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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 39

Forum Index > General Games
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Prev 1 37 38 39 40 41 196 Next
Steak_
Profile Joined August 2011
United States192 Posts
December 06 2011 03:06 GMT
#761
T1047-CFCF7-88BC4-4B8BA-62A85

Used this one, thanks so much!

T1C5A-737A6-29BF4-59785-91385

This one was also used when I tried it.
Dusty
Profile Blog Joined December 2010
United States3359 Posts
December 06 2011 03:10 GMT
#762
I heard if you were invited by the developers you get an extra friend key? Is this true?
FuDDx *
Profile Blog Joined October 2002
United States5015 Posts
December 06 2011 03:11 GMT
#763
If anyone has a beta key for the giving out pm this fool here!!!


https://www.facebook.com/pages/Balloon-Man-FuDD/237447769616965?ref=hl
Fraidnot
Profile Blog Joined May 2008
United States824 Posts
December 06 2011 03:15 GMT
#764
Soldiers are good in TDM and I'm betting that people will find a role for them in CTF as midfielders on some maps. I don't expect that you'll see the same rules for Tribes 2 hold true especially as more classes get added and people figure out how to play some of these maps.
gurrpp
Profile Blog Joined October 2009
United States437 Posts
December 06 2011 03:18 GMT
#765
T14DC-954A2-AEB94-DD0BB-FA799

Used this one. Thanks!
hot fuh days
Binky1842
Profile Blog Joined July 2004
United States2599 Posts
December 06 2011 03:28 GMT
#766
On December 06 2011 12:11 FuDDx wrote:
If anyone has a beta key for the giving out pm this fool here!!!



sent
"The zoo could not confirm that Binky was the attacker, but only Binky had blood on his face following the incident"
Glockateer
Profile Joined June 2009
United States254 Posts
December 06 2011 03:31 GMT
#767
PM me if someone has an extra key. : )
GET SM4SHED
Chro
Profile Joined May 2010
United States240 Posts
December 06 2011 03:46 GMT
#768
Need more old school games where movement is a skill. Aside from this and quake they're all about gone, waiting for a beta key if anyone has an extra one.
FuDDx *
Profile Blog Joined October 2002
United States5015 Posts
December 06 2011 03:54 GMT
#769
Love !!! Gonna dl the client asap.....

If you get some(keys) when you sign in etc ill send em this way.
https://www.facebook.com/pages/Balloon-Man-FuDD/237447769616965?ref=hl
Fraidnot
Profile Blog Joined May 2008
United States824 Posts
December 06 2011 04:08 GMT
#770
On December 06 2011 12:46 Chro wrote:
Need more old school games where movement is a skill. Aside from this and quake they're all about gone, waiting for a beta key if anyone has an extra one.

Quake is still around?
TheKK
Profile Joined September 2010
Canada164 Posts
December 06 2011 04:08 GMT
#771
I would appreciate an invite as well by PM, super duper excited about this!
hollabackk
Profile Joined December 2010
118 Posts
December 06 2011 04:14 GMT
#772
Man, i hope this beta is easier to get in than dota2
Diius
Profile Joined August 2010
United States24 Posts
December 06 2011 04:30 GMT
#773
On December 06 2011 13:14 hollabackk wrote:
Man, i hope this beta is easier to get in than dota2



Well, I applied yesterday, and got a key today, so it seems like it will be.


Anyways, never played the original Tribes, but I had fun for the 2-3 hours I played.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-12-06 04:55:23
December 06 2011 04:54 GMT
#774
On December 06 2011 09:41 sob3k wrote:
I really wonder what team compositions are going to look like in this game competitively, I cant see many of the heavy classes being used ever really, except perhaps Doombringer for the force walls and occasional saber.

Pathfinders looks to be by far the best capper, so i'm guessing teams will run at least one almost all the time. Jumper could be used as a "cheese" capper by running very odd routes with their boost, but are far outclassed on normal routes by the pathfinder.

As far as chasers and general purpose I definitely see either Rangers being good (4-5 hitscan weapons on anyone is instant death, they become exponentially better the more players are using them), or the raider with the ridiculous SMG/grenadespammer and shield.

I'm seriously thinking one of the best teamcomps could easily be all snipers plus one or two pathfinders, they can all cover each other if they stay spread out and with 6+ snipers any target on the map is instantly dead in addition to the claymores providing some grab defense. Of course they would have to switch 1-2 players to anti vehicle occasionally. I basically view the sniper as the rail in Quake right now, but with incredibly huge open maps and much easier to predict player trajectories, seeing how good Quake players get with their rail really makes me think it could dominate.

I cant see soldiers ever getting competitive play really.


Idk some routes seem pretty well suited to the Jumper. On drydocks I like to take a wide route up the mountain then come down the hill which has a great route that's all down hill + 1 bounce off the respawn with the jammer. The Jumper on that route can use the boost at the top of the hill and again when on the flag platform and then take a wide circular route back going under the structures for cover (and again using boost for that wide route.

Other than that I haven't found any routes I like the pathfinder for particularly well, though they can be nice on the ice map for chasing people through the flatter areas and in general intercepting flag carriers with the faster projectile bolt launcher (though hitscan weapons would fair better).

I do agree though that all around snipers are the best 'combat' class if they have good aim. It's insanely hard as a capper to do anything about snipers as you rarely have the spare energy for elaborate jukes to throw off a sniper.
Logo
Moochlol
Profile Joined August 2010
United States456 Posts
December 06 2011 05:07 GMT
#775
Thanks for all the people handing out keys in this thread, you guys rock. Tribes whaiting!


P.S. I really hope Tribes Ascend makes it into the E-SPORTS realm, the first tribes game helped create E-SPORTS in the early days. I think we owe it to give Tribes Ascend a shot. It's great to see a quality free to play FPS with DEV support and competitive intentions.
blaaaaaarghhhhh
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2011-12-06 05:52:42
December 06 2011 05:50 GMT
#776
On December 06 2011 00:58 Logo wrote:
Show nested quote +
On December 05 2011 21:12 Percutio wrote:
Most games the hitscan is not a problem because people in general aren't aces with them and nearly everyone is an easy target for explosives without ever having to mid air them.

However, the games I played with "abuse" made me realize why old school players would complain. The game feels totally different when a flag runner can't avoid the hitscan. There is such little cover and you have to spend considerable time in the air. So this isn't 1 pro running shop on a bunch of noobs, this is like teams of old school guys just shutting each other down hard with hit scan. It doesn't even have to be a team filled with rangers and sentinels. Just a couple of each can do it if they are positioned well.

Any normal setup with sentinels and rangers trickled in means the flag runner needs his normal support plus a 2nd dude to pass the flag to when he gets ripped up by bullets while he is in the air. I think it really is just that with both explosives and hitscan extremely viable, you have no safe time while running. On the ground you are liable to get your face exploded and in the air you are easy hitscan bait. You don't even need to midair someone.
On December 05 2011 21:03 Ahnaris wrote:
On December 05 2011 16:10 Percutio wrote:
There were like 3 flag caps because the hitscan spam and snipers would just chip the flag guy down even if he was moving insanely quick.


Yeah, I've had that disrupt quite a few >200 kph grabs...most of the time it can be fixed with teamwork, but that's just in pugs. I'm sure league play will bump it up a notch or 19. That being said, does anyone else find Drydocks annoying? Grabbing a flag at high speed, then dodging the 184 different scaffold beams (or going up hill for 10 seconds straight, take your pick), only to trip on one of those damned 1cm tall "terrain features". That's not even mentioning how the map is basically a giant bowl, with hardly no midfield hills to gain speed on. The few terrain variations down at the bottom have abrupt edges with rocks.

It's not that I mind a challenge, it's just....the other maps all teach players to use x style, then this map loads...and it just. feels. so. damn. slow.

Yeah I guess with better coordinated pushes focusing the flag guy would be less likely to happen, or at least happen successfully.

I think Drydocks is actually fine, but most players use almost exclusively the middle path or sometimes they go around the mountain. I've been finding that the very edges of the map have some nice height to them to give you a speedy route even though they are farther. Perhaps the "bowl" design is just slowing down people's approach to the map.


Drydocks is probably my most successful map for runs. Using the mountain or the sides of the map (especially the sides of the map on the mountain side) I find it easy to get good 150-200km/h runs down on the flag. The mid route for return is great too because you can use either the far side with the structures or the high/low ground split mini-cliff terrain to shake chasers and break line of sight.

The only problem is when you get back to your base with the flag it's hard to find a route for holding the flag until you can cap it.

-----

As for the sniper rifle I'm finding it pretty insane. It's not the damage/range that gets me (it's a sniper rifle of course), but the rate of fire seems incredibly generous on it allowing for people to use it close quarters pretty effectively even if they miss a shot (or at range to take several shots even if their aim blows). More importantly though, with the weaker jets/energy it seems pretty difficult to move around enough to avoid a predictable path that a sniper can just easily pick you off without dropping speed for your route.

One thing in general for hitscan is it seems like a lot of the bigger/heavier hitscan weapons also decrease/stop momentum. Is that accurate? If so, I wonder if they could just do away with that portion of the hitscan. So maybe hitscan would still be good, but against something like a pathfinder they'd outpace you so fast that it wouldn't be nearly as deadly.

Yeah I agree with you. I've been using the tower spike behind the enemy base for a while now. It lets you hit 240 on your fall with a medium class, but you do have to slow down to not hurt yourself from that kind of fall, but you can get a 25 second or less cap this way because you can go straight down the middle of the map without being vulnerable.

Otherwise just going around the edges lets you get big speed and more importantly, cover. I find if you have to rabbit just go all the way to the back of your base, you can jetpack straight vertically and then base jump when or if someone chases you up there. It gives you a nice path around the edge of the map.

I mostly agree with the sniper stuff as well. The close quarters thing isn't too bad, they are severe bait for any other hitscan or smg/cg class because their pistol is laughably bad, although if a class like Soldier is chasing them they can sometimes stall in mid air with enough energy and pick you off. Because of the energy and jet speed, being airborne makes you a lot easier to hit with hitscan imho. You can't change direction much or you run out of energy really quick so you fall into a catch 22 with dieing to hitscan or explosives. I don't actually think hitscan affects people's momentum, maybe the chaingun, but the others (Including raider's smg even though it isn't true hitscan) don't seem to.
What does it matter how I loose it?
Supamang
Profile Joined June 2010
United States2298 Posts
Last Edited: 2011-12-06 06:16:30
December 06 2011 06:06 GMT
#777
This game fucking ROCKS. Just got my first MA since like 8 years ago when I stopped playing Tribes 2. Nearly forgot how satisfying it is.

They gave me only 1 extra key so imma make it interesting. Grab your shovel and dig through the spoil to find buried treasure! GOGOGO

VPEFE-384EF-49F74-6F681-2C50A

looks like someone found it. Gratz to him!
fly.stat
Profile Blog Joined December 2008
United States449 Posts
December 06 2011 06:09 GMT
#778
On December 06 2011 15:06 Supamang wrote:

Let us know if find the key to the treasure chest!


I found it, thanks a ton!

I promise to share any extra keys I get.
Until I write you again, take care of your precious person.
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
December 06 2011 09:40 GMT
#779
VP519-C6442-B4774-FD5B4-16597
VP1CE-85DCB-F00F4-D2193-5F00D
VP068-A68E9-E8AC4-8408A-ED95C
www.youtube.com/gryffes - Random Gaming Videos.
FaRess
Profile Joined September 2010
Tunisia937 Posts
December 06 2011 09:52 GMT
#780
On December 06 2011 18:40 Luckbox wrote:
VP519-C6442-B4774-FD5B4-16597
VP1CE-85DCB-F00F4-D2193-5F00D
VP068-A68E9-E8AC4-8408A-ED95C


Looks like they have been all used ... I'm dying to try this game, people that jumped on this please add the friend keys
YoloStar <3
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