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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 95
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procyonlotor
Italy473 Posts
FR41ABD7A970404248AEF9863 | ||
Ethenielle
Norway1006 Posts
I've spent most of my xp on some cheap soldier upgrades(I think I spent around 15k xp so far), does anyone have suggestions for the first class I should unlock? I'm thinking either raider, which seems to have a lot of lovely fast-travelling projectiles, or Brute where I'd work my way up to that Potential Energy perk and some sort of energy shield and try to be unkillable. | ||
Razith
Canada431 Posts
On February 18 2012 05:09 Cyro wrote: Yea i gotta say my enjoyment of the game on all classes dropped heavily when the classes were changed around and made cheaper recently, before, a massive amount of people played soldier or pathfinder and a few were sprinkled into other classes, but now it seems automatic weapons far outnumber spinfusers (at least in pubs), and it feels like it took a lot of the skillcap out of smaller duels, etc. I personally don't think they're too big of a problem themselves, except for when you have 1-2 guys instantly spray you down in your face the second you get near their base and all you can see is your screen tearing and going red. The problem lies in projectile weapons being weak. Disc fires way too slow and travels way too slow. Mortar hang time is low, fuse is too long, and damage radius is too tight. Grenade launcher.. is non-existant in this game basically. These projectile weapons were amazingly powerful in previous Tribes versions and easily matched the chaingun in strength. There is also the fact that chasing is impossible at this point. Cappers who blow by at 250+ are almost unstoppable because it is impossible to accelerate horizantally. As stated above, projectile weapons are too weak to nail long range shots, and not everyone has a disc launcher to disc jump for chasing to get that horizantal momentum. So all thats left to balance the game around path finders blowing past your stand and grabbing your flag is to land instant firing chaingun bullets and sniper shots. That is why we see everyone playing a class with a machine gun or sentinel; all other classes really function that well. What needs to be done is jetting acceleration (significantly in horizantal acceleration), energy regen and max pools all need to be upped. All projectile weapons need to buffed to make them more viable long range. Sniper reload rates need to be tuned WAY down. Machine guns need a spin up time to stop instant face spray, and more damage and accuracy fall off after a certain distance. This will then allow people to effectively chase cappers and not have to rely on CG/Sniper to stop them; they can go back to their role of being a clutch snipe or a clutch bullet to take off that last sliver of health. Projectiles will be back to their role of being the main damage dealer, and hitting cappers with these weapons won't be impossible due a better ability to chase. Then theres the whole base asset, useless heavy/base rape problem. But this is beta; one step at a time. | ||
Cyro
United Kingdom20282 Posts
On February 18 2012 05:31 Ethenielle wrote: I've played for about 2 days now, soldier only. I use thumper exclusively and then assault rifle to finish people off at medium range, I flat out can't kill people at long range and it's hard to do a serious amount of damage with assault rife. It's definitely not hitscan that's for sure... I've spent most of my xp on some cheap soldier upgrades(I think I spent around 15k xp so far), does anyone have suggestions for the first class I should unlock? I'm thinking either raider, which seems to have a lot of lovely fast-travelling projectiles, or Brute where I'd work my way up to that Potential Energy perk and some sort of energy shield and try to be unkillable. Depends how you want to play, from what i understand the 3 heavies have quite different roles. I prefer pathfinder (fastest class in the game and best flag capper etc) and sentinel (sniper, also light) which has a hitscan weapon capable of two-shotting light classes and i think 3/5 shotting medium/heavies from literally anywhere on the map you can see and aim at them with no damage falloff (and once per ~5 seconds ROF for full damage charge to do that) which is extremely powerful, and i think in perfect world if you could aim like a bot it would be flat out broken, but the extreme difficulty in hitting small fast targets while moving balances it out a lot. The classes are pretty cheap now i think, try 3 or 4 of them and read up or youtube stuff before making big purchases. | ||
Cyro
United Kingdom20282 Posts
Sniper reload rates need to be tuned WAY down. Sniper seems to be extremely powerful if you aim like a god, but that is not going to help much. It takes 10 seconds to kill the lowest health class in the game, and 25 to kill any heavy (assuming he never goes under cover to regen health after a couple seconds, or picks up ammo for health regen using perk) so sentinel will be kinda horrible with ROF reduction. If they had more health, maybe, but i get oneshot by knife, all of the spinfusers aside from light, and quite a few other weapons right now and if i couldnt kill an approaching enemy i would just die every time somebody decided to breathe on me. The default secondary is horrible and unreliable, after firing it a couple hundred times im still not sure how to make it register a shot (tried bouncing from the ground, at walls, shooting directly at stationary targets, nothing so far) and i cant really afford to throw like 30-40 hours of exp at the other secondary to see if it is any good. | ||
Razith
Canada431 Posts
On February 18 2012 05:50 Cyro wrote: Sniper seems to be extremely powerful if you aim like a god, but that is not going to help much. It takes 10 seconds to kill the lowest health class in the game, and 25 to kill any heavy (assuming he never goes under cover to regen health after a couple seconds, or picks up ammo for health regen using perk) so sentinel will be kinda horrible with ROF reduction. If they had more health, maybe, but i get oneshot by knife, all of the spinfusers aside from light, and quite a few other weapons right now and if i couldnt kill an approaching enemy i would just die every time somebody decided to breathe on me. The default secondary is horrible and unreliable, after firing it a couple hundred times im still not sure how to make it register a shot (tried bouncing from the ground, at walls, shooting directly at stationary targets, nothing so far) and i cant really afford to throw like 30-40 hours of exp at the other secondary to see if it is any good. Perfect explanation as to why the loadout system doesn't work. There was no 'sniper' class in Tribes before, just LD who liked to carry a sniper for a chance to pick off cappers. Now that they're pigeon holed into two weapons, with one being absolute shit, their sniper rifle has to be over powered to make up for it and for the class to function beyond shooting cappers. Nothing like skiing as a heavy to the enemy base to be continously shot by sniper perched up in some random spot, able to shoot across the map. And if if I do kill him, he instantly respawns in his loadout and continues to pick me off from the other side of the map. Dying as a sniper doesn't matter, and the 2 weapon loadout system has forced them to make the sniper rifles OP. | ||
Logo
United States7542 Posts
On February 18 2012 06:24 Razith wrote: Perfect explanation as to why the loadout system doesn't work. There was no 'sniper' class in Tribes before, just LD who liked to carry a sniper for a chance to pick off cappers. Now that they're pigeon holed into two weapons, with one being absolute shit, their sniper rifle has to be over powered to make up for it and for the class to function beyond shooting cappers. Nothing like skiing as a heavy to the enemy base to be continously shot by sniper perched up in some random spot, able to shoot across the map. And if if I do kill him, he instantly respawns in his loadout and continues to pick me off from the other side of the map. Dying as a sniper doesn't matter, and the 2 weapon loadout system has forced them to make the sniper rifles OP. It can still work, for example boost the power of the offhand while significantly reducing the max ammo of the sniper rifle can carry making the sniper reliant on inventory restock. Hell maybe even just spawn with less than max ammo. I think overall they should look at making classes spawn with limited (as in not max) ammo for different weapons to make bases more important while still keeping teams fighting capable if their base is destroyed. So a mortar might only spawn with 4-5 shots and a sniper rifle 4-8 until you hit up an inventory station or pickup dropped ammo. Meanwhile other classes like the pathfinder's main (but maybe not offhand) could spawn with a fuller inventory load because of the nature of their class (like 12/18 for spinfusor or something). The two main problems from what I gather about the sniper is they can spam shots, and if you kill one it doesn't matter much because they respawn and continue to pick people off. Spawning with limited ammo (or a lower max ammo) would fix both. Sure the rifle in general is strong, but this game has some serious offensive capabilities so it needs good defensive counter-points. | ||
Mondeezy
United States1938 Posts
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Razith
Canada431 Posts
On February 18 2012 06:33 Logo wrote: It can still work, for example boost the power of the offhand while significantly reducing the max ammo of the sniper rifle can carry making the sniper reliant on inventory restock. Hell maybe even just spawn with less than max ammo. I think overall they should look at making classes spawn with limited (as in not max) ammo for different weapons to make bases more important while still keeping teams fighting capable if their base is destroyed. So a mortar might only spawn with 4-5 shots and a sniper rifle 4-8 until you hit up an inventory station or pickup dropped ammo. Meanwhile other classes like the pathfinder's main (but maybe not offhand) could spawn with a full inventory load because of the nature of their class. The two main problems from what I gather about the sniper is they can spam shots, and if you kill one it doesn't matter much because they respawn and continue to pick people off. Spawning with limited ammo would fix both. Sure the rifle in general is strong, but this game has some serious offensive capabilities so it needs good defensive counter-points. It stems from deeper problems. CTF mechanics, chasing primarily, are currently broken due to movement issues (stated in my previous post). With this broken mechanic its hard to blance classes properly. Defense classes are weak as hell against strong cappers running insanely fast routes. To balance out the defensive classes, they buffed their ability to deal with these fast cappers, which indirectly made the OP killing machines to anything not moving 250+. The core of the game mechanics needs to be fixed before classes can be balanced. Since we haven't seen the introduction of any new classes yet, I'm still optimistic that they're working on these mechanics. A good signal that they're moving forward with their current setup will be when they start to introduce classes. Hopefully that won't be any time soon. | ||
Krowser
Canada788 Posts
Someone here was saying that the spinfusor moves too slowly, well.. deal with it. I know I did. I play Brute and iirc his disk moves even slower than the others, yet I get from 5 to 20 kills ranging from bad to good games. I had 22 this morning. All because I put myself in a position where I'm the boss and other classes are.. situationaly (word?) weaker than me. I.E, pick your fights at the right time and the right place. Granted I can't snipe even if my life depended on it so I never tried the class but I never thought of snipers as a dangerous enemy to be avoided. They killed me a few times while I was running away with the flag.. that's about it. The only class I see as very powerful is the technician because they always kill me and I've seen a few finish a game with 35 kills. I'm not sure how that happened. However, I try to figure out a way of dealing with them and then sharing it on forums, instead of calling for a nerf. Be happy | ||
Logo
United States7542 Posts
On February 18 2012 06:45 Razith wrote: It stems from deeper problems. CTF mechanics, chasing primarily, are currently broken due to movement issues (stated in my previous post). With this broken mechanic its hard to blance classes properly. Defense classes are weak as hell against strong cappers running insanely fast routes. To balance out the defensive classes, they buffed their ability to deal with these fast cappers, which indirectly made the OP killing machines to anything not moving 250+. The core of the game mechanics needs to be fixed before classes can be balanced. Since we haven't seen the introduction of any new classes yet, I'm still optimistic that they're working on these mechanics. A good signal that they're moving forward with their current setup will be when they start to introduce classes. Hopefully that won't be any time soon. Well I don't necessarily see our thoughts as conflicting. You are flat out not going to see the game go as far back as what you want (spin-up for machine guns for example). I agree some stronger jetting and projectiles would be a good addition to balance out capping vs defense and may allow for some sniper tweaks on its own, but you'd still have some lingering issues and I think one of the causes is that players respawn fully stocked (and pretty quickly at that). It makes sense to me to think about also having a part that fixes how relevant bases are AND one of the sources of power of the sniper class. | ||
Razith
Canada431 Posts
On February 18 2012 06:47 Krowser wrote: Guys, I don't want to sound like the jerk who calls everyone a noob but I think you should try to adapt to the newest instalment of Tribes instead of asking for an old Tribes game with 2012 graphics. Someone here was saying that the spinfusor moves too slowly, well.. deal with it. I know I did. I play Brute and iirc his disk moves even slower than the others, yet I get from 5 to 20 kills ranging from bad to good games. I had 22 this morning. All because I put myself in a position where I'm the boss and other classes are.. situationaly (word?) weaker than me. I.E, pick your fights at the right time and the right place. Granted I can't snipe even if my life depended on it so I never tried the class but I never thought of snipers as a dangerous enemy to be avoided. They killed me a few times while I was running away with the flag.. that's about it. The only class I see as very powerful is the technician because they always kill me and I've seen a few finish a game with 35 kills. I'm not sure how that happened. However, I try to figure out a way of dealing with them and then sharing it on forums, instead of calling for a nerf. Be happy Telling me to 'deal with it' is making you come off sounding like a jerk. Your complete disregard for using any sort of precedent when trying to construct a game very similar to previous versions is astonishing. Unless you want to rephrase your post in a more constructive manner, I have nothing more to say. | ||
Deadeight
United Kingdom1629 Posts
Although I think they're not hard to get. | ||
Razith
Canada431 Posts
On February 18 2012 06:56 Logo wrote: Well I don't necessarily see our thoughts as conflicting. You are flat out not going to see the game go as far back as what you want (spin-up for machine guns for example). I agree some stronger jetting and projectiles would be a good addition to balance out capping vs defense and may allow for some sniper tweaks on its own, but you'd still have some lingering issues and I think one of the causes is that players respawn fully stocked (and pretty quickly at that). It makes sense to me to think about also having a part that fixes how relevant bases are AND one of the sources of power of the sniper class. I'm not trying to make the game go back to what I want though. I'm just referencing reasons as to why we see things in T:A that we didn't see in the previous Tribes games. Limited bullets in a clip could easily be an alternative to a spin-up mechanic and being able to fire constantly, but the instant firing with clips mechanic has created different issues. But I do agree that the base mechanics of CTF regarding capping & chasing, as well as generators, needs some work before they go forward and try to balance classes. | ||
Jetaap
France4814 Posts
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Wesso
Netherlands1245 Posts
On Feb 18 2012 01:19<span style='color:#d20000'> (6 min)</span> Jetaap wrote: Hi, i've had this game under my radar for quite a long, and decided to go ahead and download the client today. However I realized it was a closed beta and I don't have a key. So would any of you fine folks have an extra key for a fellow teamliquidian? PM'd, Have fun! | ||
Jetaap
France4814 Posts
Your key has been activated! You may now login to the game. Thanks a lot !!! | ||
Devil Trigger
United States107 Posts
I have been playing CTF a little bit more in the past two days. I notice no shrikes in the games. Before, I would see at least one(sometimes two) in every game. Did a patch nerf them? | ||
MaYuu
Sweden516 Posts
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Silidons
United States2813 Posts
another key from me :D | ||
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