• Tribes: Ascend v2: I went slow once and it was awful
    10,204 replies, posted
[QUOTE=Zinayzen;34782371]They need to be adjusted to more of a defensive/support class. Here's what I suggest: 1. Make turrets do negligible damage (10 or so) but have each shot give mild knockback, so extended exposure will knock you way off course. This will mean they'll actually need to be taken out before Pathfinders can grab the flag and get out, encouraging teamwork. 2. Stop with them being inexplicably tied to generators. That's just weird and annoying, plus it doesn't make sense. They're deployable turrets, they shouldn't be tied to generator power. Forcefields still should be though. Techs should be useful as defense when the generator is down, although I have a feeling the turrets are tied to generator power to encourage techs repairing generators and stuff. 3. Give Soldier the big Thumper, give Techs the Thumper DX. The machine gun (even though I love it) isn't great compared to the soldier's weapons, and really techs shouldn't be chasing anyone or fighting at range, which means the Thumper is better suited for close quarters or indoors, which is basically where the Tech should be at any given time. 4. Techs should be able to give armor packs/buffs to allies, maybe in exchange for grenades. Encourages further teamwork, allows tech to play defensively while others fight.[/QUOTE] So you want Techs to have worse weapons, AND have turrets that are impossible to kill anything with? Yes, the turrets would be handy for defending the flag, but the Doombringer does that even more effectively (hard blocked instead of knocked slightly off course, which could still allow a grab) and doesn't have to be useless as a combatant. I really don't understand this Technician hate. I get more kills as a Soldier because the Spinfusor is better than the Thumper in nearly every way. Turrets are easy to blow up or circumvent entirely. Repairing is nice, but right now the base structures aren't terribly useful and take far longer to repair than to destroy. And take out the generator, and the Technician is reduced to a Soldier with a lot less energy and only one short-ranged weapon. This isn't like Team Fortress 2 where the Engineer supports the sentry and so is poorly armed because the sentry does all the work, in Tribes the sentry supports the Tech. I think a lot of the hate directed at the Thumper is because people expect a Tech to be an easy kill and then are surprised when he can hold his own, a notion that is reinforced by the default weapon (the SMG) being terrible. If the Thumper ends up being nerfed to the level of the SMG, the Tech will have to be seriously boosted in other areas, because it will effectively render him a noncombatant. As it stands, neither the turrets nor his repair ability contribute enough to the team for him to be able to sit out of combat and still be useful.
The only people I see bitching about the tech are people who think it should be a support class. It's not a support class, it's a combat class. All classes are combat classes. Also the people who think they can solo the flag/generator. This is a team game, you can't be an epic winner on your own. Stop bitching about the thumper and start bitching about that god damn stealth spinfusor, the MIRV and the fractal grenades.
[QUOTE=Zinayzen;34782371]They need to be adjusted to more of a defensive/support class. Here's what I suggest: 1. Make turrets do negligible damage (10 or so) but have each shot give mild knockback, so extended exposure will knock you way off course. This will mean they'll actually need to be taken out before Pathfinders can grab the flag and get out, encouraging teamwork. 2. Stop with them being inexplicably tied to generators. That's just weird and annoying, plus it doesn't make sense. They're deployable turrets, they shouldn't be tied to generator power. Forcefields still should be though. Techs should be useful as defense when the generator is down, although I have a feeling the turrets are tied to generator power to encourage techs repairing generators and stuff.[/QUOTE] 1 would limit turrets to flag defense and pathfinder interdiction only. 2 would make generators less important, which is an error. The gen is supposed to be the most important, second only to the flag itself. Making it less important means even less people will take care of it. You want your turrets to work? do your damn job and keep the gen running, tech.
somethign w kill bitches
I'd like a canyon map or valley map so there is two to four very big hills but a majority of the map is baron.
[QUOTE=4RT1LL3RY;34786678]Fractals are basically useless past rank 10. Everyone knows how to deal with it. The counter to mass Techs on the flag is a single Sentinel with good aim using the Nova Blaster. You can take out 5 turrets in a clip, 3 shots to kill them, and you can fire 3 shots a second. I have killed all of the light turret on the enemy flag area in Bella Nova in under 10 seconds, along with a force field, and 2 drop hammers. I wish that got me credits. After they came after me, before I could be hit I respawned so I could do it again from a different positiion. I made 3 techs go rage Infiltrator.[/QUOTE] I agree that fractals are easy to deal with, but when you catch people in them they're fucked.
Just got done with the most intense match. I was playing Butchers against the Sandrakers. They started off with a lead of 3-0 in the first 10 or so minutes, but within the course of the next 10 we balanced it up to 4-4. For the next 4 minutes STRAIGHT we were both denying the flag from the other. In the last 30 seconds of the game, a CERTAIN SOMEONE grabbed the Sworder flag and made it back to our base with it and WON. He got the Olympian accolade at the end of the game. Random fact about that game: Jonni was in that game. He is the admin of [url]www.spinfusor.org[/url]. Sadly, he was playing a sworder and raped our generator as an Infiltrator.
[QUOTE=Catdaemon;34786802]Stop bitching about the thumper and start bitching about that god damn stealth spinfusor, the MIRV and the fractal grenades.[/QUOTE] This. I'd add that something's up with sticky grenades- their blast radius is huge, and since it's pretty easy to pinpoint the throw, as opposed to regular grenades that bounce everywhere, so three tossed in a wide pattern is near-impossible to avoid.
[IMG]http://i990.photobucket.com/albums/af26/a_mutant_hobo/2012-02-20_00001.jpg[/IMG]
[QUOTE=Aedus;34780141][video=youtube;GSObdFHGwoA]http://www.youtube.com/watch?v=GSObdFHGwoA[/video] Holy shit I'm laughing so much, could be that it's 2:30am though and I've lost the plot.[/QUOTE] [t]http://i.imgur.com/GeJJ2.jpg[/t] vvd
ITT: Kids who can't afford shit and use this thread as an outlet for their moneyless-induced rage.
[QUOTE=Heigou;34787318]ITT: Kids who can't afford shit and use this thread as an outlet for their moneyless-induced rage.[/QUOTE] Install the game before you judge kthx
[QUOTE=Wealth + Taste;34787417]Install the game before you judge kthx[/QUOTE] I've been playing it for like a month now, but okay.
So what are the secret codes, and what do they do?
[QUOTE=CdeMonkey;34787649]So what are the secret codes, and what do they do?[/QUOTE] "GOTTAGOFAST" changes km/h to SANICS, don't know any others.
so i'm absolutely terrible at this game and the only classes in which i've been able to be remotely useful are sentinel and technician should i even bother to keep playing this?
[QUOTE=Rellow;34788276]so i'm absolutely terrible at this game and the only classes in which i've been able to be remotely useful are sentinel and technician should i even bother to keep playing this?[/QUOTE] If you enjoy playing it why not?
[QUOTE=Rellow;34788276]so i'm absolutely terrible at this game and the only classes in which i've been able to be remotely useful are sentinel and technician should i even bother to keep playing this?[/QUOTE] Sentinels are an extremely useful class once you get to be efficient with the Sniper rifle. Take out flag carriers and you'll be a bigger credit to team than most other classes.
Not the best ever, but pretty hardcore for me. [t]http://cloud.steampowered.com/ugc/522653610658689186/9CDF283D9E9AB89066837A4432C41A84ACBD69B0/[/t]
Is there a fix for the "Tribes Ascend is waiting for the update server"? I tried googling it but didnt find anything. I dunno, maybe I'm just bad at google.
[IMG]http://i.imgur.com/MhTV2.jpg[/IMG] Quatra Swag
I like playing Pathfinder, I have a need for speed.
[QUOTE=Wingboy;34788497][IMG]http://i.imgur.com/MhTV2.jpg[/IMG] Quatra Swag[/QUOTE] Bitches don't know 'bout my Ultra Kill. Too bad I didn't screenshot.
Whitewashed the enemy team. I'm such a sneaky infiltrator!
[QUOTE=gregmasterx;34786487]oh great funion isn't here, can someone tell me what the pros, the cons and the general purpose of both raider and brute are?[/QUOTE] juggernaut
So I captured my first two flags in one game, and managed to go at 231 sanics, which was nice. all as a soldier too.
[QUOTE=TrannyAlert;34788517]I like playing Pathfinder, I have a need for speed.[/QUOTE] say hello to my fusion mortar while youre at your base.
I would love to see a video of someone trollan with superheavy pathfinder + thrust pack.
Doombringer is Overpowered. Should get a 50% damage nerf and x2 more damage
[QUOTE=FreddiRox!;34789959]Doombringer is Overpowered. Should get a 50% damage nerf and x2 more damage[/QUOTE] doom is fine
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