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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 81

Forum Index > General Games
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LagT_T
Profile Joined March 2010
Argentina535 Posts
January 30 2012 01:24 GMT
#1601
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.
"The tactics... no. Amateurs discuss tactics, professional soldiers study logistics." - Tom Clancy, Red Storm Rising
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2012-01-30 10:29:10
January 30 2012 10:27 GMT
#1602
On January 30 2012 10:24 LagT_T wrote:
Show nested quote +
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.


Thats what I thought too but a friend of mine explained to me what the real issue is, and now that I think of it it's actually pretty huge.

There's no visual point of reference that is reliable to say "this guy is on the ground, this guy is 5ft above the ground and 10ft away, this guy is 100ft away and 20 ft on the ground". It's all "Well he's flying around like an airplane and I better be shootin or else I die.".

I thought I had no problem with this but if you think of it the only real "good kills" with the spinfusor are when your enemy is right in front of you, mid air shots or long distance shots are almost 100% luck based and the rifle projectiles are too slow.
All you do is shoot and if you miss you try again in a different angle until there's the number popping up and you hit. If you start missing again you adjust again and try again until someone is dead.

If you look at the server's ranks you're seeing the results of it:
People that are #1 in one round are last in the next, in the middle of the other and then last again only to eventually be #1 again. It's pure randomness.

I really like the game idea itself, having such a fast-paced shooter with a solid class system, but if the shooting/aiming is either luck-based or a trial&error scenario it just won't work out.
drivec
Profile Joined May 2009
United States354 Posts
January 30 2012 12:30 GMT
#1603
i dont really think its luck based sure you might get a lucky shot but your not suppost to be hitting long distance(with disc) unless you know where they are going to be. after playing alot i have gotten the feel for how my movement effects my shots and hit alot more often. I dont really have to much a problem hitting people. its not that easy to hit someone mid air because its really easy to change course. for me the easyest thing to do is hit someone where they are going to land.

iam not sure how you could mistake someone for being on the ground unless your really high above them. if they are barely off the ground disc shot should still hit. i have played on high settings and med. I stick to med because sometimes the screen is so bright i cant see my shots.
starcraft is chess at warp speed
Candadar
Profile Blog Joined July 2011
2049 Posts
January 30 2012 13:42 GMT
#1604
On January 30 2012 19:27 KeksX wrote:
Show nested quote +
On January 30 2012 10:24 LagT_T wrote:
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.


Thats what I thought too but a friend of mine explained to me what the real issue is, and now that I think of it it's actually pretty huge.

There's no visual point of reference that is reliable to say "this guy is on the ground, this guy is 5ft above the ground and 10ft away, this guy is 100ft away and 20 ft on the ground". It's all "Well he's flying around like an airplane and I better be shootin or else I die.".

I thought I had no problem with this but if you think of it the only real "good kills" with the spinfusor are when your enemy is right in front of you, mid air shots or long distance shots are almost 100% luck based and the rifle projectiles are too slow.
All you do is shoot and if you miss you try again in a different angle until there's the number popping up and you hit. If you start missing again you adjust again and try again until someone is dead.

If you look at the server's ranks you're seeing the results of it:
People that are #1 in one round are last in the next, in the middle of the other and then last again only to eventually be #1 again. It's pure randomness.

I really like the game idea itself, having such a fast-paced shooter with a solid class system, but if the shooting/aiming is either luck-based or a trial&error scenario it just won't work out.


What?

I consistently get #3-#1 on my games.

It doesn't have anything to do with luck. It's about getting the feel for it.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2012-01-30 14:23:50
January 30 2012 14:20 GMT
#1605
On January 30 2012 22:42 Candadar wrote:
Show nested quote +
On January 30 2012 19:27 KeksX wrote:
On January 30 2012 10:24 LagT_T wrote:
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.


Thats what I thought too but a friend of mine explained to me what the real issue is, and now that I think of it it's actually pretty huge.

There's no visual point of reference that is reliable to say "this guy is on the ground, this guy is 5ft above the ground and 10ft away, this guy is 100ft away and 20 ft on the ground". It's all "Well he's flying around like an airplane and I better be shootin or else I die.".

I thought I had no problem with this but if you think of it the only real "good kills" with the spinfusor are when your enemy is right in front of you, mid air shots or long distance shots are almost 100% luck based and the rifle projectiles are too slow.
All you do is shoot and if you miss you try again in a different angle until there's the number popping up and you hit. If you start missing again you adjust again and try again until someone is dead.

If you look at the server's ranks you're seeing the results of it:
People that are #1 in one round are last in the next, in the middle of the other and then last again only to eventually be #1 again. It's pure randomness.

I really like the game idea itself, having such a fast-paced shooter with a solid class system, but if the shooting/aiming is either luck-based or a trial&error scenario it just won't work out.


What?

I consistently get #3-#1 on my games.

It doesn't have anything to do with luck. It's about getting the feel for it.

How do you measure that?

"Hey, how did you hit me?"
"Meh, I just felt it."
This is not how it works, either you can specifically say "I saw you standing there so I shot right there" or there's something wrong...



iam not sure how you could mistake someone for being on the ground unless your really high above them.

It's not really the issue of
"Is he one the ground or is he flying?" but raher:
"Where exactly is he on the ground, where exactly is he flying?"

If you want to hit with the spinfusor you gotta know where he hits the ground, but if you don't even know where in the 3d-room he is right NOW you can't tell where he'll hit the ground.

So your best guess is to just shoot into his direction. There's maybe a 50% chance that you hit, but thats not really what it should be. I do that, too. I would consider my aiming to be at least decent, but there's more luck involved than many want to admit.

Pretty good example my friend showed me:
http://images.idgentertainment.de/images/idgwpgsgp/bdb/2235146/617x.jpg
So, where to point at to hit with your spinfusor?

Another one:
http://images.eurogamer.net/assets/articles//a/1/3/7/4/8/0/3/CTF2_Crossfire_01.jpg.jpg

From your perspective, is the enemy in front or behind the laser?

If I remember correctly, the predecessors were designed so that you could perfectly hit with the spinfusor mid air if you were good enough. I'd love to see this in tribes ascend, too!
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
January 30 2012 14:27 GMT
#1606
On January 30 2012 23:20 KeksX wrote:
Show nested quote +
On January 30 2012 22:42 Candadar wrote:
On January 30 2012 19:27 KeksX wrote:
On January 30 2012 10:24 LagT_T wrote:
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.


Thats what I thought too but a friend of mine explained to me what the real issue is, and now that I think of it it's actually pretty huge.

There's no visual point of reference that is reliable to say "this guy is on the ground, this guy is 5ft above the ground and 10ft away, this guy is 100ft away and 20 ft on the ground". It's all "Well he's flying around like an airplane and I better be shootin or else I die.".

I thought I had no problem with this but if you think of it the only real "good kills" with the spinfusor are when your enemy is right in front of you, mid air shots or long distance shots are almost 100% luck based and the rifle projectiles are too slow.
All you do is shoot and if you miss you try again in a different angle until there's the number popping up and you hit. If you start missing again you adjust again and try again until someone is dead.

If you look at the server's ranks you're seeing the results of it:
People that are #1 in one round are last in the next, in the middle of the other and then last again only to eventually be #1 again. It's pure randomness.

I really like the game idea itself, having such a fast-paced shooter with a solid class system, but if the shooting/aiming is either luck-based or a trial&error scenario it just won't work out.


What?

I consistently get #3-#1 on my games.

It doesn't have anything to do with luck. It's about getting the feel for it.

How do you measure that?

"Hey, how did you hit me?"
"Meh, I just felt it."
This is not how it works, either you can specifically say "I saw you standing there so I shot right there" or there's something wrong...



Show nested quote +
iam not sure how you could mistake someone for being on the ground unless your really high above them.

It's not really the issue of
"Is he one the ground or is he flying?" but raher:
"Where exactly is he on the ground, where exactly is he flying?"

If you want to hit with the spinfusor you gotta know where he hits the ground, but if you don't even know where in the 3d-room he is right NOW you can't tell where he'll hit the ground.

So your best guess is to just shoot into his direction. There's maybe a 50% chance that you hit, but thats not really what it should be. I do that, too. I would consider my aiming to be at least decent, but there's more luck involved than many want to admit.

Pretty good example my friend showed me:
http://images.idgentertainment.de/images/idgwpgsgp/bdb/2235146/617x.jpg
So, where to point at to hit with your spinfusor?

Another one:
http://images.eurogamer.net/assets/articles//a/1/3/7/4/8/0/3/CTF2_Crossfire_01.jpg.jpg

From your perspective, is the enemy in front or behind the laser?

If I remember correctly, the predecessors were designed so that you could perfectly hit with the spinfusor mid air if you were good enough. I'd love to see this in tribes ascend, too!

You can perfectly midair people. Getting a feel for it is exactly how it works, its just harder in ascend due to the massive amount of free air control you can get. And you can tell when he'll hit the ground....it just takes a ton of practice.
Descolada in everything not TL/Starcraft
Candadar
Profile Blog Joined July 2011
2049 Posts
Last Edited: 2012-01-30 14:31:42
January 30 2012 14:30 GMT
#1607
On January 30 2012 23:27 Coriolis wrote:
Show nested quote +
On January 30 2012 23:20 KeksX wrote:
On January 30 2012 22:42 Candadar wrote:
On January 30 2012 19:27 KeksX wrote:
On January 30 2012 10:24 LagT_T wrote:
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.


Thats what I thought too but a friend of mine explained to me what the real issue is, and now that I think of it it's actually pretty huge.

There's no visual point of reference that is reliable to say "this guy is on the ground, this guy is 5ft above the ground and 10ft away, this guy is 100ft away and 20 ft on the ground". It's all "Well he's flying around like an airplane and I better be shootin or else I die.".

I thought I had no problem with this but if you think of it the only real "good kills" with the spinfusor are when your enemy is right in front of you, mid air shots or long distance shots are almost 100% luck based and the rifle projectiles are too slow.
All you do is shoot and if you miss you try again in a different angle until there's the number popping up and you hit. If you start missing again you adjust again and try again until someone is dead.

If you look at the server's ranks you're seeing the results of it:
People that are #1 in one round are last in the next, in the middle of the other and then last again only to eventually be #1 again. It's pure randomness.

I really like the game idea itself, having such a fast-paced shooter with a solid class system, but if the shooting/aiming is either luck-based or a trial&error scenario it just won't work out.


What?

I consistently get #3-#1 on my games.

It doesn't have anything to do with luck. It's about getting the feel for it.

How do you measure that?

"Hey, how did you hit me?"
"Meh, I just felt it."
This is not how it works, either you can specifically say "I saw you standing there so I shot right there" or there's something wrong...



iam not sure how you could mistake someone for being on the ground unless your really high above them.

It's not really the issue of
"Is he one the ground or is he flying?" but raher:
"Where exactly is he on the ground, where exactly is he flying?"

If you want to hit with the spinfusor you gotta know where he hits the ground, but if you don't even know where in the 3d-room he is right NOW you can't tell where he'll hit the ground.

So your best guess is to just shoot into his direction. There's maybe a 50% chance that you hit, but thats not really what it should be. I do that, too. I would consider my aiming to be at least decent, but there's more luck involved than many want to admit.

Pretty good example my friend showed me:
http://images.idgentertainment.de/images/idgwpgsgp/bdb/2235146/617x.jpg
So, where to point at to hit with your spinfusor?

Another one:
http://images.eurogamer.net/assets/articles//a/1/3/7/4/8/0/3/CTF2_Crossfire_01.jpg.jpg

From your perspective, is the enemy in front or behind the laser?

If I remember correctly, the predecessors were designed so that you could perfectly hit with the spinfusor mid air if you were good enough. I'd love to see this in tribes ascend, too!

You can perfectly midair people. Getting a feel for it is exactly how it works, its just harder in ascend due to the massive amount of free air control you can get. And you can tell when he'll hit the ground....it just takes a ton of practice.


This, it just takes time.

It's just something that clicks when you finally get it, honestly. I used to never be able to midair, hit people when they were moving super fast and shit, but now I sick shots all the time. I don't need shadows to do it, it's just something that clicks when you finally get used to the momentum of the game and how people move. I don't see the problem with it. I'm not trying to be arrogant, but honestly, once you play for a while you don't need shadows to tell when people are going to hit the ground or how high up they are and shit unless you are perfectly vertically up from their position.

So, in closing, it's not the game -- it's you.
ShoreT
Profile Joined August 2008
United States489 Posts
January 30 2012 14:57 GMT
#1608
Honestly, this game is probably the antithesis of being luck-based. Since the actions are so fast, your aim has to be that much better; there are no random headshots or places to camp to bail you out of finishing at the bottom of the rankings (okay there are headshots but I've gotten like 1 randomly over the course of dozens of game). Good players that I've seen being streamed for scrims (projectile, CreativityMoat, etc.) consistently finish at the top of the rankings when they are in my games.

Also, showing a picture and asking us where someone will land is extremely silly. Without knowing the velocity of the people is question it is impossible to tell.
Derp
Candadar
Profile Blog Joined July 2011
2049 Posts
Last Edited: 2012-01-30 16:36:10
January 30 2012 16:34 GMT
#1609
On January 30 2012 23:57 ShoreT wrote:
Honestly, this game is probably the antithesis of being luck-based. Since the actions are so fast, your aim has to be that much better; there are no random headshots or places to camp to bail you out of finishing at the bottom of the rankings (okay there are headshots but I've gotten like 1 randomly over the course of dozens of game). Good players that I've seen being streamed for scrims (projectile, CreativityMoat, etc.) consistently finish at the top of the rankings when they are in my games.

Also, showing a picture and asking us where someone will land is extremely silly. Without knowing the velocity of the people is question it is impossible to tell.


That last sentence is the most important part. With inheritance taken into account now, it's all situational on your speed, their speed, angles, and all that shit. I'm making it sound more complicated than it really is, but it's all down to how shit is going. There is no math behind it, you simply got the feel for how your weapons react to your speed and momentum or you don't. You either got the feel of how people act and react and how to shoot in accordance to that, or you don't. It's not about aim, it's about prediction and positioning and forethought. Yes, your twitch mouse skills and aim have a clear necessity -- however, that's what separates people who get halfway up on the scoreboard everygame and people who get top 3 every game. Having that split second knowledge that can't be read on a guide or learned, it just clicks randomly when you play enough.

I mean, when I go Jugg for example. There are shots that used to be flat out impossible that I'm making. I make 500m shots without a bat of an eye, which before would take me 3-4 shots of testing out the range and shit like that and fucking up enemies flags. It's not me trying to brag, because a lot of people have the same deal. You just need to play. Play a fuckton of games and get used to it. It's like improving your mechanics in Starcraft, you just need to practice.

I think experienced players know exactly what I'm getting at.
mudkipkilla
Profile Joined January 2012
31 Posts
January 30 2012 19:59 GMT
#1610
Are there any collegiate teams forming now that Tribes Ascend is going to be recognized as an e-sport by NASL? I have just formed a Tribes : Ascend division for my E sports Association at Arizona State.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2012-01-30 20:10:04
January 30 2012 20:02 GMT
#1611
On January 30 2012 23:57 ShoreT wrote:
Honestly, this game is probably the antithesis of being luck-based. Since the actions are so fast, your aim has to be that much better; there are no random headshots or places to camp to bail you out of finishing at the bottom of the rankings (okay there are headshots but I've gotten like 1 randomly over the course of dozens of game). Good players that I've seen being streamed for scrims (projectile, CreativityMoat, etc.) consistently finish at the top of the rankings when they are in my games.

Also, showing a picture and asking us where someone will land is extremely silly. Without knowing the velocity of the people is question it is impossible to tell.


I'd agree with the last sentence, except even in the given screen shots I can give a pretty good description of where to aim based on some hypothetical likely speeds, assuming that facing = direction of velocity, and that players are dropping not jetting up (if they were jetting up you wouldn't have a shot while on the ground). Both things (speed and direction of velocity) which you'd know in actual game.

besides just the explicit clues (speed, angle, etc.) there's also the map's terrain. People are going to jet to places that make sense, like slopes they can ski down or launch off of. So use those clues + their speed and angle to get a prediction of where they are headed then judge how far to lead based on experience, distance, and speed.
Logo
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
January 30 2012 22:28 GMT
#1612
On January 30 2012 23:30 Candadar wrote:
Show nested quote +
On January 30 2012 23:27 Coriolis wrote:
On January 30 2012 23:20 KeksX wrote:
On January 30 2012 22:42 Candadar wrote:
On January 30 2012 19:27 KeksX wrote:
On January 30 2012 10:24 LagT_T wrote:
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.


Thats what I thought too but a friend of mine explained to me what the real issue is, and now that I think of it it's actually pretty huge.

There's no visual point of reference that is reliable to say "this guy is on the ground, this guy is 5ft above the ground and 10ft away, this guy is 100ft away and 20 ft on the ground". It's all "Well he's flying around like an airplane and I better be shootin or else I die.".

I thought I had no problem with this but if you think of it the only real "good kills" with the spinfusor are when your enemy is right in front of you, mid air shots or long distance shots are almost 100% luck based and the rifle projectiles are too slow.
All you do is shoot and if you miss you try again in a different angle until there's the number popping up and you hit. If you start missing again you adjust again and try again until someone is dead.

If you look at the server's ranks you're seeing the results of it:
People that are #1 in one round are last in the next, in the middle of the other and then last again only to eventually be #1 again. It's pure randomness.

I really like the game idea itself, having such a fast-paced shooter with a solid class system, but if the shooting/aiming is either luck-based or a trial&error scenario it just won't work out.


What?

I consistently get #3-#1 on my games.

It doesn't have anything to do with luck. It's about getting the feel for it.

How do you measure that?

"Hey, how did you hit me?"
"Meh, I just felt it."
This is not how it works, either you can specifically say "I saw you standing there so I shot right there" or there's something wrong...



iam not sure how you could mistake someone for being on the ground unless your really high above them.

It's not really the issue of
"Is he one the ground or is he flying?" but raher:
"Where exactly is he on the ground, where exactly is he flying?"

If you want to hit with the spinfusor you gotta know where he hits the ground, but if you don't even know where in the 3d-room he is right NOW you can't tell where he'll hit the ground.

So your best guess is to just shoot into his direction. There's maybe a 50% chance that you hit, but thats not really what it should be. I do that, too. I would consider my aiming to be at least decent, but there's more luck involved than many want to admit.

Pretty good example my friend showed me:
http://images.idgentertainment.de/images/idgwpgsgp/bdb/2235146/617x.jpg
So, where to point at to hit with your spinfusor?

Another one:
http://images.eurogamer.net/assets/articles//a/1/3/7/4/8/0/3/CTF2_Crossfire_01.jpg.jpg

From your perspective, is the enemy in front or behind the laser?

If I remember correctly, the predecessors were designed so that you could perfectly hit with the spinfusor mid air if you were good enough. I'd love to see this in tribes ascend, too!

You can perfectly midair people. Getting a feel for it is exactly how it works, its just harder in ascend due to the massive amount of free air control you can get. And you can tell when he'll hit the ground....it just takes a ton of practice.


This, it just takes time.

It's just something that clicks when you finally get it, honestly. I used to never be able to midair, hit people when they were moving super fast and shit, but now I sick shots all the time. I don't need shadows to do it, it's just something that clicks when you finally get used to the momentum of the game and how people move. I don't see the problem with it. I'm not trying to be arrogant, but honestly, once you play for a while you don't need shadows to tell when people are going to hit the ground or how high up they are and shit unless you are perfectly vertically up from their position.

So, in closing, it's not the game -- it's you.


All the good players use the thumper (don't bother midairing) or the SMG's

Get used to it

A few good snipers too
Candadar
Profile Blog Joined July 2011
2049 Posts
Last Edited: 2012-01-30 22:39:41
January 30 2012 22:38 GMT
#1613
On January 31 2012 07:28 BrTarolg wrote:
Show nested quote +
On January 30 2012 23:30 Candadar wrote:
On January 30 2012 23:27 Coriolis wrote:
On January 30 2012 23:20 KeksX wrote:
On January 30 2012 22:42 Candadar wrote:
On January 30 2012 19:27 KeksX wrote:
On January 30 2012 10:24 LagT_T wrote:
On January 30 2012 06:36 NukeD wrote:
Im really loving the game so far but my biggest issue with it is that you cant see the enemy shadows on the ground. Im having a really rough time predicting where exactly my. enemy is and a lot of times when it looks like they're on ground they are actually in the air. I dont know if this is something like a bug on my side, or an issue developers are aware off but it makes the game unnecesarilly harder. I also googled a bit about this problem but I couldnt find any relevant information about it.

Is anyone else experiencing the same problem as me? And do you maybe have any intel on if its going to get fixed (if it IS even a problem that should get fixed)? Also, any tips on how to avoid this problem (other than skill) would be appreciated!


i dont see shadows either, but there are only four maps in the rotation so you'll eventually learn them.


Thats what I thought too but a friend of mine explained to me what the real issue is, and now that I think of it it's actually pretty huge.

There's no visual point of reference that is reliable to say "this guy is on the ground, this guy is 5ft above the ground and 10ft away, this guy is 100ft away and 20 ft on the ground". It's all "Well he's flying around like an airplane and I better be shootin or else I die.".

I thought I had no problem with this but if you think of it the only real "good kills" with the spinfusor are when your enemy is right in front of you, mid air shots or long distance shots are almost 100% luck based and the rifle projectiles are too slow.
All you do is shoot and if you miss you try again in a different angle until there's the number popping up and you hit. If you start missing again you adjust again and try again until someone is dead.

If you look at the server's ranks you're seeing the results of it:
People that are #1 in one round are last in the next, in the middle of the other and then last again only to eventually be #1 again. It's pure randomness.

I really like the game idea itself, having such a fast-paced shooter with a solid class system, but if the shooting/aiming is either luck-based or a trial&error scenario it just won't work out.


What?

I consistently get #3-#1 on my games.

It doesn't have anything to do with luck. It's about getting the feel for it.

How do you measure that?

"Hey, how did you hit me?"
"Meh, I just felt it."
This is not how it works, either you can specifically say "I saw you standing there so I shot right there" or there's something wrong...



iam not sure how you could mistake someone for being on the ground unless your really high above them.

It's not really the issue of
"Is he one the ground or is he flying?" but raher:
"Where exactly is he on the ground, where exactly is he flying?"

If you want to hit with the spinfusor you gotta know where he hits the ground, but if you don't even know where in the 3d-room he is right NOW you can't tell where he'll hit the ground.

So your best guess is to just shoot into his direction. There's maybe a 50% chance that you hit, but thats not really what it should be. I do that, too. I would consider my aiming to be at least decent, but there's more luck involved than many want to admit.

Pretty good example my friend showed me:
http://images.idgentertainment.de/images/idgwpgsgp/bdb/2235146/617x.jpg
So, where to point at to hit with your spinfusor?

Another one:
http://images.eurogamer.net/assets/articles//a/1/3/7/4/8/0/3/CTF2_Crossfire_01.jpg.jpg

From your perspective, is the enemy in front or behind the laser?

If I remember correctly, the predecessors were designed so that you could perfectly hit with the spinfusor mid air if you were good enough. I'd love to see this in tribes ascend, too!

You can perfectly midair people. Getting a feel for it is exactly how it works, its just harder in ascend due to the massive amount of free air control you can get. And you can tell when he'll hit the ground....it just takes a ton of practice.


This, it just takes time.

It's just something that clicks when you finally get it, honestly. I used to never be able to midair, hit people when they were moving super fast and shit, but now I sick shots all the time. I don't need shadows to do it, it's just something that clicks when you finally get used to the momentum of the game and how people move. I don't see the problem with it. I'm not trying to be arrogant, but honestly, once you play for a while you don't need shadows to tell when people are going to hit the ground or how high up they are and shit unless you are perfectly vertically up from their position.

So, in closing, it's not the game -- it's you.


All the good players use the thumper (don't bother midairing) or the SMG's

Get used to it

A few good snipers too


All the good players use the thumper (don't bother midairing) or the SMG's


Wat.

I mean, I get the SMG part -- those are fucking godly. But the Thumper part...

lol
TBone-
Profile Blog Joined November 2010
United States2309 Posts
January 30 2012 22:45 GMT
#1614
On January 31 2012 04:59 mudkipkilla wrote:
Are there any collegiate teams forming now that Tribes Ascend is going to be recognized as an e-sport by NASL? I have just formed a Tribes : Ascend division for my E sports Association at Arizona State.


Try and get in contact with HiRezBart on twitter. Or send an email to HiRez, I'm sure they'll have an answer.
Eve online FC, lover of all competition
Razith
Profile Joined February 2011
Canada431 Posts
January 30 2012 23:08 GMT
#1615
On January 31 2012 07:28 BrTarolg wrote:

All the good players use the thumper (don't bother midairing) or the SMG's

Get used to it

A few good snipers too


Unfortunately this is true. HiRez's idea of load outs has ruined dog fights to the point where its more efficient to conserve your thumper / disc shots to hit someone on the ground since the free air movement has made it ridiculous to get midairs.

So now everyone just jets to max altitude and hopes their opponent hits the ground first. If you're a ranger or pathfinder, you can pull out your smg / shotgun and shoot the guy flying up super high to hit you with his thumper, but if you're in a juggernaut class you're pretty much fucked since you can't jet as high, nor do you have any weapons to deal with this lame style of dog fighting.

Other tribes games you could just MA people jetting super high in the air because their movements were pretty predictable, or you could swap out to another weapon to gun them down. Now your stuck with whatever weapons your 'class' has, which is making very few classes actually viable.

Also, sniper charge not using energy, spawning in loadouts, no fog and able to shoot all the way across the map = what the fuck are you doing hirez?

Not to sound too pissy, but a lot of what HiRez has introduced has just made this game a lot worse, other than the fact there is a current version of Tribes existing in 2012.

List of glaring issues (obviously in my opinion):

-spawning in loadouts, no use for inventory, base and makes suiciding when gens are down okay.
-removal of jet thrust vectoring - does help a bit with having to always have perfect ski paths but makes it too easy to dodge.
-loadouts - removes custom weapon selections to suit your play style.
-2 weapons on every class - removes a lot the weapon mastery of the game, and nerfs the shit out of heavy armor classes.
-snipers not using energy - this with spawning in loadouts and no fog and full map shooting distance...
-single person tanks -beowolfs are insanely OP
-instant fire SMG's - chaingun already felt OP in previous versions, this is crazy.
-weaker jets and slow recharge time - impossible to get moving in a supposedly fast FPS.
-one shotting lights - shouldn't be in a competitive game.
-deployables tied to classes - only time you get a real tribesy feeling game is when you have ~4 technicians on each team constantly turret farming and doombringers playing HoF. I have to say tho I find it real fun when we do!
-unlocking perks from other classes - forcing me to play the classes I don't want, to get the tools I need to perform well.
Candadar
Profile Blog Joined July 2011
2049 Posts
Last Edited: 2012-01-30 23:22:20
January 30 2012 23:21 GMT
#1616
Perhaps you're right =/

Nonetheless, I don't play competitively nor do I intend to, so pubstomping as a Juggernaut or what have you is always an option



I agree though, this game is a lot worse than what it was in the beginning of the beta in my opinion when everyone only played Soldier and Juggernaut and Ranger.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
Last Edited: 2012-01-30 23:31:07
January 30 2012 23:27 GMT
#1617
On January 31 2012 01:34 Candadar wrote:
Show nested quote +
On January 30 2012 23:57 ShoreT wrote:
Honestly, this game is probably the antithesis of being luck-based. Since the actions are so fast, your aim has to be that much better; there are no random headshots or places to camp to bail you out of finishing at the bottom of the rankings (okay there are headshots but I've gotten like 1 randomly over the course of dozens of game). Good players that I've seen being streamed for scrims (projectile, CreativityMoat, etc.) consistently finish at the top of the rankings when they are in my games.

Also, showing a picture and asking us where someone will land is extremely silly. Without knowing the velocity of the people is question it is impossible to tell.


That last sentence is the most important part. With inheritance taken into account now, it's all situational on your speed, their speed, angles, and all that shit. I'm making it sound more complicated than it really is, but it's all down to how shit is going. There is no math behind it, you simply got the feel for how your weapons react to your speed and momentum or you don't. You either got the feel of how people act and react and how to shoot in accordance to that, or you don't. It's not about aim, it's about prediction and positioning and forethought. Yes, your twitch mouse skills and aim have a clear necessity -- however, that's what separates people who get halfway up on the scoreboard everygame and people who get top 3 every game. Having that split second knowledge that can't be read on a guide or learned, it just clicks randomly when you play enough.

I mean, when I go Jugg for example. There are shots that used to be flat out impossible that I'm making. I make 500m shots without a bat of an eye, which before would take me 3-4 shots of testing out the range and shit like that and fucking up enemies flags. It's not me trying to brag, because a lot of people have the same deal. You just need to play. Play a fuckton of games and get used to it. It's like improving your mechanics in Starcraft, you just need to practice.

I think experienced players know exactly what I'm getting at.

Yeah that is right and its why we love tribes. You either hate it or you like it. There is technically math behind it but yeah noone is using math to figure out where to hit the guy on the fly. Its ball sense and something good tribes players posses (ok I lie, most of them just chaingun whore).
On January 31 2012 08:21 Candadar wrote:
Perhaps you're right =/

Nonetheless, I don't play competitively nor do I intend to, so pubstomping as a Juggernaut or what have you is always an option



I agree though, this game is a lot worse than what it was in the beginning of the beta in my opinion when everyone only played Soldier and Juggernaut and Ranger.

Competitvely midairs are useless right now. In T1/T2 comp they at least had their place around the flag stand even if they were inappropriate elsewhere. Cappers tried to midair LOFs, LOFs tried to midair cappers because a chaingun wouldn't have time to deal its deadly dps.


Also lights have always been able to be one shotted. I don't know why people act as if this is a new thing. And imo chainguns in previous tribes games were even stronger. Sure they technically deal more dps now but because everyone is in medium armor and not light it takes longer to kill them.

Also Tao of Tribe vs Best Friends Forever (LOL AWFUL TEAM) is up. Links below:
http://www.tribescast.com/video/2012/01/29/bff-vs-the-tao-of-tribe-on-crossfire-m1
http://www.tribescast.com/video/2012/01/29/bff-vs-the-tao-of-tribe-on-katabatic-m2
http://www.tribescast.com/video/2012/01/29/bff-vs-the-tao-of-tribe-on-arxnovena-m3
Descolada in everything not TL/Starcraft
Candadar
Profile Blog Joined July 2011
2049 Posts
January 30 2012 23:41 GMT
#1618
Yeah, I quickly realized that Light wasn't for me after I got one shotted one too many times. The finesse required for it is just not my thing. Saving up for something at 9600, unsure what I'll get as I only have Path/Jugg unlocked right now. Unsure.

Anyways, am I the only one who despises Arxnovena? >_>
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
January 30 2012 23:50 GMT
#1619
On January 31 2012 08:41 Candadar wrote:
Yeah, I quickly realized that Light wasn't for me after I got one shotted one too many times. The finesse required for it is just not my thing. Saving up for something at 9600, unsure what I'll get as I only have Path/Jugg unlocked right now. Unsure.

Anyways, am I the only one who despises Arxnovena? >_>

Get raider. Probably the best class in the game, though sentinel is pretty good as well.
Descolada in everything not TL/Starcraft
Candadar
Profile Blog Joined July 2011
2049 Posts
January 31 2012 00:06 GMT
#1620
On January 31 2012 08:50 Coriolis wrote:
Show nested quote +
On January 31 2012 08:41 Candadar wrote:
Yeah, I quickly realized that Light wasn't for me after I got one shotted one too many times. The finesse required for it is just not my thing. Saving up for something at 9600, unsure what I'll get as I only have Path/Jugg unlocked right now. Unsure.

Anyways, am I the only one who despises Arxnovena? >_>

Get raider. Probably the best class in the game, though sentinel is pretty good as well.


I'm torn between Doom, Raider, Scramb, and for some reason, Jumper as well.
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