Tribes Ascend

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Does the flag returns counter not work yet? If it is chasing the very nice score mate. What's your loadout with that armour? I normally use disc and pistol but not sure if thumped would be a better side arm. The pistol is just so effective at quite a long range to take the last bit of a cappers health or up close mid air.

I think they should count all mid air disc hits and not just kills.
 
Does the flag returns counter not work yet? If it is chasing the very nice score mate. What's your loadout with that armour? I normally use disc and pistol but not sure if thumped would be a better side arm. The pistol is just so effective at quite a long range to take the last bit of a cappers health or up close mid air.

I think they should count all mid air disc hits and not just kills.

Nah it doesn't I don't think, because I returned it quite a few times. My main goal when I play soldier is chasing cappers or defending the flag, and if you disc jump you can catch them quite effectively.

I use: Spinfusor, Pistol, AP Grenade, Bounty Hunter and Survivalist. When my utility pack is fixed in the next patch I'll be using that, and instead of Bounty Hunter I'll take ultra capacitor. Then I've effectively lost 5 energy, but gained 100 HP, 1 grenade and 10% run speed.

You don't wanna take Spinfusor and thumper, because you've got no way of finishing people off.
 
You tried the proxy nades? I find them really.effective. what are they changing on the utility pack? I use that with egocentric and ultra cap.

You mind if I add you?

The utility pack is bugged so it doesn't provide the upgrade bonus's iirc.

Not tried the proxy nades personally cant see them being more useful than the other grenade types.
 
They explode as soon as they are near an enemy so you can basically mid air nade people or drop one as a capper is approaching and it will go off as soon as they grab. Give them a go. I wouldn't go back to either of the other two nades now.
 
They explode as soon as they are near an enemy so you can basically mid air nade people or drop one as a capper is approaching and it will go off as soon as they grab. Give them a go. I wouldn't go back to either of the other two nades now.

Ahh they can mid air people that is excellent! i would've thought they would have a couple of seconds delay before activation or need to be on a surface thus why i have avoided them.
 
You tried the proxy nades? I find them really.effective. what are they changing on the utility pack? I use that with egocentric and ultra cap.

You mind if I add you?

Proxy nades suck. They have to be stupidly close to people in order to detonate, even with the range bonus and they only do 580 damage. It's better to just Spinfusor them in mid air. AP Grenades are the best still for infantry.

You can add me but I wont play for a few days I dont think until I'm finished with mass effect 3.

SneakyBear is my in-game name.
 
Major Highlights

Badges are now awarded as you achieve certain milestones inside of the game. Each badge has multiple ranks (Bronze, Silver, Gold, Obisidian). You earn bonus XP each time you rank up a badge. You may view available and earned badges, as well as accolades and general stats, through the PROFILE menu broken down by subsections. Note that this system is still a work in progress, and some items are not yet fully complete. In addition, some bugs and issues should be expected.
Two new perks have been added (see below for more).
A new Team Deathmatch map has been added (Outskirts).

Weapon/Balance Items

Mirv Launcher and Mortar Launcher now use standard 50% projectile inheritance.
Two new perks have been added - Rage and Sonic Punch.
Rage is a defensive Perk that, fully unlocked, increases energy regeneration for a limited time and provides a 25% heal if nearby your flag when an enemy grabs it.
Sonic Punch, fully unlocked, creates a shock wave with each melee swing that pushes back nearby players, and can force a flag fumble.

Additional Items

Fixed many scenarios where weapons could “dry fire.” This fix improves instances where the weapon would appear to fire but no projectile would spawn, improves instances where the weapon could falsely reload, and improves scenarios where a deployable would not properly deploy, even though it appears valid on the player’s client.
Arena Gamemode
Arena now unlocks as a playable mode at Level 8.
Fixed issue where players would spawn as the Soldier class upon first joining an Arena Deathmatch.
Credit count resets after each new round in Arena Deathmatch (the total number of reported credits earned for the lifetime of the match is retained, however).
To better indicate a player is in a warm-up round, the game goes grayscale during this period.
The overhead caret for the last man standing on a team is now always visible to other players.
Players who are benched during the finale of a round will no longer AFK timeout if the finale lasts more than three minutes.
When a player runs out of respawns, the text next to the death counter now says, “Out of Respawns” and when the timer expires it says, “Fire to Spectate”
The distance from the reticule to see the health and nameplates of other players and objectives is more lenient, especially when zoomed.
CTF Temple Ruins has been removed from the public queue pending technical and design improvements.
CTF Bella Omega has been removed from the public queue pending design improvements.
Fixed many bugs on the Player and Team Summary Scenes
The “Acquired” pop-up has been improved.
The HUD animations for accolades and badges has been improved.
Fixed a bug where a player could ski through an inventory station and be propelled out.
Fixed a bug where the player could get in a situation where they would not properly attach to a vehicle station.
Fixed the “missing font” log spam.
Fixed a bug where you could click the “Boost” button from the Player Summary even when that button is invisible.
Fixed issues where players were not being AFK kicked in situations where they were the only one in the match and at the initial team-select screen.
The in-match class quick select screen no longer overrides the post process effects for the map.
Added proper animations to the Heavy when driving or riding on a Grav Cycle.
Fixed a bug where ammo pickups were floating in the air or continuously bouncing.
Fixed an issue where bForceStaticTerrain stopped working in the previous patch.
Fixed an issue where users were losing their weapons when spawning a vehicle and then immediately using an inventory station.
Fixed an issue where players were able to call-in a Supply Drop on their own head.
Fixed an issue where turret holograms were not properly disappearing after using an inventory station.
Fixed an issue where sticky projectiles on the generator were not damaging nearby players.
Fixed an issue where users were able to stay perpetually hidden from turrets by rapidly enabling and disabling stealth.
Fixed an issue where the Soldier’s Utility Pack was not functioning for many players.
Added improved collision to base turrets and base radar sensors.
Fixed an issue where motion sensors destroyed by enemies were not triggering.
Lava on Inferno TDM will now cause damage when touched, but currently will not show players on fire after contact.
Fixed an issue where players were able to get over the boundary wall on Inferno. Also fixed collision issues on the ceiling in the central tunnel.
Lava Arena has been refitted with a custom art set.
VGS and Team Announcer volume settings are now properly working.
Base Turrets and Base Radar Sensors now have new collision, this will make them easier to hit and repair.
Fixed an issue where 1P overlay effects on the weapon and arms would not be playing even when the effect was active, i.e. health regeneration, stealth, jammer, etc.
Fixed an issue where Shrikes were taking double or more damage from light turrets.
Fixed an issue where certain sounds were not stopping when the player died.
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.
Rank names have been adjusted to match new iconsx.

Known Issues

Lava pain volumes in Inferno TDM will not show any fire particle effects.
Roaming a map can occasionally lead to a crash. The fix is under investigation.
The new gray-scale effect that shows up during a warm-up round in Arena Deathmatch does not affect users with low video card settings.
Pathfinder’s Light Assault Rifle allows for constant repeated bursts of fire in training areas if the player holds down the fire button. This issue will be fixed in a subsequent patch.

Nothing good really.
 
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Hows everyone finding patch? I only played a map last night and I can't say I noticed anything different about the utility pack or anything else for that matter. The server had a bug where it wouldn't change map at the end of the game so I'm pretty sure everyone had to drop and rejoin another server. Also I've read there's a bug with the turrets but didn't notice anything myself.
 
Just downloaded the game today, I like it so far but I go in with 133 ping, that is wicket high aint it?

Iv it set at europe and it still that high? Can anyone tell me what its that high?
 
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