Several optimizations and fixes meant to help reduce system crashes, minimize “disconnects”, and improve overall performance. Further optimization is planned for future patches. -You will now be able to test all classes (even those classes you do not yet own) in the single-player “Roaming Maps” on the Training menu. -The XP Summary screen at end of mission has been reworked to present information in a more useful way. -The Top Bar menu has undergone some changes. Further visual improvements are planned. -Added a new perk for Juggernaut. Super Heavy reduces knock-back effects from AOE blasts. -The separate VIP Queue has been removed. VIPs will continue to earn 50% bonus Tokens and XP by playing on the Free Servers. In a future patch, VIPs will also be able to vote on which map should be played next (between match rotations). -Major change to the way first person weapon textures are setup to save large amounts of memory. In this build you will see a quality loss and possibly strange behavior on your in hand weapons. This will be addressed in a future patch to bring these weapons back up to high quality. -A variety of audio-related cleanups, optimizations, and fixes. -Variety of fixes and improvements to the Settings menu (more is planned). -Players can now bind separate keys for their primary and secondary weapons (versus only using the switch weapons key). -Decreased the cost on all vehicles (Shrike, GravCycle, Beowulf) -Increased jetpack initial acceleration. -Increased air control slightly across all armor types. -Reduced Chaingun damage by 13%. -Various cleanups to the 3D model display on the class screen, eliminating some crash scenarios and visual anomalies. -Flag Assist accolade added - all flag holders share a net credit amount roughly equal to 1000. -Solo cappers still get 2000 total. Reworked default credit gain of capture to fit. -Modified the terrain on Katabatic for more balanced gameplay. -Fixed Grav Cycle jitter issues and applied proper visual feedback on yaw. -Fixed Grav Cycle passenger not being able to look up/down. -Fixed projectiles appearing to go through generators. -Fixed deployables not taking proper damage from bullet-projectiles -Fixed dropped pickups sometimes giving players an additional weapon. -Fixed call-in laser targeter not being able to work on some objects. -Moved the location of the base sensors on some maps so they aren’t as vulnerable as before. -Fix for Sentinel’s Drop Jammer deployables continuing to apply jamming effects on friendly and enemy players after its death. -Fix for sometimes seeing overhead carets for nearby enemies through walls when a sensor is not present. -Added a reminder message for when a player has a flag to help address reports of players not realizing or forgetting they held a flag in CTF. -Fixed an exploit for Jumper’s Blink Pack where players could accelerate to high speeds with little-to-no energy cost. -Doombringer’s Saber Launcher now requires a full lock-on routine (targeting, then lock-on) even for the same target. -Doombringer’s Saber Launcher missile will lose the ability to perform tight turns when close enough to a victim and if it has passed the victim. -AFK timeout at the team-select screen changed from 60 seconds to 180 seconds. -Fixed a bug with Juggernaut’s health regeneration rate and skills creating faster than desired regeneration. -BXT1 rifle now has a new and improved scope (visual change only). -BXT1 rifle now has an increased charge-time while jetpacking or skiing at high speed. -New scope on the sniper rifle. Please give feedback if you like/dislike. -Better messages when errors on login. -Variety of other fixups and visual improvements.
Jetpack strength was increased. Its getting really close to Tribes movement, only thing lacking seems to be the regeneration rate.
Other than that, it still plays like Halo. Everyones running around with SMGs, chain guns or assault rifles spamming you down. The hitscan smgs and assault rifles need to go.
The new patch is a step in the right direction but some things still feel wrong. Chasing is still too hard and jets don't have enough regen. Plenty of power though. Not to mention the whole projectile inheritance thing, discs are wayyyyyy too slow.
I fear I won't even be able to play this game long term unless they introduce some sort of 'waiting' period before dropping someone so it has at least a few seconds to pick back up.
Really liking Ascend so far, apart from the hitscan and the speed issues. I'm sure the majority of the problems will be worked out, Hi-Rez seems to be listening to the general community, at least to some extent. And it brings back memories
On November 19 2011 01:21 Luckbox wrote: Disconnects, have been happening less post-patch for me, still the odd crash/dc though ( always on map change ).
Also getting faster overall
Nice! I should've screenshot the match last night where I got a 302km/h grab and 330km/h+ ski. Its pretty fast now (you can't even control your direction at that speed).
Being reverted apparently. I wish they'd give it the scope the wraith sniper rifle had in the gameplay trailer, just like the old laser rifle- full screen crosshair, super fine.
Also just pulled off my best shot yet. Standing on top of a tower on katabatic, mid-aired flag chaser near ground level in the open space in front of the base. Think it would have been about a 400-500m shot, took about 8 seconds to land.
They should just remove the sniper, would make the game 100% better.
Don't think so. They have to add classes for their business model. Sooner or later there'll be snipers. In fact, there already are two, a medium armor one that isn't in the beta (it's the model used for the diamond sword guy in team select). Claymores add another layer of Base D which is always good and the sentinel is an incredibly high skillcap class. Try hitting people consistently with the pistol sometime. I'm only to the point of hitting about 20% of my shots after playing the class for two weeks.
Woah, I'm watching a few videos and it looks projectiles aren't carried by the momentum of the shooter. Imo, the projectile physics really separated shooting in Tribes from shooting in other FPS. Kinda sad to see it go but I'm still looking forward to the game.
On November 20 2011 04:30 LoLAdriankat wrote: Woah, I'm watching a few videos and it looks projectiles aren't carried by the momentum of the shooter. Imo, the projectile physics really separated shooting in Tribes from shooting in other FPS. Kinda sad to see it go but I'm still looking forward to the game.
Yes it's currently at 20%, they said they were having problems getting it higher, in all the other tribes games it was 50% and 100% for chaingun.
They should just remove the sniper, would make the game 100% better.
Don't think so. They have to add classes for their business model. Sooner or later there'll be snipers. In fact, there already are two, a medium armor one that isn't in the beta (it's the model used for the diamond sword guy in team select). Claymores add another layer of Base D which is always good and the sentinel is an incredibly high skillcap class. Try hitting people consistently with the pistol sometime. I'm only to the point of hitting about 20% of my shots after playing the class for two weeks.
The less hitscan in the game, the better. Getting shot by some asshole from across the map when you can't do anything about it is bad gameplay. Give the brute claymores and voila, no need for sentinel while making the brute useful. Maybe they won't remove classes due to their retarded business model, but they should nerf hitscan into the ground. Make the sniper use energy with each shot or decrease the damage or something.