• Tribes: Ascend v2: I went slow once and it was awful
    10,204 replies, posted
[QUOTE=Jeffkeuh;35619687]This is retarded, you can't buy gold with paypal unless you're paypal is verified with a credit card, is hi-rez really this stupid. So you can't buy anything without a credit card? I put 25€ on my paypal account, but I can't use it because it isn't verified with a cc, then how are people without cc's supposed to play this game? I'm pissed.[/QUOTE] By not buying gold?
[QUOTE=judgeofdeath;35620042]By not buying gold?[/QUOTE] You unlock everything so slow, if you make a game like this please make sure people are able to pay for your game.. I'm not complaining about "pay to win", I'd gladly pay and support this game, I just can't.
[QUOTE=Jeffkeuh;35620078]You unlock everything so slow, if you make a game like this please make sure people are able to pay for your game.. I'm not complaining about "pay to win", I'd gladly pay and support this game, I just can't.[/QUOTE] Thank god they're letting you [I]play[/I] the game without paying though, trying to buy the game would be a nightmare.
[QUOTE=Raijin;35619080]In my opinion forcefields should only take damage from people passing through it or melee [B][I]only[/I][/B]. And the chaingun needs a much higher rate of fire.[/QUOTE] This would be just ridiculous the combination of mines+deployables that can only be destroyed by 2/3 melee hits or 2/3 suicidal pathfinders is absurd. Increasing the chain guns fire rate would make it INCREDIBLY powerful in the hands of a skilled player. For a buff too the chain gun the only two possible buffs are increase in projectile size and speed Also I would like to note that the tribes ascend wiki is truly awful.
[QUOTE=The golden;35617971]Expecting a single person to dramatically change the outcome of a 16v16 game is a bit silly. Flag chasing/grabbing isn't my strong point so I was focusing on clearing the flag stand for our cappers. What else do you want me to do? I cannot perform magic.[/QUOTE] Hehe, you obviously have never seen a stupidly good Sentinel.
[QUOTE=Murky42;35620346]This would be just ridiculous the combination of mines+deployables that can only be destroyed by 2/3 melee hits or 2/3 suicidal pathfinders is absurd. Increasing the chain guns fire rate would make it INCREDIBLY powerful in the hands of a skilled player. For a buff too the chain gun the only two possible buffs are increase in projectile size and speed Also I would like to note that the tribes ascend wiki is truly awful.[/QUOTE] Okay, different ideas for Doombringer stuff: • Forcefields should have more HP. They shouldn't be destroyed in a few spinfusor shots from across the map. And really slow HP regeneration too. • Increase RoF on chaingun, but lower the accuracy. [editline]18th April 2012[/editline] I'm thinking of making a list of changes that would be awesome and could possibly cause less "X IS OP PLS NERF"
[QUOTE=The golden;35617856]Seriously? This is the kind of response I expect from someone who is 12.[/QUOTE] Chirno is 12, I think
[QUOTE=Raijin;35620642]Okay, different ideas for Doombringer stuff: • Forcefields should have more HP. They shouldn't be destroyed in a few spinfusor shots from across the map. And really slow HP regeneration too. • Increase RoF on chaingun, but lower the accuracy. [editline]18th April 2012[/editline] I'm thinking of making a list of changes that would be awesome and could possibly cause less "X IS OP PLS NERF"[/QUOTE] Forcefields should count as armored targets to prevent sents from wrecking them. Also, faster repair rate on deployables and other things that aren't fixed base assets would be cool
I just started playing. My profile name is Vuoristo if you're interested in adding me for whatever reason. Soldier is my favorite class so far.
[QUOTE=Teh Zip File;35617868]Doombringer is so unfun to play. I'm sure it'd be better if I could actually hit something with the chain gun, but I can't, so it's like pulling my teeth out. And forcefields aren't useful when they can just shoot it from a mile away.[/QUOTE] But that's where all the challenge is, leading targets and being creative in placing the forcefields. It's so satisfying to watch a light or medium fly through one and die, especially when they try and grab the flag. It's also really fun shooting multiple saber missiles at vehicles and watching them not know what to do.
Okay I got a list of stuff I'd like to see. [quote]Pathfinder: • Increase accuracy on Shotgun • Increase accuracy on Light Assault Rifle Sentinel: Can't think of anything. Infiltrator: • Significantly decrease volume of Stealth Spinfusor when cloaked • Decrease damage on Silenced Pistol significantly • Jackal stickies can only be detonated when they're within the user's field of view unobstructed • Decrease "reload" time for Throwing Knives • Add parabolic drop to Throwing Knives Soldier: • Decrease splash radius on Thumper DX Technician: • Remove Thumper from Technician class • Move Double Barrel Shotgun from Technician class's secondary slot to primary • Increase Double Barrel Shotgun's damage • Allow more than one Light Turret to be carried with the correct upgrades Raider: • Increase throw distance on EMP Grenade • Add Nova Colt to secondary slot as an unlockable Juggernaut: • Allow Fusion Mortar projectiles to detonate on contact with enemies or enemy deployables • Remove spinup time from X1 LMG Doombringer: • Increase rate of fire on Chaingun • Decrease accuracy on Chaingun • Increase base HP on Forcefields significantly • Allow the Saber Launcher to lock on quicker with enough upgrades Brute: • Remove Nova Colt from Brute class • Add Technician's Thumper to the secondary weapon slot as an unlockable All Deployables: • Considered "Armored" • Pressing the reload key when facing a deployable set by the player allows you to pick them back up to be placed somewhere else All Grenades: • If the grenade key is held for a moment before being released, the grenade will instead be dropped instead of thrown. If the type of grenade normally detonates on impact, it would not in this case. [/quote] Feedback? [editline]18th April 2012[/editline] Oh I just thought of another thing. Two new accolades for llama grabbing. 5x Llama Grabs = Pack Mule 10x Llama Grabs = The Emperor's New Groove
Some of those changes are ok, but I just don't see why would you want to buff Juggernaut and the thumper as Brute secondary makes little sense, without hitscan weapons he would be an easy target for lights and mediums unless you can score blueplates like a pro. Accolades are awesome tho.
[QUOTE=Raijin;35621002]Okay I got a list of stuff I'd like to see.[/QUOTE] [QUOTE]• Remove spinup time from X1 LMG[/QUOTE] Lol, you're kidding, right? Right?
[QUOTE=Aedus;35621439]Lol, you're kidding, right? Right?[/QUOTE] It's not like juggernaut needs a buff
WHY would you want to buff an already overpowered class? (Juggernaut) If anything it should be nerfed. e.g fusion mortar shots disintegrate with no damage instead of bouncing at lower range. And replace their health regen pack with something else.
[QUOTE=Raijin;35621002]Okay I got a list of stuff I'd like to see. Brute: • Add Technician's Thumper to the secondary weapon slot as an unlockable [/QUOTE] I would pay $10 just for this
[QUOTE=Ripper Roo;35621348]Some of those changes are ok, but I just don't see why would you want to buff Juggernaut and the thumper as Brute secondary makes little sense, without hitscan weapons he would be an easy target for lights and mediums unless you can score blueplates like a pro. Accolades are awesome tho.[/QUOTE] I thought it would be a good idea to move around the thumper/nova colt around because some classes don't much choice (raider's [del]secondaries[/del] secondary) while others have too many (infiltrator's arsenal). I tried to keep the rearrangement as logical as possible.
[QUOTE=Raijin;35621002]Okay I got a list of stuff I'd like to see. Feedback? [editline]18th April 2012[/editline] Oh I just thought of another thing. Two new accolades for llama grabbing. 5x Llama Grabs = Pack Mule 10x Llama Grabs = The Emperor's New Groove[/QUOTE] Everything you've just said was terrible and unnecessary. More importantly - removing spinup from the X1 LMG and decreasing the doombringer's chaingun accuracy? So.. what? You want to make the Juggernaut the Juggerbringer now? Except the deployable thing, but not by holding reload.
[img]http://i41.tinypic.com/280tpxw.jpg[/img] It's good to be a Sentinel
[QUOTE=The golden;35622614]Some of the devs already think the heavy classes are underpowered, so expect the juggernaut to get buffed anyway.[/QUOTE] That was Bart a few patches ago, god knows if he still thinks it. He mains Juggernaut though I think, so take from that what you will.
why is the chat off in pretty much every custom server? goddamit i wanna taunt some retards [editline]18th April 2012[/editline] [QUOTE=Raijin;35621540]I thought it would be a good idea to move around the thumper/nova colt around because some classes don't much choice (raider's [del]secondaries[/del] secondary) while others have too many (infiltrator's arsenal). I tried to keep the rearrangement as logical as possible.[/QUOTE] i think thats because updates for the other classes are coming for some reason this reminds me of tf2, when the medic has lots of weapons and every other class 1 or 2 hopefully it will turn out better tho [editline]18th April 2012[/editline] [QUOTE=samuel2213;35621484]WHY would you want to buff an already overpowered class? (Juggernaut) If anything it should be nerfed. e.g fusion mortar shots disintegrate with no damage instead of bouncing at lower range. And replace their health regen pack with something else.[/QUOTE] maybe just add the ability for fusion mortars to warn you when one is about land near you so you can shoot it down or something
[QUOTE=The golden;35622653]Sentinels are really the only thing that can stop a flag grabber when he's up to speed. Once you do kill one though, they cry and whine like a toddler because they think the task of flag grabbing should be piss easy and that they should be unstoppable. Flag grabbing in Ascend is already so easy that brain dead man could do it. It's probably up there with being one of the easiest things to do in the game. It's even easier now that they nerfed the FUCK out of the sniper rifles. Before damage falloff, the sniper rifles now have some of the shortest ranges in the game. What. The. Fuck.[/QUOTE] Wow, first time I totally agree with you. Yes, any decent player can speed up with nitrons to 240 sanics and grab the flag with atmost no problem unless the enemy have a HoF with mines and force fields. Even apthfinders with bolt launchers and thrusters can get the falg back when they enemy made a high speed grab. Any nerf on the sentinel could be horrible for the class.
maybe the sentiel should get a mortar thingy which he can set up and the jug something else (throwable mines? rockets? shotguns would be cool)
[QUOTE=Teh Zip File;35617868]Doombringer is so unfun to play. I'm sure it'd be better if I could actually hit something with the chain gun, but I can't, so it's like pulling my teeth out. And forcefields aren't useful when they can just shoot it from a mile away.[/QUOTE] DBm without support from the team becomes absoluty horrible and annoying to play, but the chaingun takes some time to get shots and the crosshair is awful. But boring? Heck no. The problem with DBM is he need perks and unlocks to do the job with more ease unlike other classes and they default loadout.
Doombringer definitely needs a repair gun though, the sabre is just so boring to use.
Here's my idea of a perfect patch: [quote]General changes- >MVP stats for llamas >you get more XP from matches >More incentive to play objectivley(tiny bonus for repairing a friend's deployable, more points for blowing shit up, etc) >Heavies take slightly more headshot damage The classes are mostly fine, but: Juggernaut- >Mortars now do more damage the smaller the hit ground-explode gap is (explode on impact = more than current damage, explode after 5 damage = rather weak boom) >Slightly nerfed the health regen pack >reduced the MKD's damage by a TINY little bit Brute- >Ravenades are a bit better (it can shoot up now, oh my god) >The nova colt has been de-CODified (is no longer smooshed up to your face) Doombringer- >New weapon: repair bolt, replaces the saber missles >The repair bolt can be fired at teammates to heal them over time, and it works much better than the repair gun >It sucks for repairing everything else, though >The saber locks on a little bit quicker now (2.5 secs ish?) Techie- >Nerfed the thumper a bit Raider- >Jammer pack change - Upon taking damage, your pack will fail for a few seconds, allowing turrets to fire at you Infiltrator- >Cloak pack change - Upon firing a weapon or skiing too fast, it functions like the jammer pack. Upon being hit, it falters like normal, but for a slightly longer duration than what it is now >Jackal can't do midair detonations/is weaker if detonated midair Map changes- >Moved CaH outskirts point A to the top, rather than in the room >Sunstar and Quicksand have the proper textures (desert sand, not snow) >Sunstar CaH - oh my god it's bella omega >Katabatic CaH - walled off the rather pointless rooms (gen room n' shit)[/quote] Just what I think.
> going 220 towards flag on arx novena > brute chugs past and grabs flag and then leaves down corridor > wat Why are heavies the new PTHs why.
I agree with most things apart from the mortar, they should do less damage the longer they're in the air so mortar spammers don't get higher-than-normal damage when they're raining hellfire onto the enemy base.
[QUOTE=The golden;35623179]@sparrow Great. You've buffed the brute, ruined the tech and Raider. And haven't nerfed the juggernaut enough. It's pretty much unchanged.[/QUOTE] The jug change was mostly to discourage close range base attack. You have the brute for that. I wasn't too sure about the raider change, but yeah, that bit won't work. And it's a tiny damage nerf. tiny.
I'd like jackal projectiles to have a short arming time before they can be detonated... the things supposed to be for laying traps, but at the minute it just seems like the 'stealthy' class has a controllable grenade launcher.
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