rez need to step up. They try to buff chasing in this game with lightweight, but lightweight is freakin useless. With the increase regen time, chasers can't fight offense if they choose to use it. I also think the new nitrons are useless other than nitroning your stand.

Onto automatic weapons, I think they should be better than their class' explosive weapon, but not too much better. Before they added the new autos, I had an idea the damage nerf that would maybe work.

Chaingun - 80
X1 LMG - 60
NJ5 - 55
NJ4 - 50
Assault rifle - 50
TCN4 SMG - 50
LAR - 45
Falcon - 45
Rhino SMG - 40
Count9
Profile Blog Joined May 2009
China10928 Posts
June 13 2012 16:55 GMT
#3538
Anyone lag like crazy when opening the scorescreen while playing?
Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
June 13 2012 17:02 GMT
#3539
On June 14 2012 01:35 Devil Trigger wrote:
Everyone is complaining about autos, but I think chasing is more of a concern. The fact is, you get blown out if your team don't have a good sniper. With the new spawn time for sentinel, I don't think you can leave your sentinel alone anymore. Offense now have a wider time margin to kill the sentinel.

I was discussing about chasing yesterday in game and people say you double nitron, or rage blah blah blah. NO! Double nitrons sometime take too long on these short maps. Hi-Rez need to step up. They try to buff chasing in this game with lightweight, but lightweight is freakin useless. With the increase regen time, chasers can't fight offense if they choose to use it. I also think the new nitrons are useless other than nitroning your stand.

Onto automatic weapons, I think they should be better than their class' explosive weapon, but not too much better. Before they added the new autos, I had an idea the damage nerf that would maybe work.

Chaingun - 80
X1 LMG - 60
NJ5 - 55
NJ4 - 50
Assault rifle - 50
TCN4 SMG - 50
LAR - 45
Falcon - 45
Rhino SMG - 40


New nitrons are not useless, you can carry one more without having to use safety third, thus can be used as a standoff breaker with quickdraw to spam them out as fast as possible.
Devil Trigger
Profile Joined March 2011
United States107 Posts
June 13 2012 17:21 GMT
#3540
I think the knockback of the impact nitron is more useful than carrying one more compact nitron.
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