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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 63

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Morphling_
Profile Joined May 2011
87 Posts
December 13 2011 22:58 GMT
#1241
On December 14 2011 07:54 Logo wrote:
Show nested quote +
On December 14 2011 07:48 Morphling_ wrote:
As someone how has played a fair amount of both Jug and Path, I'm okay with how that duel matchup works. Sure Jug has a slight edge just because of his massive health, but it's really not all that uncommon for the Path to win. It's far easier to hit a heavy repeatedly with disks than a light, he lands on the ground twice as much and can't go fast at all. About disks one shotting lights, it has to be a dead on hit to do so, so I'm okay with it. It's not terribly difficult to hit with some splash, and will take up to 3 disks if you aren't hitting very close, but a dead on disk shot deserves to kill a light.

I'm pretty annoyed with the fusion mortar, mostly because its radius is so ridiculous. Sure, it deserves to have that kind of firepower outdoors, where its still ridiculously good for flag D, but when you take it inside you can blow up entire rooms. It makes it really frustrating to play Infiltrator especially, where you have very very few options for taking down a jugg guarding the flag. You need to hit him with multiple clips / mines /melees while any weapon he has will 1 shot you, and once he knows you are there he can spam fusion mortar into nearby rooms, and if you're hiding in the room you have no chance to survive. Heavies really are quite imbalanced indoors, and for a light class that needs to operate indoors (infiltrator), its a problem.


Isn't there a perk for additional melee damage from behind a target or something like that. Have you tried using that perk indoors vs heavies? Sure it won't help if they know you're there or are spamming, but still.

Especially for something like a melee + shoot or hit and stick with grenade.

Melee does 900 damage, the perk would make it do 1350 damage. Heavies have 2400 base health, so it will still only do half their hp. Melee in general is unreliable since it is nearly impossible to melee anyone who is moving at all. The actual range on the melee is quite pathetic.

I don't have the perk yet, what I tend to do against mediums who are stationary is two quick pistols and a melee which will kill them, but that kind of thing isn't feasible against heavy. I supposed once you get the perk, you could try backstab, stick with a mine, fly away spamming smg on a heavy. Still doesn't help against the heavies who fly around aimlessly spamming mortar into rooms though.
Risen
Profile Blog Joined March 2010
United States7927 Posts
December 13 2011 23:07 GMT
#1242
On December 14 2011 06:33 Teddyman wrote:
Scrims tonight! Stream starting at http://www.twitch.tv/tweekc

9 PM GMT/4 PM EST : Hindsight [.hs] VS Working as Intended [wai.] (EU) (+:30 minutes for technical reason)
2 AM GMT/9 PM EST : the tao of tribe [is tao] VS Buff Shrikes [pewpew] (US)


Awwwwwwwwww snap! Time to bust out the kool aid.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
December 13 2011 23:44 GMT
#1243
Hah I'm on the tao of tribe :D. Hopefully we'll win.
Descolada in everything not TL/Starcraft
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
December 13 2011 23:51 GMT
#1244
On December 14 2011 08:44 Coriolis wrote:
Hah I'm on the tao of tribe :D. Hopefully we'll win.


Please make a better showing than Team Generhaters vs. Broeagle :D
I can only play starcraft when I am shit canned. IPXZERG is a god.
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
December 14 2011 00:50 GMT
#1245
orbital so funneh, got a quatra kill at the end of a tdm
@QxGDarkCell ._.
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
December 14 2011 01:24 GMT
#1246
Rumor is in that ranger AR, Tech SMG and infil SMG are all switching to non-hitscan weapons, presumably around the style and lethality of the raider SMG.

Prepare for conflicted whining. ^^
Poisonous Sheep counter Hydras
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
December 14 2011 01:32 GMT
#1247
http://www.teamliquid.net/blogs/viewblog.php?topic_id=294585
Thread for the cast.
Descolada in everything not TL/Starcraft
silverfire
Profile Blog Joined January 2010
United States304 Posts
December 14 2011 01:56 GMT
#1248
On December 14 2011 10:24 Thereisnosaurus wrote:
Rumor is in that ranger AR, Tech SMG and infil SMG are all switching to non-hitscan weapons, presumably around the style and lethality of the raider SMG.

Prepare for conflicted whining. ^^

I'd be completely OK with full auto ballistics being fast-projectile direct impact only. Just don't mess with my sniper rifle :X
PhotographerChicken and waffles is the one true food of ESPORTS | Twitter: @silverfire
sob3k
Profile Blog Joined August 2009
United States7572 Posts
December 14 2011 03:40 GMT
#1249
Does anyone know a single fast route for either side on Bella Omega? I can't figure out anything....sure you can sort of freestyle yourself around at like 160 but its really lame. I hate the map, its basically impossible to defend the flag but nobody knows any routes so it just ends up as 20 minutes of desperate llama grabs and the ensuing retard chase where flags are never home.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
December 14 2011 03:50 GMT
#1250
On December 14 2011 12:40 sob3k wrote:
Does anyone know a single fast route for either side on Bella Omega? I can't figure out anything....sure you can sort of freestyle yourself around at like 160 but its really lame. I hate the map, its basically impossible to defend the flag but nobody knows any routes so it just ends up as 20 minutes of desperate llama grabs and the ensuing retard chase where flags are never home.


I'm trying to rediscover one I had in the past where I unintentionally sustained ~220mph all around from Blood Eagle side.

I'm also experimenting with Impact Grenade routes on there. It's just so many minor pitfalls and shit that it just fucks up your speed consistently.
Charger
Profile Blog Joined September 2010
United States2405 Posts
December 14 2011 04:10 GMT
#1251
On December 14 2011 12:40 sob3k wrote:
Does anyone know a single fast route for either side on Bella Omega? I can't figure out anything....sure you can sort of freestyle yourself around at like 160 but its really lame. I hate the map, its basically impossible to defend the flag but nobody knows any routes so it just ends up as 20 minutes of desperate llama grabs and the ensuing retard chase where flags are never home.


Sums up my experience on that map perfectly lol
It's easy to be a Monday morning quarterback.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-12-14 04:49:14
December 14 2011 04:47 GMT
#1252
On December 14 2011 12:40 sob3k wrote:
Does anyone know a single fast route for either side on Bella Omega? I can't figure out anything....sure you can sort of freestyle yourself around at like 160 but its really lame. I hate the map, its basically impossible to defend the flag but nobody knows any routes so it just ends up as 20 minutes of desperate llama grabs and the ensuing retard chase where flags are never home.


I don't have a complete run for it, but I did find a path that works pretty well or at least better than trying to freestyle my way in there. As Diamond sword if you go up to the left of the BE base, about even with the turret, but all the way at the border there's a large hill up against the map boundaries and another large hill a little further in. What I do is start at the hill further in, ski down that and up the hill against the edge, then come back straight down and it sends me off towards the BE base at about 160-200 or so. There's a tiny ramp to the left of the turret that you jet off of to make the grab and get out. You could probably disc off the ramp to have higher speed, but you may end up getting too much height to fit through the door.

There's a similar run on the other side too where you basically build speed off a large slope/hill and then use a tiny hill to make the jet up to grab.

Not great, but it was the only run I found that reliably got me into the base with energy and speed to get back out.
Logo
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2011-12-14 06:19:02
December 14 2011 06:17 GMT
#1253
The trick to capping on Bella Omega is to hit the hill just in front of the first tunnel after you grab the flag and then shoot through the tunnel. If you hit it right, you'll be at 200+ easily and absolutely dust all of the chasers. As long as some midfielder doesn't hit you in the face wtih a disc, you should be home free. You can hit the hill by coming off the front side of the flag platform or by going up the tube and angling towards the front.
silverfire
Profile Blog Joined January 2010
United States304 Posts
December 14 2011 06:24 GMT
#1254
It's beating your personal best with kills like this that make sniping worth the trouble of playing a light class with no dueling power :X

[image loading]
PhotographerChicken and waffles is the one true food of ESPORTS | Twitter: @silverfire
xDaunt
Profile Joined March 2010
United States17988 Posts
December 14 2011 06:31 GMT
#1255
On December 14 2011 15:24 silverfire wrote:
It's beating your personal best with kills like this that make sniping worth the trouble of playing a light class with no dueling power :X

[image loading]


Nice work.

It's just sad how weak sniping is in this game compared to previous Tribes. 1k+ snipes were very common as long as map visibility allowed it.
Silidons
Profile Blog Joined September 2010
United States2813 Posts
Last Edited: 2011-12-14 06:52:53
December 14 2011 06:40 GMT
#1256
can someone riddle how this is even fair? these guys have like all classes at their disposal with all perks so they do have an advantage over our team...forcefields and all that type of shit with those missiles that i can shoot down now ez, but makes dogfights ridiculous when i need to kill a missile also from someone else, when NO ONE on my team has these classes since we're all low lvl...
+ Show Spoiler +
[image loading]


i tried to kill the doombringer guys but with spinfuser takes literally like 5 shots to kill 'em...which i did a few times but still lol

edit: they anally raped us the next game also...just can't do enough to these guys with the extra stuff they have at their disposal...shouldn't the quick match have like rank brackets?
"God fights on the side with the best artillery." - Napoleon Bonaparte
Morphling_
Profile Joined May 2011
87 Posts
December 14 2011 09:17 GMT
#1257
On December 14 2011 15:40 Silidons wrote:
can someone riddle how this is even fair? these guys have like all classes at their disposal with all perks so they do have an advantage over our team...forcefields and all that type of shit with those missiles that i can shoot down now ez, but makes dogfights ridiculous when i need to kill a missile also from someone else, when NO ONE on my team has these classes since we're all low lvl...
+ Show Spoiler +
[image loading]


i tried to kill the doombringer guys but with spinfuser takes literally like 5 shots to kill 'em...which i did a few times but still lol

edit: they anally raped us the next game also...just can't do enough to these guys with the extra stuff they have at their disposal...shouldn't the quick match have like rank brackets?


You come off as pretty whiny. Considering you can join whatever team you want, if all the low guys join one team and the high guys join another what are the developers supposed to do?

I have noticed a rudimentary level of rank seperation, especially at very low ranks. When I first started nobody in any of my games every had any classes outside of soldier / ranger.

Finally, the both the initial classes (soldier / ranger) and the cheap classes (jugg, inf, path) are all very good, it's not like the expensive classes are straight up better.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
December 14 2011 12:14 GMT
#1258
If anything the cheap holy trinity (Soldier/Jugg/Path) are three of the best classes in the game.
jupidar
Profile Joined December 2010
United States229 Posts
Last Edited: 2011-12-14 12:35:05
December 14 2011 12:26 GMT
#1259
On December 14 2011 06:18 Fruscainte wrote:
Alright, I'm getting really god damn frustrated at Heavy classes.

Fifteen deaths last game. Fifteen deaths from heavies. Want to know how EVERY SINGLE one happened?

I started shooting him. I even get some mid air shots on them. The fight is lasting about ~30 seconds and I'm dancing all over them like no ones business. I mean, they're my fucking bitch. They keep shooting and missing, and I keep hitting, knocking them off and keep skiing and jumping around them. And you know what happened, without a doubt, every single time? I get them >10% and as I sometimes pull out my shotgun to shoot them, or shoot another spinfuser at them to finish them off (depending), they get ONE shot. ONE shot at me, and it lands near my feet. And it one shots me. I was at full health most of the time still, and this ONE fucking shot from their god damn Spinfuser kills me.

Are you telling me that I need to out-maneuver, out shoot, and outplay someone who is a Heavy in every conceivable way just to have a CHANCE of beating them? Where I need to get 4-8 shots on them, and they just need to get one god damn shot off in range of me to either one shot me, or bring me to near-death?

Am I just not supposed to fight Heavies at all as a Pathfinder or something? Which I kind of find hard considering how many I fucking run in into on the enemy team. I mean, this is literally just blowing me away. I out play these people so god damn hard from the start, one of their things land near my feet, even when I'm not even touching the fucking ground, and I'm just dead. Instantly.

/rant


I literally never die to heavies, so I'm not sure what your problem is. It is not really hard to out-maneuver them for that long. Just make sure you hit them every time (not hard to do). You can midair heavies quite easily too. You could also just play Solder/Ranger/Raider...
jupidar
Profile Joined December 2010
United States229 Posts
December 14 2011 12:32 GMT
#1260
On December 14 2011 04:15 silverfire wrote:
So I can easily chalk this up to me being new to this game (been playing about only 5 days or so, level 12 or so), but Pathfinders and Raiders really rip me a new one when I'm playing Sentinel. It's hard as fuck to land any Nova Colt hits whatsoever on PTH's and it doesn't even matter if I hit a RDR because that shield pack is gonna soak up those hits that do land. Anybody more experienced have any advice?

I've been trying all sorts of stuff like staying in places that take quite a bit of creative skiing (or a ton of jetpack energy) to get to as an attempt to limit the number of attempts on my life. Using the jammer seems to actually clue them into my position more often than not, and claymores are nigh useless with the amount of explosive primary guns around. I've also tried spending the entire game only taking 3-4 shots from a single position then getting the hell out of dodge, but more often than not, I find myself off-rhythm and way out of position to take a clear shot on the flag runner on either ingress or egress, especially on Bella Omega.


Snipe them as soon as they start coming towards you. Stay in the air when they get close. Nova does insane amounts of damage, but sniping them is much easier, even close range/in air. Claymores are mostly only useful on the flag stand, or maybe at the very beginning of maps near the Generator main entrances. You don't really need to move that much, but standing still and sniping the whole game is just an obvious way to get outplayed. If a Raider is chasing you constantly I would just change classes and kill him or run away.
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