*** The Official Tribes: Ascend Thread! ***

We declined the offer, due to 3/4 of our core line-up not being able to get the time off work. :o

idk? ended up going instead of us and taking second place, heartbreakerz ended up winning in the end.

Our Sniper Schreq just released a montage:

Schreq vid here

Direct Youtube link: http://url.shazbot.co.uk/fwXMA
Better quality link (153MB): http://url.shazbot.co.uk/rPPI1

Nice vid. Sniping was good, but my attention was on the falcon use. He is really smooth with the falcon. I'm getting better with it all the time, but I am a little jerky. I think maybe I need to lower my sens.

I also loved the mid air melee kills and feel really dumb that I never thought of doing that before! :D Because of this vid I have started using melee during duels and it feels good :cool:

I got my first slayer badge a couple of days ago from just pure sniping - no orbitals or tacticals. I did an awesome chair dance, the carried on my sniping :p

I have also changed my load out again. I have gone back to the phase rifle, but am using quick draw instead of ultra-capac 2. I'm finding it is far better for dueling.

Unlucky about the Paris trip. I reckon you had a good chance of winning that.

Maybe catch you on the servers sometime.

Buff
 
What does a new-starter to this game need to know? :)

If you played Tribes 2 - not a lot, just skim the tutorial quickly. If not, it's not too hard to pick up, choose a class, do the things that class is designed to do. Pick your loadout based on what you think works well. Learn to Ski!
 
For those unaware of the current going ons in the world of Tribes, recently we have had some huge changes.

HiRez employed APCizzle, a player from Monomaniac eSports, who of which was the team to win the $25,000 prize at NASL.

Since this we have started seeing clear improvements in the direction that HiRez are taking the game.

- Developers are now posting on the HiRez forums about upcoming changes. (http://forum.hirezstudios.com/phpbb/viewforum.php?f=345)

- We have been gives access to variables that control the Physics of the game. (http://forum.hirezstudios.com/phpbb/viewtopic.php?f=345&t=96589)

Balance changes based on community feedback:

- Increased Sentinel’s Drop Jammer radius by 50%.
- Reduced Raider’s White Out grenade radius by 10%.
- Reduced Technician’s TCNG Quick-Fuse damage by 12.5% and radius by 4%.
- Reduced Technician’s TCNG damage by 10% and radius by 6%.
- Reduced Infiltrator’s Sticky XL damage by 20% and radius by 14%.
- Reduced Infiltrator’s Sticky Grenade damage by 16% and radius by 16%.
- Reduced duration of Brute’s Fractal Grenade and Extended Fractal both by 1s. Reduced knockback on each individual beam substantially.
- Reduced Infiltrator’s Jackal damage by 5% when stuck to a surface. Reduced early in-air detonation damage by 24%. Increased time between shots from .25s to .35s.
- Reduced Brute’s Plasma Cannon hit-box size by 28% and reduced starting clip size from 10 to 8.
- Reduced Raider’s Plasma Gun hit-box size by 28% and reduced starting clip size from 10 to 6.
- Reduced Raider’s NJ5 SMG damage by 10% to be more in line with other Raider SMG options.
- Reduced Doombringer’s Mine detonation range by 10%.
- Reduced Soldier’s Short-Fuse Frag damage by 20% and radius by 16%.
- Reduced Soldier’s Grenade XL damage by 9%.
- Reduced range of the Sonic Punch perk by 36%.
- Increased radius of Raider’s Jammer Pack by 42%.
- Increased damage falloff on Sentinel’s SAP20 and Phase Rifle to be more similar to BXT1. (This is a nerf).
- Decreased damage on Pathfinder’s Holdout Shotgun by roughly 5%.

Looking forward to what future patches will bring, and of course.. a set of physics we all agree on. :)
 
Well after 8 months of playing as Sent I decided to play as Soldier for a while.

Seems I might be better at it than Sent :D

I have just got to get used to the Gast projectile speed/hitbox and work a bit more on my movement to conserve energy, but so far its going OK. I'm running Gast with spare, Short fuse frag, utility pack and ultra cap 1 + Quick draw.

I am finding though that the ability level in servers has gone down hill since they amalgamated the ranks. They really need to fix this because it is ruining pubs. I think they should go back to the old system, something like 1-10, 11-20, 21-35, 36-50. Would go a long way to cut out the frustration of more experienced players. Would also go some way to stop it becoming TDM with flags. These days it seems it is just a free for all with some sporadic capping :( Fair bit of smurfing going on too. I also wonder how the TCN4 Rockwind SMG is more powerful than Gast! An SMG more powerful than a rifle? Bleh :p Someone at HiRez was smoking something the day they assigned those weapon stats :D

Still having fun though and I have barely played Q3 since June last year - so Tribes has held my attention and my interest longer than any other online game since Q3.

What is everyone up to these days? I see a few FLAM guys here and there. Not seen Kiwi or Kennet in months though. Me and Kwaunt have some good lovin. Still struggle to kill that guy when we play Inf vs Sent :)

Looking forward to later - more Soldier practice :D
 
A monster patch is coming!

More details here: http://www.reddit.com/r/Tribes/comments/18gc67/game_of_the_year_edition_patch_notes_live_at_1pm/

Also, this game is available to purchase providing a complete unlock for everything: http://www.reddit.com/r/Tribes/comments/18g58z/tribes_ascend_game_of_the_year_edition/

I'm looking forward to the new maps, but disappointed there are only 3 for CTF. I want moaaaaar! :p

Looking over the patch notes, there does not seem that many balancing changes compared to previous updates. Hopefully this is a sign the game is getting to the place that players want it. I do think they should buff Sent back up bit though as it can be a very weak class in pubs due to all of the medium capping. That said, Falcon nerf is long overdue, but not in the new patch which is a shame.

Overall though, its looking mighty fine yessireee :D

Won't get chance to play till Saturday though :(
 
Monster patch deployed!


Major Highlights

  • All weapons, classes, perks and loadouts can now be purchased for a single price. The “Tribes: Ascend Game of the Year” package can be purchased in-game, on Steam, or through the Tribes: Ascend Web Store, and will immediately unlock all gameplay impacting items, which includes over 100 weapons, all 9 classes and all 21 perks. As a special bonus, players that are current Tribes: Ascend VIP’s can purchase the Game of the Year package at a discount by visiting the Tribes: Ascend Web Store and logging in with their VIP account credentials. (Note that VIP status will no longer be awarded to future players of the game, although current VIPs will remain VIPs and will keep the VIP XP and other bonuses).

Three new CTF and Blitz maps available!

  • CTF Bella Omega
  • CTF Blueshift
  • CTF Canyon Crusade Revival
  • Three new Arena maps available!
  • Arena Fraytown
  • Arena Undercroft
  • Arena Whiteout
  • New weapon available on all classes: Shocklance

New Skins available:

  • Juggernaut’s Forlorn skin.
  • Doombringer’s Executioner skin.

Base Assets


  • Base Turrets and Radar Stations are now shielded. Shields will absorb damage and regenerate very quickly. Shields are powered by the generator, and will drop when the generator is down.

Other Weapon/Balance Items

  • All weapons have been rebalanced against shielded base assets. Some weapons, such as Mortar Launchers, Arx Busters, and Grenades are very effective vs shielded assets, and deal enough damage to blast directly through the shields. Weapons such as Spinfusors do not deal enough damage to push through shields before they recharge, and as such require multiple players shooting at the same time to cause damage.
  • Base Turrets and Radar stations no longer gain more health when upgraded by players. Turrets gain a faster rate of fire, and Radar stations increase their range. (Both still provide score bonus to players who upgrade them).
  • Raider’s White Out grenade has been changed, and no longer causes blindness. It now disables HUD icons on players, and disables Turrets for 5s to 6.25s depending on upgrade. If the turret is shielded, is also drops its shield making it more vulnerable.
  • Raider’s White Out has been renamed to Black Out.
  • Mortars now explode on contact with shielded base assets (base turrets and base radar). This change affects the Juggernaut’s Mortar Launcher and the Juggernaut’s LR1 Mortar Launcher.
  • With the Mechanic perk equipped, Repair tools will damage enemy base turrets and sensors “through” their shielding.
  • Mines now have a soft “edge glow” around them, to make them more visible.
  • Sentinel’s BXT rifles have been made more effective when not in scope, damage raised to 125. (Scope still charges for higher damage).

Additional Items

  • Fixed an issue where shotguns could get into a state where they only fired one bullet.
  • Fixed issues where damage from explosions weren’t reliable when the explosion occurred beneath the target on a steep slope or vertical asset. See the dev blog post for more information: http://forum.hirezstudios.com/phpbb/viewtopic.php?f=345&t=96745
  • Addressed an issue where certain grenades, such as Nitrons, were exploding unreliably when thrown near the feet of your own player.
  • Fixed an issue where the SkiFallVelocityTransfer physics preset was being controlled by JetForwardAccelPercent.
  • Fixed an issue with the Infiltrator’s Jackal where if friendly fire was enabled, the projectiles would detonate without damaging targets fully.
  • Removed an incorrect welcome message from the chat console.
  • Base Sensors stop spinning when blown up and resume spinning when they are functionally repaired.
  • Added the following player physics properties:
  • ImpulseMassLight (Was simply ImpulseMass before)
    • ImpulseMassMedium
    • ImpulseMassHeavy
    • JetpackEnergyCost
    • FlagThrowSpeed
    • FlagInheritSpeed
    • FlagBounceDamping
    • FlagFallingMomentumDamping
    • FlagDamageMass
    • FlagFriction
    • FlagNumBouncesBeforeSlide
    • RockBounceFullSpeedThreshold
    • RockBounceGraceAngle
    • RockBounceFalloffAngle
  • Added a shorthand command for setting player physics. /SetPhysicsProperty also works as /SPP.
  • Added log verification when a physics property successfully changes.
  • Added a batch entry solution for setting physics properties:
    • /SetBatchPhysicsProperty <PropertyName1>=<Value1>,<PropertyName2>=<Value2>, etc. will parse bulk property changes for easy preset testing.
    • /PrintPhysicsReport now places a batch command for the current state of all physics properties to the end of the clipboard copy so that players can easily re-enter a saved text profile.
  • Fixed an issue where passenger meshes were being distance-culled after leaving a vehicle.
  • Fixed an issue where game would crash when switching between server browser tabs
  • Fixed an issue where game would crash when filtering game modes..
  • Fixed a crash that would occur when logging in after being kicked for being idle.
  • Fixed an issue where announcer messages would cut off.

Source: http://www.egmnow.com/tribesascend/tribes-patch-notes-game-of-the-year-edition/
 
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