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

Some good news! It appears that Hi Rez may be making an effort to add further support for TA and update it.

Big thanks to T1LuiGi (Samsung) for the heads up. I had pretty much abandoned the Tribes Reddit so this is hopeful news. Looking at the changes they are looking to make it will certainly make TA very different, and hopefully better.

I am hoping they continue to support it, add new content and fix the balancing issues.

Tribes: Ascend 1.1 Patch Notes (Out of the Blue)


Out of the Blue

Tribes:Ascend Version 1.1, September, 2015



Public Test Server Notes
● We need your help! Prior to release on the live servers, this release will be made available for general public testing on a test server. The purpose of this server is to allow us to gain end-user feedback and bug testing on the release before we fully finalize the release. In order to make this release as good as we can, we need the Tribe’s community to help us test and to give feedback!
● We currently expect the release to be placed onto the Public Test Server on or before September 14, 2015. Once the release is made available on PTS, we will publish installation and test instructions.
● Feedback should be provided on the Tribes Reddit at https://www.reddit.com/r/Tribes/



New CTF Map
● Terminus has been added to the game.
○ Added to the CTF All Maps rotation.
○ Only map in the “Featured” list.



Class Changes

● “With these class changes we are bringing full build customization to Tribes:Ascend. We know this will leave some weapons statistically non-viable, or lead to some ‘broken’ builds. These issues will be addressed in a future PTS balance patch. A main focus of this test is to identify the key balance issues created by this transition.”

● All classes have been condensed to three choices; Light, Medium, and Heavy


○ Medium armor may now carry 3 weapons.
○ Heavy armor may now carry 4 weapons.
○ All weapon, armor, and perk upgrades have been removed from the game and are now included in the base stats.
○ Classes now have 9 loadouts
○ All loadouts are free.

● Removed Primary and Secondary weapon equip restrictions.

● Added a weapon class system to limit equipping of similar weapons in all weapon slots.

○ Added weapon classes:
■ “The weapon class system is to encourage well rounded builds by adding more weapon slots, but restricting like weapons from being equipped. This will allow more classic build combos like Disk + Chain + 1”

■ Automatics
■ Launchers
■ Rockets
■ Shotguns
■ Sidearms
■ Sniper Rifles
■ Spinfusors
■ Utility
● Default items available under the old class system are now free.

○ “All original paid base class loadouts are now free. All roles are now available to free players from the beginning.”

○ Light
■ BXT1 Rifle
■ Claymores
■ Drop Jammer
■ Nova Blaster
■ Rhino SMG
■ SN7
■ Stealth Pack
■ Sticky Grenade

○ Medium
■ Arx Buster
■ EMP Grenade
■ Light Turret
■ NJ4 SMG
■ Repair Tool
■ Shield Pack
■ TCNG
■ TCN4 SMG

○ Heavy
■ Automatic Shotgun
■ Chaingun
■ Energy Pack (Brute)
■ Forcefield
■ Grenade
■ Heavy Spinfusor
■ Saber Launcher
■ Spike Grenade


● NOTE: There are known usability issues and UI deficiencies associated with this transition that make it more difficult than it should be to both equip your weapons and to understand what you have equipped. There are also known bugs with the display on the HUD of your equipped weapons. We want to test this system on PTS prior to finalizing the User Interface, as feedback from testing could lead to changes in the overall design, which may in turn impact the user interface.



Gameplay

● Added a looping sound to the stealth pack that is audible for everyone in range.

● The following weapons have been converted from instant-fire to projectile.
○ Eagle Pistol
○ Nova Slug Pistol
○ Sparrow Pistol

● All instant-fire weapons have had their impulse values removed.

● All shotguns now have a defined shot pattern and spread with no accuracy loss between shots.
○ “Pellet numbers have been changed to support defined shot patterns per weapon and provide more guaranteed damage.”

○ Accurized Shotgun
■ Damage reduced to 60 per pellet.
■ Increased total pellet count to 9.

○ Shotgun
■ Damage reduced to 65 per pellet.
■ Increased total pellet count to 9.

○ Holdout Shotgun
■ Damage reduced to 70 per pellet.
■ Increased total pellet count to 9.

○ Sawed Off Shotgun
■ Damage reduced to 70 per pellet.
■ Increased total pellet count to 9.

○ Autoshotgun
■ Damage reduced to 45 per pellet.
■ Increased total pellet count to 9.

○ The Hammer
■ Damage reduced to 60 per pellet.
■ Increased total pellet count to 9.



Misc.
● Showing collision (aka hitbox toggling) has been fixed.
● Fixed an issue with a material that caused flashing to occur with modified (aka flash ini) post process settings.
● Fixed players being able to bypass level restrictions when joining specific servers.
● Default field of view has been set to 120.
● Weapons now default to Small Weapons setting.



UI
● Fixed “Undefined” showing up in various parts of the main menu when changing loadouts.
● Fixed level progression bar extending outside of its intended area.

Source: https://docs.google.com/document/d/1Fnu0Xe9bnZAVPu9eLLBvE2rgZcdqVd7x3SF3ayIDkto/pub

Reddit suggestions megathread: https://www.reddit.com/r/Tribes/comments/3ix272/tribes_update_dev_suggestions_megathread/

Weapon data spreadsheet: https://docs.google.com/spreadsheets/d/1iVxgFlvqRr2uvnv2oVO7HRdiNRwaAlu2rzTepzcSjhg/edit?pli=1#gid=0
 
Hopefully this may bring a few ocuk players back. Wonder if kiwi is still around to play. The min guy running with this support from hi res was interviewed last night and answered lots of questions.

They seem to be approaching things better this time and rely on the community feedback for all changes.

Pts now avaliable to download here. http://hirez.http.internapcdn.net/hirez/InstallHiRezTribesPT11.exe
 
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Hopefully this may bring a few ocuk players back. Wonder if kiwi is still around to play. The min guy running with this support from hi res was interviewed last night and answered lots of questions.

They seem to be approaching things better this time and rely on the community feedback for all changes.

Pts now avaliable to download here. http://hirez.http.internapcdn.net/hirez/InstallHiRezTribesPT11.exe

Nice one. Will have a bit of that!

Kiwi is on here, you can find him in the BF4 thread as that is what he mostly plays these days I think :)

I have said all along if they balanced this game properly it would be brilliant. I am not sure whether they have gone too far the other way now though.

Looking at the above patch details it seems unclear what weapons are going to be available to each weight of class as the listed weapons/items per class weight above are missing half of the weapons in the game. No AR, no thumpers, no fusors for light or medium......... :confused:

I will have to play it with the new changes and see how I feel.
 
Yep - mostly play BF4 :) Unless the meta has moved on from D stacks and trolling I'm not really interested in coming back.

Too early to tell to be honest. I had a brief play on the PTS the other night and it has completely changed the dynamic of the game. Sentinels with cloaks, soldiers with gast, thumper AND spinfusor + shield + grenades! :eek:

It has just gone bat**** crazy mate to be honest and I am not sure if they are leaning too far into the noob friendly camp with it. I hope the basis of the changes will help to break d-stacks, and there is talk of making O reward players more than D so who knows......

I am just happy Hi Rez have picked this up again. I don't know where it will lead, but they seem to be seriously taking on board community feedback so we can live in hope that TA will become better. Although, I think better depends on your standpoint. Personally, I think the way they have allowed 3 weapons for lights and mediums and 4 for heavies is just a little bit crazy. It basically turns it into an arena shooter and removes much of the tactical decision making from loadouts. But I will need to play more to get a feel for it.
 
Well I managed to put a good few hours into the new patch last night.

Everything is just OP. Except for the sniper rifles which are more dangerous if you throw them at the enemy rather than try and shoot the enemy :p

But overall I think they have done a good job. But inv station call ins would be nice. Not sure how it would pan out competitively but in the pubs I played last night there wasn't a lot of capping going on. Not proper capping using routes. I lost count of the number of times I got the flag out as a full health soldier and just disc jumped out of the base and more often than not got it back for a cap.

A few things stand out for me. No actual pathfinder class + no safefall means a lot less cappers. This is further compounded in pubs by the amount of new players who don't really know what they are doing.

Auto rage when near stand is OP.

There is a lot less chasing because of new players not knowing the game but also because they removed lightweight.

Flak canon is pretty massively OP against anything up close, including generators.

Explosive splash radius and damage seems a lot higher.

Seems like energy recharges slower on soldier so movement around all the old maps has to be thought about a bit more carefully.

Sentinel as a re is now pretty much non existent.

However all games last night seemed a lot less stacked and the difference between the different weights of class means that you have a fighting chance against anyone else in a duel.

There's probably tons more I could say but generally I quite like the changes. I'm just interested to see how the new game mechanics work in comp because last night, for me at least, was like learning to play the game from scratch.
 
I found capping on old maps nearly the same but you have to take into account no safe fall. The new maps have lots of crappy slow half health grabs which of course is down to very few routes been figured out yet but they will come in time.

Having 3 weapons is abit strange as so used to only 2 and so far im lots worse at chasing after the update but hopefully i just need time to adjust. Hope to see you on soon kiwi.
 
The trouble with no safefall is that it makes capping so much harder at a time when the game is trying to appeal to a wider audience. Generally I am totally against lowering skill ceilings in games but I think safefall should be available but perhaps in liu of a weapon.

I tried doing a f2b route on dry dock the other night. Landed on the slope by the barrier in all kinds of places and cratered every time. I admit safefall is a crutch and would have to be balanced but if the matches I have played are anything to go by it is going to be needed in pubs for the game to stand any chance of encouraging capping play.

3 weapons is good for brawling but essentially that lack of class/load out focus ultimately dilutes tactical play. But if it brings more fans due to allowing more varied play styles it can only be a good thing.

The litmus test for me is how the game works in comp. From what I can see the comp tactics will have to be completely rewritten. I'm excited to see where it goes and I hope the higher tier players can continue to support the game and the wider community with their input.
 
Hello Tribes Mates.

I have been playing TA tonight. I thought it was dead and servers taken down.

But then I read an article called Rest in Peace ,Tribes Ascend by Maximillian Laumeister that explained you need a direct link for the steam website as TA is no longer listed using search - but it is still there. The link is in his article.

I followed the link, clicked play and it opened steam so I downloaded and installed. Used my old log in and I was in! Servers still up - mostly empty but there was one almost full. Apparently people still playing a fair bit.

I was so happy! Played for almost an hour without any issues.

If any TA players pop by this thread who fancied a game, I thought you might want to know it's still possible! :)
 
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