• Tribes: Ascend v2: I went slow once and it was awful
    10,204 replies, posted
I hate dedicated flag runners, extra points if they llama and get away with it thanks to thruster pack (or whatever it was called). [QUOTE=Mellowbloom;35623247]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.[/QUOTE] 9 out of 10 Jackal Infs I see are anything but stealthy, bullying fatties in the midfield.
[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] PTH: The pathfinder shotgun is quite accurate if you get the small dot in the crosshair on the mid torso. INF: IMO if a inf is in CQC 1vs1 the inf should win. Seeing that the pistol has quite a slow projectile from what I hear makes it a lacking weapon at range. In other words i see no need in changing something that works the way it is supposed to work. TEC: I prefer only 1 turret at a time for the kind of gameplay you seek i think they should add a heavier turret that is weaker then the 2 lights combined. DMB: The chaingun should absolutely not have lower accuracy this only adds a random chance factor which would probably piss off competitive players. As for the forcefields would it not be possible to have it take less damage from spinfusors? If the lock on becomes much quicker it would be a huge nuisance.
[QUOTE=Murky42;35623275]PTH: The pathfinder shotgun is quite accurate if you get the small dot in the crosshair on the mid torso. INF: IMO if a inf is in CQC 1vs1 the inf should win. Seeing that the pistol has quite a slow projectile from what I hear makes it a lacking weapon at range. In other words i see no need in changing something that works the way it is supposed to work. TEC: I prefer only 1 turret at a time for the kind of gameplay you seek i think they should add a heavier turret that is weaker then the 2 lights combined. DMB: The chaingun should absolutely not have lower accuracy this only adds a random chance factor which would probably piss off competitive players. As for the forcefields would it not be possible to have it take less damage from spinfusors? If the lock on becomes much quicker it would be a huge nuisance.[/QUOTE] I agree with you on the shot gun, it's quite surprising sometimes.
[QUOTE=little.sparrow;35623133]Here's my idea of a perfect patch: Just what I think.[/QUOTE] This would be mine: [QUOTE]General changes- -Increased EXP gain by performance in the round -Automatic weapons damage reduced by 10% across the board -Added in weekly EXP badges, acquired by getting 5 Blue plate specials, 5 air mails, 5 artillery shots and 5 headshots each week. -SMG's deviation has slightly increased Sentinel- -New primary weapon, the Rail Rifle. This weapon deals 510 damage per shot, each shot drains 30 energy. Cannot be scoped. -Falcons RoF has been slightly decreased Juggernaut- -Mortars close range effectiveness has been revamped, mortar shots which travel less than 50m will deal reduced damage (Down from 1500 - 900) -X1 LMG's RoF has been slightly decreased Brute- -New primary weapon, the plasma cannon (Works like the mortar used to, close range only) -New secondary weapon, the Hand twinfusor. This weapon fires 2 discs which deal 350 damage each. Discs fired separate in a cone outwards the further they travel. Soldier- -New primary weapon, the Twinfusor. This weapon fires 2 discs which deal 500 damage each. Discs fired separate in a cone outwards the further they travel. Infiltrator- -Jackal's RoF has been decreased (On par with Raiders grenade launcher) Doombringer- -New secondary weapon, the Javelin missile launcher. This weapon can be locked onto vehicles or dumb fired. Tech- -1 New turret added, rocket turret. Rockets have a slower RoF but deal higher damage and splash damage -Mini Generator added, mini generator can power up to 3 friendly deployable's with a 25% reduced effectiveness [/QUOTE]
Here's a good changelog. [quote]Technician- -Less thumper ammo[/quote]
Weekly exp for headshots? Headshots in this game don't serve a purpose as far as I know so rewarding people for bad aiming seems weird to me.
[QUOTE=Rolond Returns;35623740]Here's a good changelog.[/QUOTE] With inv stations near the generator on most maps, I can't see anyone having ammo issues unless it has a really low reserve (Not got the thumper yet)
Tribes: Ascend v2: Post your awful patch ideas
[QUOTE=Foogooman;35623848]Tribes: Ascend v2: Post your awful patch ideas[/QUOTE] -All classes except pathfinder removed -Pathfinder now has access to every weapon and unlock -All chat shortcuts default to SHAZBOT
I like temple ruins purely because at the start of the match you get that awesome first clash as the fleets of PTHs and mediums meet in the middle as each head out towards each others base. Heavies aren't invited because they are too fat and slow and would miss the party.
[QUOTE=Aedus;35623676]This would be mine:[/QUOTE] The Falcon should be burst fire instead of lower RoF. Would Rail Rifle be hitscan, what kind of damage falloff? I want it. Maybe drop the damage to 375 a shot if it fires faster then current snipers. So basically a hitscan version of throwing knives.
[QUOTE=Foogooman;35623848]Tribes: Ascend v2: Post your awful patch ideas[/QUOTE] Nerf Jackal! I died to it a couple of times its so OP!
[QUOTE=Aedus;35623676]This would be mine:[/QUOTE] I actually like those, cept the Twinfusor, it'd be pretty weird.
Anyone think it would be cool to have a weapon that was basically the cannon the grav cycle has? Give it to Brute as a Secondary, it would be a more explosive auto shotgun basically. Good for indoors.
Oh god. I have finally tasted the glory of air combat. So many flag caps and GOTTA GO FAST medals.
[QUOTE=4RT1LL3RY;35624033]Anyone think it would be cool to have a weapon that was basically the cannon the grav cycle has? Give it to Brute as a Secondary, it would be a more explosive auto shotgun basically. Good for indoors.[/QUOTE] BF3 has something similar to this, and people complain about it [I]all the goddamn time.[/I]
Level 17 and i have never played soldier untill yesterday. Kinda stupid right :v:
I want a mini-shrike now. It's a lot more fragile and has no guns on it, but it's the same price, and the max is the same. Why? capping.
[QUOTE=TurbisV2;35623895]Nerf Jackal! I died to it a couple of times its so OP![/QUOTE] You know something is wrong when a class who wasn't made for direct combat can fight face to face with the jackal and won. Arx is pretty ok, a direct annoying weapon made for combat but the jackal for other side is made for laying traps and defense, but in the concurrent form is just a faster arx type with less damage but with huge control in 1 vs 1. [editline]18th April 2012[/editline] [QUOTE=4RT1LL3RY;35624033]Anyone think it would be cool to have a weapon that was basically the cannon the grav cycle has? Give it to Brute as a Secondary, it would be a more explosive auto shotgun basically. Good for indoors.[/QUOTE] This please me.
Lets not mess with the thumper. We need something to defend with when a bunch of heavies get in the gen room.
Eugh.. I'm starting to dislike this game more and more, at least playing as a PTH. I can't kill heavies any more, bases are usually so heavily defended that grabbing the flag is almost purely luck. With the influx of newbs it's become "Everyone grab a heavy and go free for all." Might switch to another class.
Oh god I had another thought. There was a weapon back in WipEout fusion, the grav stinger. Basically, upon flying over it, your antigrav unit was disabled, grounding you for a few moments. So I thought, "What if that was a deployable / Thrown belt item for the doombringer?" When it hits someone, their T-grav unit(Aka magical frictionless spess boots) overloads and stops working for a few seconds.
[QUOTE=blazingfly;35624332]Eugh.. I'm starting to dislike this game more and more, at least playing as a PTH. I can't kill heavies any more, bases are usually so heavily defended that grabbing the flag is almost purely luck. With the influx of newbs it's become "Everyone grab a heavy and go free for all." Might switch to another class.[/QUOTE] [QUOTE=The golden;35624338]How about some more tools to help prevent cappers? Capping right now is SOOOOOOOOOOOO easy. It's so easy for a pathfinder to just BREEZE past defenses, grab the flag, and disappear into the distance before anyone even knows what the fuck.[/QUOTE] Odd.
[QUOTE=The golden;35624429]I have on idea how good of a pathfinder he is, so all I can do is speak from experience when I see cappers just breeze past our turrets, light turrets, forcefields, mines, claymores, and defense players. It just takes so much team resources to properly lock down the flag stand. Yeah, it can be done, but holy shit does it take a lot of effort on the defenders part. If you leave any step out then BAM, your flag is gone.[/QUOTE] This is when you chase
[QUOTE=The golden;35624429]I have on idea how good of a pathfinder he is, so all I can do is speak from experience when I see cappers just breeze past our turrets, light turrets, forcefields, mines, claymores, and defense players. It just takes so much team resources to properly lock down the flag stand. Yeah, it can be done, but holy shit does it take a lot of effort on the defenders part. If you leave any step out then BAM, your flag is gone.[/QUOTE] From what I've seen that is exactly what happens! A group of about three - five doombringers lock down the flag area with forcefields, mines, and then just hang around with their chainguns. They're capable of taking down an incoming PTH via a ton of crossfire. It's like tribes anti-air.
[QUOTE=Murky42;35623823]Weekly exp for headshots? Headshots in this game don't serve a purpose as far as I know so rewarding people for bad aiming seems weird to me.[/QUOTE] Nah I mean you get a badge weekly if you get 5 air mails, 5 blue plates, 5 headshots and 5 artillery shots, all together. On a side note I just got completely harassed by 2 Raiders with shield packs, literally the whole 2 or 3 rounds they would aim primarily for me, spamming their SMG's in my face with shield packs on. Was literally not a thing I could do about it, felt bad man. Pretty sure they were on Skype together as they wouldn't attack separately, always together.
[QUOTE==DarkStar=;35624120]You know something is wrong when a class who wasn't made for direct combat can fight face to face with the jackal and won.[/QUOTE] yeah obviously what is wrong is that the person who died to the jackal needs to stop being bad at the game
What is with the QQ'ing over jackals? i see them so far and few between, and when i do, i usually decimate the opposing Infiltrator. the gun is not OP, The mid air detonations only do 250 MAX. and they have quite a small radius. this is from personal experience as well. Unless if they changed something today.
Bought the proximity granades. Can't hit shit.
Getting tired of people saying any time the team loses it is because of "too many idiots defending the gen" or one round actually being told to shut up for requesting assistant to defend the gen (I was the only one against 3 of the other team who kept attacking, then leaving one to protect the room from re-take) There is such thing as too much gen defence, but not when you blame your loss one one or two people defending the gen, so that everything at the base WORKS.
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