• Tribes: Ascend v2: I went slow once and it was awful
    10,204 replies, posted
[QUOTE=ViralHatred;34824267]I had to rebind all my keys. I kept trying to ski and was zooming in was all "what the shazbot"[/QUOTE] tragic
[QUOTE=The golden;34824270]The tech had a 90dmg SMG. People whined that it was OP and that the tech should get a traditional AOE weapon. Tech gets Thumper. People want it removed.[/QUOTE] Tech gets an improved version of the Soldiers Thumper DX. Does too much damage for a class which has turrets as a back-up, should be on par with the thumper DX, not a bigger, better version of it. It wouldn't 1 shot Inf's at least then.
the new map is way too easy to defend on, practically forcing you to get the generator unfortunately, the generator room is also the perfect size for turrets. literally the enemy team had two turrets on the platform above the flag, one turret and a whole lotta guys on the generator.. there was no stopping them. Theres no vantage point to snipe them from afar like there is on every other map. really the base turrets need to be spread out. You've got three targeting you when you step near the flag, none when you're raping the rest of the base.
[QUOTE=Funion;34824289]tragic[/QUOTE] It was. It kept zooming in on a brutes ass. Reminded me of you.
I thought I was pretty good then I came here and found I was doing everything wrong :(
[QUOTE=Trumple;34824504]I thought I was pretty good then I came here and found I was doing everything wrong :([/QUOTE] Were you going slow?
[QUOTE=Aedus;34824612]Were you going slow?[/QUOTE] No, he was playing Diamond Sword. [editline]23rd February 2012[/editline] So yes, actually.
I'm seriously considering a small team sometime in the near future, Either Facerake or Shazpunch :v:
I've told you already Facebutchers
[QUOTE=Altin;34824725]I've told you already Facebutchers[/QUOTE] Or that, I was creating names trying to remember that actually :zoid:
[QUOTE=Foogooman;34824638]No, he was playing Diamond Sword. [editline]23rd February 2012[/editline] So yes, actually.[/QUOTE] [img]http://i42.tinypic.com/6quzgi.gif[/img] Sand rakers 4 lyf brah.
[QUOTE=latin_geek;34819959]THE LAST THING THAT NEEDED A NERF[/QUOTE] That's not too bad. All it really stops is people from throwing down turrets when they're about to die to get a revenge kill.
[QUOTE=Aedus;34824612]Were you going slow?[/QUOTE] I once captured a flag at walking speed So yes :( [editline]23rd February 2012[/editline] [QUOTE=Foogooman;34824638]No, he was playing Diamond Sword. [editline]23rd February 2012[/editline] So yes, actually.[/QUOTE] Diamond sword looks terrible I never play as them :v:
[QUOTE=Aedus;34824361]Tech gets an improved version of the Soldiers Thumper DX. Does too much damage for a class which has turrets as a back-up, should be on par with the thumper DX, not a bigger, better version of it. It wouldn't 1 shot Inf's at least then.[/QUOTE] It can one-shot the class that has the easiest time avoiding getting hit and can still instakill the Tech with grenades or backstabbing. If a Tech uses a Thumper, he has no backup weapon. Indoors the range is limited due to arc, outdoors it's only good at point blank range anyways. He can't chase, or even hit someone outrunning him. It's a limited weapon that is powerful in a few situations but overall isn't game-breakingly awesome. The Soldier's DX isn't meant to be his primary weapon, so it's not directly comparable. A better comparison is Spinfusor to Thumper- and the Spinfusor is better in nearly every way.
The Thumper DX is already really strong in both indoor and outdoor, I don't want to know what the upgraded Tech version does. But I can tell you that backstabbing is really hard in this game. And hitting them with your grenade is even harder, if it even kills them.
[QUOTE=joost1120;34825654]The Thumper DX is already really strong in both indoor and outdoor, I don't want to know what the upgraded Tech version does.[/QUOTE] About 15% more damage and has a longer self-detonation timer. [QUOTE=joost1120;34825654]But I can tell you that backstabbing is really hard in this game. And hitting them with your grenade is even harder, if it even kills them.[/QUOTE] Take down generator, hide in corner, cloak, wait for Tech to come along to fix, easy backstab/nade stick.
[QUOTE=catbarf;34825569]It can one-shot the class that has the easiest time avoiding getting hit and can still instakill the Tech with grenades or backstabbing. If a Tech uses a Thumper, he has no backup weapon. Indoors the range is limited due to arc, outdoors it's only good at point blank range anyways. He can't chase, or even hit someone outrunning him. It's a limited weapon that is powerful in a few situations but overall isn't game-breakingly awesome. The Soldier's DX isn't meant to be his primary weapon, so it's not directly comparable. A better comparison is Spinfusor to Thumper- and the Spinfusor is better in nearly every way.[/QUOTE] The thumper and spinfusor are actually kind of on-par. You may see the arc as a downside but in some situations, especially close combat, it much easier to land near-hits with an arcing weapon. That's a problem because the tech also has turrets which add to his damage output. Techs will generally baby-sit their turrets and the firepower tech + turrets comprises of is massive. That said, the tech will be maybe too weak when the gen is down, but that is a different issue that might need to be changed. [editline]23rd February 2012[/editline] [QUOTE=catbarf;34825720]Take down generator, hide in corner, cloak, wait for Tech to come along to fix, easy backstab/nade stick.[/QUOTE] Lets compare to a decent tech: Walk into gen room, search around the corners to weed out any infs, one-shot-kill any you find with the thumper, start to repair but keep moving around so its near impossible for infs to land a sticky, carry the close combat perk so the backstab does shit-all besides revealing the inf, who you can one-shot-kill.
Wow, this update was horrible.
Goddamnit! Tribes isn't even patching for me.
[QUOTE=krail9;34825784]The thumper and spinfusor are actually kind of on-par. [/QUOTE] As it should be. That's balance, the Tech isn't a non-combat class. He's a Soldier who trades a secondary weapon and lots of energy for a repair tool and gimmicky turrets. [QUOTE=krail9;34825784]That's a problem because the tech also has turrets which add to his damage output. Techs will generally baby-sit their turrets and the firepower tech + turrets comprises of is massive.[/QUOTE] Turrets are also very easy to destroy, especially if the Tech is being so kind as to stand next to them so the attacks hurt both the Tech and his turret. Their damage is individually low enough for players to notice and destroy them before being pecked to death, requiring the Tech to stay near them and make himself vulnerable to keep them from being taken out piecemeal. And even then they can be bypassed by a cloaked Infiltrator, and once the gen is down they're no longer a threat at all. I'm not saying the Tech isn't dangerous indoors with his turrets up- but that's exactly how it should be, because on offense those turrets aren't too useful and outside they get blown up before they can do much. This scenario of a Tech with a Thumper in his base guarded by two turrets is literally the best situation a Tech can be in, he [i]should[/i] be powerful. That same Tech outdoors with no turret support is far less of a threat. [QUOTE=krail9;34825784]Lets compare to a decent tech: Walk into gen room, search around the corners to weed out any infs, one-shot-kill any you find with the thumper, start to repair but keep moving around so its near impossible for infs to land a sticky, carry the close combat perk so the backstab does shit-all besides revealing the inf, who you can one-shot-kill.[/QUOTE] Just looking in corners won't find a cloaked Inf, if he shoots into every corner it wastes precious time and can be avoided, and if he walks into the corners to check them he's just asking to be stuck with a grenade. Once he starts repairing, a couple of tossed grenades directed at the generator will kill him outright, knock him into the bottomless abyss on some maps, or at least take off enough health that a shot or two from the Stealth Spinfusor will finish him off. It's not brainlessly easy for either class, but it's by no means impossible to do a lot of damage as an Infiltrator against even competent Techs.
Really, the new generator placement is horrible. It completely breaks the flow of the maps. That combined with the new infiltrator speed uncloak thing makes the class impossible to play.
[QUOTE=catbarf;34825920]As it should be. That's balance, the Tech isn't a non-combat class. He's a Soldier who trades a secondary weapon and lots of energy for a repair tool and gimmicky turrets.[/QUOTE] I see your point, but consider firstly that the tech can have a secondary, and good ones at that. Secondly, how are turrets gimmicky? They are fantastic at flag and even gen defence, they do decent damage, and importantly - they can't be destroyed in one hit by a light-spinfusor, meaning usually a pathfinder can't just casually take them out on his run like he can with clays and mines. [QUOTE=catbarf;34825920]Turrets are also very easy to destroy, especially if the Tech is being so kind as to stand next to them so the attacks hurt both the Tech and his turret. Their damage is individually low enough for players to notice and destroy them before being pecked to death, requiring the Tech to stay near them and make himself vulnerable to keep them from being taken out piecemeal. And even then they can be bypassed by a cloaked Infiltrator, and once the gen is down they're no longer a threat at all. I'm not saying the Tech isn't dangerous indoors with his turrets up- but that's exactly how it should be, because on offense those turret's aren't too useful and outside they get blown up before they can do much. This scenario of a Tech with a Thumper in his base guarded by two turrets is literally the best situation a Tech can be in, he [i]should[/i] be powerful.[/QUOTE] Like I said, light classes will have a decently hard time trying to kill a turret without losing too much health, think about the damage: just 10 shots from a turret will kill a pathfinder. Raiders and that will have no trouble at all but that is what they are made for. More importantly perhaps, you describe it as if turrets should be self sufficient, but they shouldn't be. The tech should and needs to defend his turrets, or place them in a place where they compliment other defenses such as heavies, forcewalls, or clays. The fact is the turrets + tech is a powerful combination just with the smg, so all things considered the tech shouldn't get a gun on-par with soldier. I've played tech plenty and nearly every time I top the scoreboard in kills (not that it matters) because of how effective good turret placement is. [QUOTE=catbarf;34825920]Just looking in corners won't find a cloaked Inf, if he shoots into every corner it wastes precious time and can be avoided, and if he walks into the corners to check them he's just asking to be stuck with a grenade. Once he starts repairing, a couple of tossed grenades directed at the generator will kill him outright, knock him into the bottomless abyss on some maps, or at least take off enough health that a shot or two from the Stealth Spinfusor will finish him off. It's not brainlessly easy for either class, but it's by no means impossible to do a lot of damage as an Infiltrator against even competent Techs.[/QUOTE] You say looking around doesn't help, but you will find that when you get close enough an inf will light up like it's christmas. Additionally tech really has no issue with ammo since he's base-bound. The solution to those other things is simply awareness, I can say from experience that while inf's are real pests they are not unstoppable and you're doing something wrong if they manage to one-hit-kill you or kill you before you react too many times. [editline]23rd February 2012[/editline] [QUOTE=Mr. Smartass;34825945]That combined with the new infiltrator speed uncloak thing makes the class impossible to play.[/QUOTE] I'm starting to write essays here but what the hell. Why should the inf get to go fast while cloaked? Did you really think invis-grabbing was a fair strategy? Anyone could have seen this nerf coming because infs just playing super-capper is dumb.
[QUOTE=The golden;34826021]170 is a perfectly reasonable speed limit for the cloak.[/QUOTE] When you can get the shit pummeled out of you just for not properly regulating your speed when approaching a base, it's a huge issue. The real issue I have with this update is the generator placement and the swear-block, though. [editline]23rd February 2012[/editline] They should at the very least remove the speed uncloaking for deathmatch.
I love the new map It's large, I can go fast, and the cap routes are interesting and fast (especially the front-to-back one which turns into a back-to-front route because of the half pipe)
[QUOTE=Mr. Smartass;34826148]When you can get the shit pummeled out of you just for not properly regulating your speed when approaching a base, it's a huge issue.[/QUOTE] Do pathfinders 'get the shit pummeled' out of them when they approach a base? I don't see any reason why inf should basically get invulnerability all the way to the enemy base because no-one can see them. geez some people act like inf should be this world of warcraft rogue which just goes wherever it pleases and instantly kills anyone with a backstab [editline]23rd February 2012[/editline] [QUOTE=wombo;34826153]I love the new map It's large, I can go fast, and the cap routes are interesting and fast (especially the front-to-back one which turns into a back-to-front route because of the half pipe)[/QUOTE] the halfpipe is really awesome
[img]http://i39.tinypic.com/33v2pht.gif[/img]
[QUOTE=krail9;34826235]Do pathfinders 'get the shit pummeled' out of them when they approach a base? I don't see any reason why inf should basically get invulnerability all the way to the enemy base because no-one can see them. geez some people act like inf should be this world of warcraft rogue which just goes wherever it pleases and instantly kills anyone with a backstab [editline]23rd February 2012[/editline] the halfpipe is really awesome[/QUOTE] Pathfinders have the ability to defend themselves, and fight moderately large numbers of enemies outdoors.
[QUOTE=krail9;34826074]I see your point, but consider firstly that the tech can have a secondary, and good ones at that. Secondly, how are turrets gimmicky? They are fantastic at flag and even gen defence, they do decent damage, and importantly - they can't be destroyed in one hit by a light-spinfusor, meaning usually a pathfinder can't just casually take them out on his run like he can with clays and mines.[/QUOTE] The Tech can take a secondary, but then he has no repair tool. Then he's just a Soldier that traded energy for turrets, making him better indoors but worse outdoors and especially worse on offense where he can't rearm when he loses a turret. I call turrets gimmicky because they deal very little damage and are incredibly easy to blow up, making unsupported kills luck more than anything else. Sometimes I see them get a kill against a lone Light or already-wounded Medium, but much more often if I'm not right there I just see a couple of '65's pop up before suddenly stopping, indicating that the target has blown up the turret and moved on. You're right that a light spinfusor can't one-shot them, but grenades take them out very quickly and can be quickly tossed around corners. [QUOTE=krail9;34826074]Like I said, light classes will have a decently hard time trying to kill a turret without losing too much health, think about the damage: just 10 shots from a turret will kill a pathfinder. Raiders and that will have no trouble at all but that is what they are made for. More importantly perhaps, you describe it as if turrets should be self sufficient, but they shouldn't be. The tech should and needs to defend his turrets, or place them in a place where they compliment other defenses such as heavies, forcewalls, or clays. The fact is the turrets + tech is a powerful combination just with the smg, so all things considered the tech shouldn't get a gun on-par with soldier. I've played tech plenty and nearly every time I top the scoreboard in kills (not that it matters) because of how effective good turret placement is.[/QUOTE] Ten shots from a turret is about three seconds of continuous fire, which is plenty of time for the target to realize he's under attack and get out of the line of fire. Even if he takes a lot of damage, he'll probably heal before the Tech can come running to deal with him. You're absolutely right about turrets not being self sufficient, my point is really that on their own they're very weak, making them just another tool in the Tech's arsenal that still depends on him being able to fight in order to be effective. The Tech can't just walk away and leave them because they'll be easily destroyed, which means the Tech has to be nearby (making him vulnerable) when they're in use, and he has to contribute to the kill. Outdoors, they can be picked off from a distance with ease. Indoors, a Raider with Arx Buster or a Doombringer can kill a Tech and his turrets pretty easily. Pathfinders can zip past turrets while capping, taking only a hit or two. Infiltrators can cloak and ignore them entirely, then take out the generator. When an enemy Light or Medium runs straight into a pair of turrets and then takes a Thumper to the face, he dies quickly- but that's pretty rare. And of course, once the generator goes down, the Tech is essentially reduced to a weaker Soldier. Basically, Techs with turrets can be very powerful and dangerous to base attackers, but it's highly situational. Certain classes can go toe-to-toe with the Tech and his turrets, while others can ignore them entirely, and either way once the generator's down the Tech is very vulnerable. Against multiple enemies, they go down through attrition since the Tech can only carry one backup turret at a time. Where they shine is in defending the generator against an opportunistic Soldier or Pathfinder, while some of the more specialized classes present a much greater threat. Personally I think that's fair. [QUOTE=krail9;34826074]You say looking around doesn't help, but you will find that when you get close enough an inf will light up like it's christmas. Additionally tech really has no issue with ammo since he's base-bound. The solution to those other things is simply awareness, I can say from experience that while inf's are real pests they are not unstoppable and you're doing something wrong if they manage to one-hit-kill you or kill you before you react too many times.[/QUOTE] Like I said, when they get close enough they're just asking to be stuck with a grenade. Ammo's not the issue, it's time- your generator's down, so taking the time to put a Thumper shell into every corner of the room is wasting precious seconds you could be using to repair. I completely agree with your second sentence. Good Techs can kill Infs, good Infs can kill Techs. I was originally responding to someone saying that it's overpowered that the Thumper can one-shot Infs, my point was that the Inf has a couple of ways to kill Techs just as easily.
[QUOTE=Mr. Smartass;34825945]Really, the new generator placement is horrible. It completely breaks the flow of the maps. That combined with the new infiltrator speed uncloak thing makes the class impossible to play.[/QUOTE] You doin it wrong [media]http://www.youtube.com/watch?v=g5wQhKz7KSw[/media]
[QUOTE=catbarf;34825569]It can one-shot the class that has the easiest time avoiding getting hit and can still instakill the Tech with grenades or backstabbing. If a Tech uses a Thumper, he has no backup weapon. Indoors the range is limited due to arc, outdoors it's only good at point blank range anyways. He can't chase, or even hit someone outrunning him. It's a limited weapon that is powerful in a few situations but overall isn't game-breakingly awesome.[/QUOTE] As an avid Infilitrator player (it was one of my favorite rolls in T2), I can assure that backstabbing is quite useless in Ascend. The range is pathetic, it reveals you when you stab, does mediocre damage (even with Close Combat) and if the enemy has Close Combat, you do shit for damage. Sticky Grenades are hard to hit with, especially if the tech is ADADADADADA strafing around the generator.
Sorry, you need to Log In to post a reply to this thread.