Tribes assend is showing us the way


(light_sh4v0r) #181

Sounds good :slight_smile:


(Singh400) #182

[QUOTE=light_sh4v0r;388006]Added you singh, now come on for a game. Or get on ETQW, saw Bondyboy online yesterday and figured you must be around as well, but that was a disappointment.[/QUOTE]Eh, Iā€™m absolutely awful at this game. Probably only really spent around 1-2 hours on this game, and Iā€™ve yet to learn the basic movement mechanics of the game properly!

Point in case: I thought I was ā€œescapingā€ from Apoc and I looked to my right and there is was running alongside me saying ā€œsup bro?ā€.

I need TONS more practice in this game. At this moment I completely and utterly suck at this game. Iā€™m going back to the open, warm cuddly arms of Battlefield 3.


(AKAMrSmiley) #183

Some people might be slightly worse with the change from hitscan to projectile but I think most of the top tier players will have similar accuracy with the same weaponsā€¦ Theyā€™ll have to lead their shots a little more and judge how much of a lead is required dependent on the distance, which will cut the fat and will allow players to further distinguish skilled players. But everyone is complaining about the balance of the weapons and that isnā€™t what is going to change that, what is needed is to reevaluate the actual damage to rate of fire and/or the spread. Guess this is a step in the right direction and an update I like but it isnā€™t going to quiet the talks of imbalance with the weapons after the top tier players get used to the changes.

I do have a problem with the increased starting ammo part of the update thoughā€¦ If you didnā€™t notice the team that dominated in that clan scrim didnā€™t really pay attention to their generator too much, itā€™s because when you die you automatically get your preferred loadout rather than starting with a base load out and having to switch through inventory stations. The increased ammo just allows players to last longer without having to resupply and to further neglect keeping their generator/inventory stations repaired. Which is really killing the options and further condensing the teams around the flag on both offense and defense.


(light_sh4v0r) #184

Nope they didnā€™t, glad I gave myself 1% room for error :slight_smile:


(light_sh4v0r) #185

Meh, servers are down tonight, yesterday as well :frowning:
Been roaming catabatic for an hour but that gets boring.


(INF3RN0) #186

I just started playing this morning (finally). I am really enjoying it so far. Only played an hour, but definitely like the game design for the most part. Unlocked ranger and find the secondary to be my means for killing; was actually consistently topping my team in kill/score in CTF. I think I have a decent handle on the movement, pretty simple in concept, but I really want the max jet boost hah. Feel free to add me ā€œINF3RN0ā€ (wonā€™t be on till after Christmas though).


(light_sh4v0r) #187

Yeah, the thumper is great to start with, was my preferred weapon during the first few days as well. Slowly getting grips with spinfusors now though. You need to lead a bit more, but the increased range is definately worth it over the thumper.

The friendslist seems to work only 1 way though, itā€™s more like a follow list. If I add you you will not see me untill you add me as well.


(INF3RN0) #188

[QUOTE=light_sh4v0r;388960]
The friendslist seems to work only 1 way though, itā€™s more like a follow list. If I add you you will not see me untill you add me as well.[/QUOTE]

Someone should post a list of ids then :wink:.


(tokamak) #189

I want more variation in speeds. Walker vehicles, or a class that canā€™t fly very fast (with more ground resistance) but can jump really high.


(Thundermuffin) #190

I played a few matches, but I just couldnā€™t get into it, sadly. I guess Iā€™m just more of a Quake fan than a Tribes fan.


(INF3RN0) #191

Isnā€™t there a heavy class that kind of does that? I havenā€™t played enough yet, but I did notice some big slow tanky classes that didnā€™t move around too much.

Itā€™s not like anything else I have played before, but I really like prediction aim weapons next to ET style. Tribes is pretty original in a lot of ways and so far I am enjoying the learning curve :).


(tokamak) #192

Oh that sounds good already.

Itā€™s just that, with everyone moving at the same speed, the pace becomes less defined. Where as thereā€™s a few lumbering slowpokes moving across the field, the whole thing suddenly intensifies. Those slowpokes should then be armed with old-fashioned AA battery guns.


(INF3RN0) #193

[QUOTE=tokamak;389103]Oh that sounds good already.

Itā€™s just that, with everyone moving at the same speed, the pace becomes less defined. Where as thereā€™s a few lumbering slowpokes moving across the field, the whole thing suddenly intensifies. Those slowpokes should then be armed with old-fashioned AA battery guns.[/QUOTE]

Uh lol, I actually think it was just that. I saw the heavy guys had like big gatling type guns and were able to deploy a big shield. I am guessing they are meant to be flag defenders, but maybe someone playing longer than a day could give more details on classes (as I only unlocked the first 2).


(light_sh4v0r) #194

Yeah, thereā€™s a number of heavy classes carrying heavy weaponry like rocket launchers, gatling guns, grenade launchers, mortars and heavy spinfusors. They have silly amounts of health but slow walking speeds and relatively little jetpack energy. They are usually either defending the flag or they invade an enemy generator and camp it. Mostly stationary jobs.


(Apoc) #195

3 Heavy Classes:

Low energy, low energy regen, very heavy. Not very mobile. High health (especially juggernaut).

Juggernaught: Spinfuser MKD and Fusion mortar
Begginer/basics rundown

Doombringer: Carries a chaingun (projectile based) and saber launcher (locks on to in air targets with misiles, most useful as an anti vehicle weapon, will lock on to any vehicle, in air or on ground)
randomer using class

Brute: Carries a heavy spinfuser and automatic shotgun
Another random gameplay

Basicallyā€¦
Juggernaught is a great class in general with a high learning curve, mortar is great offensive and defensive, both long range and indoors, midrange it has a spinfuser. Grenades are very powerful.
Doombringer is a good Heavy on Flag class, with forcefields it can construct and a chaingun to kill incomming enemies, and a saber launcher to lock on to high flying cappers and vehicles. Grenades arent great.
Brute has the most powerful spinfuser, can do good damage if aimed well, but disks are slowest moving of all spinfusors. Auto shotgun is alright for finishing off people but nothing to write home about. Its fractual grenades however (youll see them as mini discos :p) are amazing, great for area denial, fantastic when used indoors, making brute good for assaulting the enemy base.

You can unlock juggernaught for 900 tokensā€¦which is basically 6 matches (on average), so you should be able to unlock it.

Pathfinder also has a reduced price, 1800 i think. Best capping/chasing class around.


(tokamak) #196

Well I can see use for them to be excellent mid-fielders as well. Depends on the map htough.


(INF3RN0) #197

A quick montage of a few CTF maps I played with Smiley and Adhe last night. I only have the first 3 classes and have only got a few hours of play time in; never played a tribes game before also. The games pretty awesome so far and am happy to see a new game with a visibly huge learning curve! Just unlocked the Juggy mid-play and hit a sweet spot as flag defender :D! This game will kick your ass like nothing else hahaā€¦

//youtu.be/5QrsYiezIh4


(light_sh4v0r) #198

Nice, not much skiing going on though :wink:


(INF3RN0) #199

Jug doesnā€™t need no wheels :).


(jazevec) #200

[QUOTE=Apoc;389138]3 Heavy Classes:
[/quote]

Here, let me try:

War Machine (Juggernaut)

Beinā€™ a Brute!

Tribes: Ascend - Cryticalā€™s Doombringer Tutorial