Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 65
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xDaunt
United States17988 Posts
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ProjectVirtue
Canada360 Posts
On December 15 2011 04:37 BeMannerDuPenner wrote: afair i read on forums that its currently 20% not sure what i should think about the change in the hitscan weaps. how much of a difference does it make? overall i absolutely dont udnerstand all the bitching about em i read. 90% of the time i use and get killed by the projectile explosives. and for chasing i dont quite get how youre supposed to stop a flag runner going at 170+ with thumper or the spinfuser. unless you are really close at same/superior speed or get a lucky psychic shot off to stop/kill them. the problem with the hitscan weapons is that it removed a lot of the calculating factors involved in tribes' roots. since tribes isn't cover based, it's difficult to do anything about a hitscan weapon ripping through you when you're flying through the air in the open. a lot of the problems with hitscan revolved around defense capabilities. Theres many large threads about this on the HR forums, you can go take a look. for chasing, thats the reason why we've been lobbying to increase the inertia on projectiles for the past 2 months. At such a low % of inertia. the disc doesn't fire fast enough relative to the speed you're traveling at which made chasing with spinfusor extremely difficult at times, the increase in inheritance mentioned on their facebook status this morning should alleviate things a little depending on how much they jack it up by. you shouldn't really be relying on luck anyways, just try and predict where they'll be before you shoot. I'm usually the chaser and as long as i keep pace, i can usually get them. jumpers on the other hand is just a little ridiculous to follow | ||
xDaunt
United States17988 Posts
On December 15 2011 04:37 BeMannerDuPenner wrote: afair i read on forums that its currently 20% not sure what i should think about the change in the hitscan weaps. how much of a difference does it make? overall i absolutely dont udnerstand all the bitching about em i read. 90% of the time i use and get killed by the projectile explosives. and for chasing i dont quite get how youre supposed to stop a flag runner going at 170+ with thumper or the spinfuser. unless you are really close at same/superior speed or get a lucky psychic shot off to stop/kill them. If you're within 50 m of your target, you should be able to cappers with a disc or thumper. It's really not that hard to predict where cappers are going to land when skiing towards base. As long as you know where they'll hit the ground, and, if you have a clear line of sight to that point, you can kill them. That said, you're best off playing D from the midfield and intercepting cappers as they're heading towards you. That's when you get the easiest shots. | ||
Charger
United States2405 Posts
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BeMannerDuPenner
Germany5638 Posts
On December 15 2011 05:00 ProjectVirtue wrote: the problem with the hitscan weapons is that it removed a lot of the calculating factors involved in tribes' roots. since tribes isn't cover based, it's difficult to do anything about a hitscan weapon ripping through you when you're flying through the air in the open. a lot of the problems with hitscan revolved around defense capabilities. Theres many large threads about this on the HR forums, you can go take a look. for chasing, thats the reason why we've been lobbying to increase the inertia on projectiles for the past 2 months. At such a low % of inertia. the disc doesn't fire fast enough relative to the speed you're traveling at which made chasing with spinfusor extremely difficult at times, the increase in inheritance mentioned on their facebook status this morning should alleviate things a little depending on how much they jack it up by. you shouldn't really be relying on luck anyways, just try and predict where they'll be before you shoot. I'm usually the chaser and as long as i keep pace, i can usually get them. jumpers on the other hand is just a little ridiculous to follow i think i understand where they are coming from( i still often hate on sc2 and want bw times back). just that i personally dont feel there is a problem. and that youre sometimes vulnerable vs a few weaps in the air is nice change to the usual "be in the air = be safe" of the game. i played vs some i think quite good people (very high rank + tonsa kills/score) and never thought its unfair at any point. and by luck i wasnt talking about guessing the distance but simply their path cause i have to fire seconds before they will be there. and any slight change of their path will mean i miss even if i predicted the spot perfectly at the moment i fired. On December 15 2011 05:02 xDaunt wrote: If you're within 50 m of your target, you should be able to cappers with a disc or thumper. It's really not that hard to predict where cappers are going to land when skiing towards base. As long as you know where they'll hit the ground, and, if you have a clear line of sight to that point, you can kill them. That said, you're best off playing D from the midfield and intercepting cappers as they're heading towards you. That's when you get the easiest shots. when the grab it at full speed they often barely hit the ground before they are back at base. what do i do then? also how to get that close when they naturally have a lead on you and dont fuck up ? also another thing i wanted to ask, whats the best way to gain speed if there isnt anything good to use around you? and whats the best way to change direction 180° without losing too much speed? often in midfield even when i get a okish shot off they just speed right past me, hide,regen and then enter my base from the other side or something. | ||
Chro
United States240 Posts
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Onibal
Germany8 Posts
unplayable with such a ping ![]() | ||
Microsloth
Canada194 Posts
and complaining that you can't stop a capper without a hitscan weapon is kinda lame... it's like wanted to have cod weapons in the middle of a tribes battlefield. learn to get good with the projectile weapons offered. Those bastards can't fly foreva ![]() | ||
Microsloth
Canada194 Posts
On December 15 2011 06:11 BeMannerDuPenner wrote: also another thing i wanted to ask, whats the best way to gain speed if there isnt anything good to use around you? and whats the best way to change direction 180° without losing too much speed? often in midfield even when i get a okish shot off they just speed right past me, hide,regen and then enter my base from the other side or something. I know in older tribes games the fastest way to gain speed was to simply disc jump (fire a spinfuser at the ground opposite the direction you want to head, and jump / jetpack at the same time) People who were really good could toss a grenade mid-air, then fire a disc at it to disc-jump, but I don;t think tribes ascend facilitates that. As for stopping quickly, the old way was to drop a beacon at your feet facing straight down. Again, no idea if tribes ascend facilitates that or not. Wish I had a cpu that could run it because I played a LOT of tribes 1 back in the day! | ||
Fruscainte
4596 Posts
Other than that Katabic one posted a few pages ago, are there any good videos showing routes? | ||
xDaunt
United States17988 Posts
On December 15 2011 06:11 BeMannerDuPenner wrote: when the grab it at full speed they often barely hit the ground before they are back at base. what do i do then? also how to get that close when they naturally have a lead on you and dont fuck up ? also another thing i wanted to ask, whats the best way to gain speed if there isnt anything good to use around you? and whats the best way to change direction 180° without losing too much speed? often in midfield even when i get a okish shot off they just speed right past me, hide,regen and then enter my base from the other side or something. Before I answer, let me just give you a little perspective on where I'm coming from. I played T2 competitively as an LD (ie a Light Defender who chased flag cappers). Everything in T2 moved much faster than in T:A, and cappers spent a lot less time on the ground than they do in T:A. As such, I find that hitting cappers with a disc is relatively easy in T:A as compared to what I am accustomed to. Anyway, defending the flag is fundamentally no different in T:A than in T2. In both games, you have to deal with the issue of cappers running at your flag at max speed. Defenses deal with this issue by layering the defense. You're supposed to keep one or two people at the flag to nail the capper with a disc as he's approaching the flag, and then keep another 2-3 defenders further out towards the midfield such that they're in a position to intercept the capper if he gets away with the flag from the stand. With practice, you'll find that nailing a capper with a disc who's near the ground isn't really that hard. Given how hard discs hit in this game, you really only need 1 good hit, which will either get you the kill or allow you to finish the capper with an AR or pistol. As for your movement questions, I find that skiing on flat surfaces is remarkably movement efficient. You don't need many hills to really get going. As for the 180 degree turn, there really isn't a good option. The best is to stop at the top of a hill that goes in the direction you want to go in. Other than that, you're dead in the water. If you find that you need to do 180 degree turns a lot at max speed, then the problem is your decision making with regards to your approach and angle of attack. For example, if you're looking to intercept a capper in the midfield, you want to align your movement vector as much as possible with the cappers to maximize the amount of time that you're in firing range. This means that the wrong approach is to take a capper head on. If the capper is heading due north, and you're positioned NE of the capper, ideally you want to be moving NNW to intercept. | ||
calvinL
Canada416 Posts
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Charger
United States2405 Posts
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beef42
Denmark1037 Posts
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turnip
United States193 Posts
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sob3k
United States7572 Posts
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Charger
United States2405 Posts
What do you do when you get back to your base and the flag is in enemy hands on the other end of the map? I usually try to stay active skiing around but staying relatively close to our flag. But I've seen people pretty much sit on flag stand and I've seen others ski all over the map with the flag. On crossfire (i think that's the map), I usually run into the inv station room and drop it off to a heavy but most maps don't seem to accommodate that quite as well. Just wanna know if I'm doing it the right way or whatever. | ||
Muey
Finland149 Posts
but as it often happens in T:A, due to people not spawning at the actual base, and spawning directly in their loadouts, they just go straight O, meaning your base is full of enemies and all your teammates are hanging around their base waiting for you to die so they can be the next llama In which case I just rabbit around and hope for the best, though it's not gonna last you very long the moment someone half decent starts AR whoring or sniping. | ||
silverfire
United States304 Posts
On December 15 2011 19:09 Muey wrote: If the stand actually has a bunch of dedicated dudes defending I usually hang around it but as it often happens in T:A, due to people not spawning at the actual base, and spawning directly in their loadouts, they just go straight O, meaning your base is full of enemies and all your teammates are hanging around their base waiting for you to die so they can be the next llama In which case I just rabbit around and hope for the best, though it's not gonna last you very long the moment someone half decent starts AR whoring or sniping. That's one of the problems I had all night. I was switching between Sentinel or Juggernaut, occasionally light D as a Pathfinder. For at least 20 out of 25 minutes each game, I was literally the only person on any sort of D. It's so infuriating when you're the only D as a heavy, and five Pathfinders and Jumpers are flying circles around you killing you over and over. I can usually swat one or two of them, but I sure as hell can't take five of them on without help. Getting shot at by two guys immediately as you spawn feels real shitty :| | ||
jacen
Austria3644 Posts
A240B-A2304-EE164-3168D-34399 A24A0-9338C-1B7A4-79682-F49A9 First come first serve. | ||
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