Tribes Ascend

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Maps:
CaH Drydock
CaH Arx Novena
CaH Outskirts
CTF Raindance
CTF Stonehenge
CTF Canyon Crusade
CTF Tartarus
Katabatic Siege
DaD Drydock
Arena WalledIn
Arena Lockdown
Rabbit Fraytown
Indoor Arena
Mapo de la Colman?
TDM-tubes
Shrike CTF Test Map

Vehicles:
HERC
both teams get a message when the HERC is deployed
Multi-seat, pilot and at least one gunner
Havoc

Items:

Sentinel SAP20
"A Sniper Rifle, the SAP20 has no charge mechanic, but instead fires a slower energy projectile that does a consistent ammount of damage."
Upgrade 1: +12 ammo
Upgrade 2: + 2 clip size
Upgrade 3: + 12 ammo
Upgrade 4: -30% reload time

Infiltrator Throwing Knives
"Throwing Knives deal impressive damage, but require a sure aim."
Upgrade 1: +10 AMMO
Upgrade 2: -30% RELOAD TIME
Upgrade 3: +1 CLIP SIZE

Infiltrator Remote Arx Buster (Jackal)
"The Jackal fires up to three rounds that stick to any surface, and are remote triggered for detonation. Perfect for setting up traps and destroying objectives from a safe distance."
Upgrade 1: +6 AMMO
Upgrade 2: +20% DAMAGE VS ARMORED
Upgrade 3: +6 AMMO

Infiltrator NinjaSmoke (Flash Grenade)
"Instantly vanish without waiting the normal pulse time from taking damage or firing a weapon. In addition, remain in stealth for 2 seconds even if you take damage. Firing a weapon will still break stealth."
Upgrade 1: +1 ammo
Upgrade 2: + 1 second hidden
Upgrade 3: + 1 second hidden

Technician EXR turret model
"The EXR Turret has a longer range than the Light Turret and fires a small explosive rocket. It's deals less direct damage than the Light Turret, but makes up for it with flexibility."
Upgrade 1: -15% lock-on delay
Upgrade 2: +1 deploy limit
Upgrade 3: +25 vs armored

Armored Claymore
"Armored Claymores are more resistent to being destroyed by AOE weapons, requiring near-direct hits, but deal less damage."
Upgrade 1: +1 ammo
Upgrade 2: +10 radius
Upgrade 3 : +20% vs armored

Soldier Twinfusor
Pathfinder Buckler
Pathinder Impact Bomblets
Raider NJ5 model
Raider MIRV Grenade
Infiltrator High Speed Stealth Pack
Brute Plasma Cannon model
Juggernaut LR1 Mortar
Juggernaut Survival Pack
Doombringer Rocket Launcher (still need to make sure this is a new weapon)
Sentinel Accurized Shotgun
Soldier Plasma Gun
Dual Rhinos
Lacerator
ARX Shotgun
H1 pistol
Heavy Impact Nitron
Minor Energy Pack
Personal Force Field Deployable
S22 rifle
Wall Turret


options for private servers

Time Limit
Score limit
Enable Autobalance
Overtime limit
Enable naked spawning
Enable Friendly fire
Enable Generator Auto-Regen
Enable Objective Upgrades
Enable Base Spawing
Enable Base sensors/turrets
Max Players
Vehicle Count Limits
Individual vehicle prices
Call-Ins Enabled
Call-In Price Multiplier
Enable Deployables Powered by Generators
Objective Upgrades Price Multiplier
Speed Cap Multiplier
 
Been skeptical of this but found myself trying it out today.

HOT DAMN. This is the most fun I've had with an FPS in a long long while, Games godlike. Runs decent on my lappy aswell (But then it looks like crap </3)

I've been looking for a fast paced FPS for a couple of years to get into. I've found that game.

Hit me up in game guys. Not sure if theres a friend system or anything. All I did was ski tutorial and played the game after.

Ingame: ThePornstash
 
The new Infiltrator stuff looks very situational, the ARX buster will likely be very rarely used, the Spinfusor will be much more effective I imagine.

As for the Smoke grenades, yet again.. I can't see anyone using them. The stickies are so good at clearing out enemies and enemy assets I can't see anyone wanting to stop using them.

The most promising addition looks to be the throwing knifes, they look like a very nice trade off for the pistol.

But I guess it depends how you like the play the class, personally I play infiltrator very aggressively, I know others like to camp the enemy base a lot.. in that case the ARX buster will be very handy for that type of play style.
 
I will definitely be picking up the throwing knives, anything is better than that useless pistol, i miss when i used to solely take out heavys using that bad boy :(
 
I will definitely be picking up the throwing knives, anything is better than that useless pistol, i miss when i used to solely take out heavys using that bad boy :(

The pistol is actually very good now, they stealth buffed it in the last patch, the projectile speed was increased.

But even after the buff, knives look much better and much more fun to use. :cool:
 
The pistol is actually very good now, they stealth buffed it in the last patch, the projectile speed was increased.

But even after the buff, knives look much better and much more fun to use. :cool:

It used to do around 470 damage iirc or there abouts quite a few patches ago could take down heavys quite easily with it although it did have a lot slower fireing time between each shot than it does now.
 
How are the cappers here finding the nitro nades now you can't use them with the flag? I think its a good thing as you really gotta put more effort into the route. I've noticed a lot in pubs now that cappers lose speed quickly and are easily caught and killed in soldier. Obviously the cappers are nothing on the top pug cappers.

A lot of pathfinder chasers now also. I seem to use path on ruins map to chase but otherwise soldier on all the others.

Anyone here white listed and playing pug's?
 
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I'm still not sure if I prefer the bow or discs as a pathfinder - which should be better?

I also still think there's a bit of hit detection 'iffyness' as sometimes I can literally land a disc in the guys face and nothing happens, then other times it's off to one side and he takes damage.
 
new patch notes

Major Highlights

- Three new weapons and two new skins have been added to the Infiltrator class. Watch the Cloak & Dagger Update Video for more.

- A new Arena map, Walled In, has been added to the Quick Play rotation.

- Several additional HUD features have been implemented, including:

Flag status (who is carrying the flag and timer until flag reset).

Friend Notifications when players come online/go offline.




Weapon/Balance Items

- Three new weapons added for Infiltrator:

Jackal: The Jackal fires up to three rounds that stick to any surface, and are remote triggered for detonation.

Throwing Knives: Throwing Knives deal impressive damage on a direct hit, and have a small splash damage radius.

Smoke Grenade: Instantly vanish without waiting the normal reveal time from taking damage or firing a weapon. In addition, remain in stealth for 2 seconds even if you take damage. Firing a weapon will still break stealth.

- Adjusted visual style on Infiltrator's Prism Mines to be more in line with other mines and harder to detect at long range.

- Fixed an issue where Shrike's were not taking damage from bullet projectiles at certain angles and locations.

- Added improved proximity checking for deployables to prevent the Doombringer's force field from covering the flag when placed at certain angles and locations.

- Pathfinder's Bolt Launcher projectile now detonates after 6 seconds of flight, reduced to match that of the Heavy Bolt Launcher and Spinfusor type weapons.

- Direct-hit damage bonus reduced by roughly 4% on Pathfinder's Bolt launcher.

- Increased knock-back from Pathfinder's Light Spinfusor by approx. 10% (now matches the Bolt Launcher).

- Increased damage fall-off on Sentinel's BXT1 Sniper Rifle. Falloff range is 33% more aggressive, and the maximum falloff amount was increased 5%.

- Improved the targeting of Call-In's when targeting terrain.



Additional Items

- If a player jump/jets while already going faster in the Z axis than the jump would set, the jump no longer resets the Z-axis velocity. This fixes an issue in which a jump/jet could slow your momentum unintentionally.

- Additional work has been done to eliminate some "deadstops" while skiing/jetting. Please report any remaining situations in which you stop movement suddenly and unexpectedly while skiing.

- The current match score, as well as individual player ranks, are now hidden from the scoreboard when players are at the Team Selection screen.

- A variety of cleanups have been made to several maps.

- Implemented a change intended to fix a situation in which hit/damage numbers would be delayed in appearing. Please report if you still see this issue.

- Fixed an issue that would cause the flag to fall through the world in some conditions.

- Fixed an issue where the Brute's Nova Colt could lose texture resolution at high speeds
A variety of backend server work has been done in preparation for future functionality.



Known Issues

- Damage numbers from your turret may appear over reticule where not expected.
 
How are the cappers here finding the nitro nades now you can't use them with the flag? I think its a good thing as you really gotta put more effort into the route. I've noticed a lot in pubs now that cappers lose speed quickly and are easily caught and killed in soldier. Obviously the cappers are nothing on the top pug cappers.

A lot of pathfinder chasers now also. I seem to use path on ruins map to chase but otherwise soldier on all the others.

Anyone here white listed and playing pug's?

I'm not finding it too much of a problem since I'm going fast enough when approaching the flag not to need it. It's definitely an improvement though, makes capping at least a little bit more tricky. It also means llama grabbing as a pathfinder is no longer a valid tactic, which is pretty good.

I've seen a lot of pathfinders using the boost pack since the update though, and I really don't know why. That thing is completely useless.
 
ah, im such a derp.

Had a play with the new inf gear earlier its not too shabby, the knives are definitely a better replacement to the pistol, and the jackel is interesting I don't see it replacing my stealth spinfuser since the explosions don't stack but its interesting to use outdoors as an airbursting gun. Smoke seems quite meh since stickies are extremely useful.
 
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