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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 65

Forum Index > General Games
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xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2011-12-14 19:57:57
December 14 2011 19:57 GMT
#1281
Nm.
ProjectVirtue
Profile Blog Joined February 2009
Canada360 Posts
December 14 2011 20:00 GMT
#1282
On December 15 2011 04:37 BeMannerDuPenner wrote:
Show nested quote +
On December 15 2011 03:41 xDaunt wrote:
On December 15 2011 03:34 Razith wrote:
On December 15 2011 00:56 Charger wrote:
On December 14 2011 23:55 ProjectVirtue wrote:
Great news :D confirmed removal of hitscan =]

Thanks for your Beta survey responses & feedback Based on community input and suggestions, this week's Tribes: Ascend patch includes:

1. Removal of rapid-fire "hitscan" weapons. The Ranger’s Assault Rifle, Technician’s TCN4, and Infiltrator’s Rhino SMG will shoot projectiles

2. Projectile Inheritance. Projectile-based weapons will be more heavily influenced by the speed at which a player was moving when the weapon was fired.

and more. Full patch notes, and patch, coming later this week


Hi Rez continues to impress me. Sure you could say it should have never been in the game but better late than never.

What is the inheritance now, like 20%? Do you think it'll get up to 50%?


Rumors have been 30%, only a slight increase. I think it needs more than that; you have to lead really far ahead for long shots, making it almost impossible for those impressive long distance MA's. Sure they're still doable, but its more luck than anything right now.


I think that there's zero inheritance right now, so a 30% increase would be fairly substantial.


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
俺はダメ人間。。。
xDaunt
Profile Joined March 2010
United States17988 Posts
December 14 2011 20:02 GMT
#1283
On December 15 2011 04:37 BeMannerDuPenner wrote:
Show nested quote +
On December 15 2011 03:41 xDaunt wrote:
On December 15 2011 03:34 Razith wrote:
On December 15 2011 00:56 Charger wrote:
On December 14 2011 23:55 ProjectVirtue wrote:
Great news :D confirmed removal of hitscan =]

Thanks for your Beta survey responses & feedback Based on community input and suggestions, this week's Tribes: Ascend patch includes:

1. Removal of rapid-fire "hitscan" weapons. The Ranger’s Assault Rifle, Technician’s TCN4, and Infiltrator’s Rhino SMG will shoot projectiles

2. Projectile Inheritance. Projectile-based weapons will be more heavily influenced by the speed at which a player was moving when the weapon was fired.

and more. Full patch notes, and patch, coming later this week


Hi Rez continues to impress me. Sure you could say it should have never been in the game but better late than never.

What is the inheritance now, like 20%? Do you think it'll get up to 50%?


Rumors have been 30%, only a slight increase. I think it needs more than that; you have to lead really far ahead for long shots, making it almost impossible for those impressive long distance MA's. Sure they're still doable, but its more luck than anything right now.


I think that there's zero inheritance right now, so a 30% increase would be fairly substantial.


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
Profile Blog Joined September 2010
United States2405 Posts
December 14 2011 20:30 GMT
#1284
I tried searching on Hi Rez forums but couldn't find an answer - does anyone know when/if the share xp between classes option will be available in the beta?
It's easy to be a Monday morning quarterback.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
December 14 2011 21:11 GMT
#1285
On December 15 2011 05:00 ProjectVirtue wrote:
Show nested quote +
On December 15 2011 04:37 BeMannerDuPenner wrote:
On December 15 2011 03:41 xDaunt wrote:
On December 15 2011 03:34 Razith wrote:
On December 15 2011 00:56 Charger wrote:
On December 14 2011 23:55 ProjectVirtue wrote:
Great news :D confirmed removal of hitscan =]

Thanks for your Beta survey responses & feedback Based on community input and suggestions, this week's Tribes: Ascend patch includes:

1. Removal of rapid-fire "hitscan" weapons. The Ranger’s Assault Rifle, Technician’s TCN4, and Infiltrator’s Rhino SMG will shoot projectiles

2. Projectile Inheritance. Projectile-based weapons will be more heavily influenced by the speed at which a player was moving when the weapon was fired.

and more. Full patch notes, and patch, coming later this week


Hi Rez continues to impress me. Sure you could say it should have never been in the game but better late than never.

What is the inheritance now, like 20%? Do you think it'll get up to 50%?


Rumors have been 30%, only a slight increase. I think it needs more than that; you have to lead really far ahead for long shots, making it almost impossible for those impressive long distance MA's. Sure they're still doable, but its more luck than anything right now.


I think that there's zero inheritance right now, so a 30% increase would be fairly substantial.


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


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:
Show nested quote +
On December 15 2011 04:37 BeMannerDuPenner wrote:
On December 15 2011 03:41 xDaunt wrote:
On December 15 2011 03:34 Razith wrote:
On December 15 2011 00:56 Charger wrote:
On December 14 2011 23:55 ProjectVirtue wrote:
Great news :D confirmed removal of hitscan =]

Thanks for your Beta survey responses & feedback Based on community input and suggestions, this week's Tribes: Ascend patch includes:

1. Removal of rapid-fire "hitscan" weapons. The Ranger’s Assault Rifle, Technician’s TCN4, and Infiltrator’s Rhino SMG will shoot projectiles

2. Projectile Inheritance. Projectile-based weapons will be more heavily influenced by the speed at which a player was moving when the weapon was fired.

and more. Full patch notes, and patch, coming later this week


Hi Rez continues to impress me. Sure you could say it should have never been in the game but better late than never.

What is the inheritance now, like 20%? Do you think it'll get up to 50%?


Rumors have been 30%, only a slight increase. I think it needs more than that; you have to lead really far ahead for long shots, making it almost impossible for those impressive long distance MA's. Sure they're still doable, but its more luck than anything right now.


I think that there's zero inheritance right now, so a 30% increase would be fairly substantial.


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.


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.
life of lively to live to life of full life thx to shield battery
Chro
Profile Joined May 2010
United States240 Posts
December 14 2011 21:24 GMT
#1286
For anyone complaining about the change to hit-scan weapons. Get good and mid air people with projectiles, if you can't deal with it then leave. A game is finally going back to its roots and not catering to the casual game and people are up in arms about it? Didn't think i'd see that in the TL forums.
Onibal
Profile Joined November 2011
Germany8 Posts
December 14 2011 21:30 GMT
#1287
anyone else got pings 200+?

unplayable with such a ping
Microsloth
Profile Joined August 2010
Canada194 Posts
December 14 2011 21:30 GMT
#1288
Do they plan on having a chaingun type weapon similar to the chaingun from T1? That wasn't a hitscan weapon, you still had to predict movement, just not as much, and you could only do massive damage up close or possible at medium distance if you were good. Lot's of chasers used it in older tribes games.

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
Double digit APM. ftw?
Microsloth
Profile Joined August 2010
Canada194 Posts
December 14 2011 21:34 GMT
#1289
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!
Double digit APM. ftw?
Fruscainte
Profile Blog Joined December 2009
4596 Posts
December 14 2011 22:15 GMT
#1290
As a Pathfinder, use your Impact Grenades instead of disc shots. You get significantly better speed most of the time for a lot less damage done to yourself. I mean, it's almost nothing and I've personally liked it a lot more all around.

Other than that Katabic one posted a few pages ago, are there any good videos showing routes?
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2011-12-14 22:33:47
December 14 2011 22:32 GMT
#1291
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
Profile Joined October 2007
Canada416 Posts
December 15 2011 00:55 GMT
#1292
Is it just me or are the servers down? Couldn't log in at all today.
Charger
Profile Blog Joined September 2010
United States2405 Posts
December 15 2011 01:08 GMT
#1293
I just got kicked from a game and can't reconnect, think servers might be down as well.
It's easy to be a Monday morning quarterback.
beef42
Profile Blog Joined October 2008
Denmark1037 Posts
December 15 2011 01:39 GMT
#1294
My theory is that they gave out too many keys and the servers can't handle it. A few hours ago, during EU primetime, we'd get disconnected and sent to play on for us laggy US servers, but now everything seems to be AOK. I assume the same thing is happening in US as we approach their primetime.
turnip
Profile Joined May 2010
United States193 Posts
December 15 2011 01:45 GMT
#1295
this game is very fun
sob3k
Profile Blog Joined August 2009
United States7572 Posts
December 15 2011 02:31 GMT
#1296
The only real way to 180 without losing all your speed is to find a very steep vertical hill and hit it and jump/jet straight up to max height, then come down on the same slope reversing your direction and even improving your speed. The problem with this is that while you are still going fast you do stall in one area for a long time.
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.
Charger
Profile Blog Joined September 2010
United States2405 Posts
December 15 2011 02:36 GMT
#1297
To the flag cappers out there, I have a question.

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.
It's easy to be a Monday morning quarterback.
Muey
Profile Joined August 2007
Finland149 Posts
December 15 2011 10:09 GMT
#1298
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.
silverfire
Profile Blog Joined January 2010
United States304 Posts
Last Edited: 2011-12-15 10:26:03
December 15 2011 10:23 GMT
#1299
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 :|
PhotographerChicken and waffles is the one true food of ESPORTS | Twitter: @silverfire
jacen
Profile Blog Joined April 2004
Austria3644 Posts
December 15 2011 11:08 GMT
#1300
Got 2 beta keys if some of you still need one.

A240B-A2304-EE164-3168D-34399
A24A0-9338C-1B7A4-79682-F49A9

First come first serve.
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
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