• Tribes: Ascend v2: I went slow once and it was awful
    10,204 replies, posted
[QUOTE=iLife_Aftermath;34709563]doombringers arent fast why would anyone play doombringers you have to go fast, its in the rules[/QUOTE] pathfinder shotgunner master-race.
And then they added slow field generators and the dark ages began
[QUOTE=bigbadrick;34709610]And then they added slow field generators and the dark ages began[/QUOTE] That's what the force field should do, slow you down (Does it already? I can't remember)
[QUOTE=The very best;34709639]That's what the force field should do, slow you down (Does it already? I can't remember)[/QUOTE] Not that I'm aware of, you take damage based on how fast you are going.
Looks like there's already a placeholder Herc in the game files, but it's more like a tank [T]http://dl.dropbox.com/u/202588/stuff/herc.png[/T] Huge as fuck tho
[QUOTE=iLife_Aftermath;34707745]You're a bad person[/QUOTE] I can't understand why there are so many people complaining about Thumpers. If you think Thumpers are bad, try dealing with cloaked one-hit-kill melee Infiltrators indoors. Or how about Raiders, which take three or four good hits with a Tech's Thumper (let alone a DX) to kill, but can kill you back with one well-placed shot. Or the Doombringer, which can kill you four times over with a chaingun in the time it takes to kill him with a Thumper. It's a point-blank-range weapon good against lights and mediums. That is all it does well. A Spinfusor does significantly more damage (particularly against heavies) and is much better at a distance.
Thumpers aren't THAT bad, I find the spinfusors very similar
[QUOTE=iLife_Aftermath;34709563]doombringers arent fast why would anyone play doombringers you have to go fast, its in the rules[/QUOTE] I go 180+ as doombringer with my awesome bolt launcher.
9 kills, six of which were stickies including a double kill, two gen-defenders, a gener-hater and an explosives spree. I would be humping the barrel of my ARX buster right now if I wasn't worried it'd make it jam.
[QUOTE=catbarf;34710067]Or how about Raiders, which take three or four good hits with a Tech's Thumper to kill, but can kill you back with one well-placed shot. [/QUOTE] Ahahah, what? Let's take a look at some stats, shall we? At 100% shield, the raider can absorb 650 damage, which will then take him down to zero energy. The thumper does 910 direct, 650 close splash. This is assuming you're in close range of him, probably near the generator or in the base somewhere (If you die by a raider outside of an enclosed area, you're terrible) So let's say you shoot him once, and get a direct hit, which isn't all that implausible. Now all his shield is gone, and he's left with 1040 HP, (Or 1300 with his whole shield and energy gone) that's just 2 more direct hits or 2 more splash damage hits and he's gone. This is without even considering the 1000 damage his grenade could do, or if he was being a good tech and staying with his turret (Which is 65 damage a second with a fast rate of fire.) Now, let's take the other side of this spectrum, the "1 hit kill" of a raider. Assuming the raider is using the Arx buster (Which is the stronger of the two weapons, and a little overpowered, I must admit) At best, he can fire 3 shots and sticky to you for 1800 damage, now assuming you're not terrible and can dodge projectiles, and the raider doesn't have godly aim. Let's assume he stickies one on you, splashes another and misses the third. That's 925 damage, leaving you with 375, and while he's reloading his gun (Which is a rather slow reload) you could have either retreated or pelted him full of bullets. Moving on to the balanced weapon, the grenade launcher. Which does 550 damage direct and 275 damage splash and is immensely hard to aim and more or less directed at spamming. The best way to avoid the grenade launcher, is by jetpacking in the air and only engaging while he's not spamming grenades everywhere, or just leave the area he's firing them in. Last but not least, remember that this is the raiders soul job, he is designed to do this and is below average at pretty much everything else, I am by no means saying the raider is completely balanced, his arx buster is a little too strong at times. But to say the Tech's thumper is not that great, is ridiculous. And as for Infiltrators, turn your brightness up, it helps me to see them. Try not to have your back too exposed all the time. Infiltrators are little bitches; it's how they're designed. Unfortunately as a base defender, you're going to get attacked by base harassers [editline]15th February 2012[/editline] Oh and, as for avoiding his grenades. I have no idea. I play raider because grenades anger me and I can just shield when one comes up. Grenades all around need a bit of tweaking. [editline]15th February 2012[/editline] [sp]I'm only writing this as an excuse for not studying, by the way[/sp]
So in other words, it takes three direct hits or close misses, more likely four if your aim isn't perfect, for a Thumper to kill a shielded Raider, and if the Raider gets a very good shot with the Arx (not an impossibility in close environments, like the base in Drydock) he can potentially one-shot the Tech. Which is exactly what I said, so I don't understand what you're trying to argue. I never said anything about grenades or turrets, I was comparing the Thumper to a similar weapon carried by another class. The Raider's job is to attack structures, the Tech's job is to protect them, both have effective weapons that do the job but aren't wtfamazing against infantry outdoors. Replace the Thumper in this situation with a Spinfusor and the outcome is pretty much the same, granting that the Thumper is a bit better indoors as it is designed to be.
[QUOTE=CJay;34709738]Looks like there's already a placeholder Herc in the game files, but it's more like a tank [T]http://dl.dropbox.com/u/202588/stuff/herc.png[/T] Huge as fuck tho[/QUOTE] If it is not a mech, I will cry. My childhood love of Earthsiege will demand it.
[QUOTE=The very best;34709639]That's what the force field should do, slow you down (Does it already? I can't remember)[/QUOTE] If you get hit by a forcefield and survive you are bad(cause you weren't going fast), however dying to a forcefield still makes you bad since you died to a forcefield. The only option is not dying to a forcefield but still going fast, thus no forcefields must be in place. This requires teamplay, but that does not exist.
[QUOTE=catbarf;34710305]So in other words, it takes three direct hits or close misses, more likely four if your aim isn't perfect, for a Thumper to kill a Raider, and if the Raider gets a very good shot with the Arx (not an impossibility in close environments, like the base in Drydock) he can potentially one-shot the Tech. Which is exactly what I said. So I have no idea what you're trying to argue. I never said anything about grenades or turrets, I was comparing the Thumper to a similar weapon carried by another class. The Raider's job is to attack structures, the Tech's job is to protect them, both have effective weapons that do the job but aren't wtfamazing outdoors.[/QUOTE] By one shot, do you mean 3? Because the arx buster doesn't do 1800 damage per a shot, it's 1800 per a successful burst. Why would you not reward higher damage for better aim? The raiders job is harder than the techs, he's in the enemy base, you're simply defending your own. The tech also works effectively outside of the base, the raider does not.
I really need to know how much the energy recharge pack on sentinels gives you.
Have you ever aimed the arx buster by the way? It's a lot harder than aiming the thumper. [editline]15th February 2012[/editline] [QUOTE=jiggu;34710374]I really need to know how much the energy recharge pack on sentinels gives you.[/QUOTE] 24% fully upgraded, I think? It's 6% per upgrade so I'm just guessing
[QUOTE=The very best;34710380]Have you ever aimed the arx buster by the way? It's a lot harder than aiming the thumper. [editline]15th February 2012[/editline] 24% fully upgraded, I think? It's 6% per upgrade so I'm just guessing[/QUOTE] It only gives 6% initially?
[QUOTE=catbarf;34710305]So in other words, it takes three direct hits or close misses, more likely four if your aim isn't perfect, for a Thumper to kill a Raider, and if the Raider gets a very good shot with the Arx (not an impossibility in close environments, like the base in Drydock) he can potentially one-shot the Tech. Which is exactly what I said. So I have no idea what you're trying to argue. I never said anything about grenades or turrets, I was comparing the Thumper to a similar weapon carried by another class. The Raider's job is to attack structures, the Tech's job is to protect them, both have effective weapons that do the job but aren't wtfamazing against infantry outdoors.[/QUOTE] If by "one shot" you mean land a full clip of stickies on someone, plus turrets rape your shields and can get you killed if placed right around a corner or if you didn't spot it, plus walking into a room and having two turrets and a guy with a thumper firing at you is disorienting.
[QUOTE=jiggu;34710418]It only gives 6% initially?[/QUOTE] Like I said, just a guess. It's probably closer to 30% maxed or something like that.
[QUOTE=comet1337;34709608]pathfinder shotgunner master-race.[/QUOTE] Im assuming you mean the default secondary, why would you use that, for one its hitscan, so its much easier to hit people with, and 2 it does hardly any damage, i just use it after i get a hit with the spinfusor, where ti only takes 1 or 2 shots to down them.
[QUOTE=The very best;34710372]By one shot, do you mean 3? Because the arx buster doesn't do 1800 damage per a shot, it's 1800 per a successful burst. Why would you not reward higher damage for better aim?[/QUOTE] [QUOTE=Rents;34710427]If by "one shot" you mean land a full clip of stickies on someone, plus turrets rape your shields and can get you killed if placed right around a corner or if you didn't spot it, plus walking into a room and having two turrets and a guy with a thumper firing at you is disorienting.[/QUOTE] Yes, and? You both talk as if I claimed the Arx is better than the Thumper in every way and that it's trivial to one-shot Mediums as a Raider. That's not what I said- I was pointing out that the Thumper is by no means the be-all and end-all of weapons. Yes, it does a lot of damage, but there are other weapons that can go toe-to-toe with it and have an even higher damage potential if the user has good aim. Outdoors, it's less useful and becomes a Spinfusor with less range. Tribes strikes me as one of those games where everything is 'overpowered' if used correctly.
[QUOTE=catbarf;34710502]Yes, and? You both talk as if I claimed the Arx is better than the Thumper in every way and that it's trivial to one-shot Mediums as a Raider. That's not what I said- I was pointing out that the Thumper is by no means the be-all and end-all of weapons. Yes, it does a lot of damage, but there are other weapons that can go toe-to-toe with it and have an even higher damage potential if the user has good aim. Outdoors, it's less useful and becomes a Spinfusor with less range. Tribes strikes me as one of those games where everything is 'overpowered' if used correctly.[/QUOTE]You were talking about is as if it's mano-a-mano between techs and raiders, I was pointing out that techs can choose their fights more when defending.
[QUOTE=The very best;34710430]Like I said, just a guess. It's probably closer to 30% maxed or something like that.[/QUOTE] I hope it's a lot more. Also most other upgrades only gives a minor boost to the effect, I see no reason why this would be any different.
[QUOTE=Rents;34710608]You were talking about is as if it's mano-a-mano between techs and raiders, I was pointing out that techs can choose their fights more when defending.[/QUOTE] Sorry if I gave that impression, I really just meant about what you might encounter in a straight-up fight. Fighting a Thumpertech indoors is tough, but fighting a Raider indoors isn't any easier, and much of the challenge of Techs comes from their turrets, not just their weapon. So then if I were to choose between fighting a Soldier with Thumper DX or a Raider, I'd definitely think the Soldier is the easier target. The Thumper's good, but it's not THAT good. I'd be fine with the Thumpers being nerfed if Techs got some other buff, because as it stands turrets are poor for defending flags due to their short range, are very easy to destroy since they don't do enough damage to kill even a Medium (let alone a Heavy) before they can turn around and blow it up, and are easy to circumvent by destroying the generator. If turrets didn't rely on base power and were a bit harder to kill, then Techs wouldn't have to do all the work themselves and could get by with a weaker weapon.
Why didnt the Diamond Sword announcer ever say anything about deploying a HERC? She only commented on the Blood Eagle HERC :(
I've only played for three hours, and I notice that nearly everyone around me is just terrible. I understand they're new, but most of them don't even know how to VGS, and I end being the only one capping the enemies flags.
[QUOTE=catbarf;34710772]Sorry if I gave that impression, I really just meant about what you might encounter in a straight-up fight. Fighting a Thumpertech indoors is tough, but fighting a Raider indoors isn't any easier, and much of the challenge of Techs comes from their turrets, not just their weapon. So then if I were to choose between fighting a Soldier with Thumper DX or a Raider, I'd definitely think the Soldier is the easier target. The Thumper's good, but it's not THAT good. I'd be fine with the Thumpers being nerfed if Techs got some other buff, because as it stands turrets are poor for defending flags due to their short range, are very easy to destroy since they don't do enough damage to kill even a Medium (let alone a Heavy) before they can turn around and blow it up, and are easy to circumvent by destroying the generator. If turrets didn't rely on base power and were a bit harder to kill, then Techs wouldn't have to do all the work themselves and could get by with a weaker weapon.[/QUOTE] A lot of raiders use potential energy as well, so explosives really aren't as effective against those ones as they'd normally be, but I don't think the thumper needs nerfed, I think the SMG needs some kind of non-offensive buff.
[QUOTE=jiggu;34710614]I hope it's a lot more. Also most other upgrades only gives a minor boost to the effect, I see no reason why this would be any different.[/QUOTE] I'd guess at 30% Each upgrade gives 6%, the initial boost is likely double as other perks initially give double the % of what each upgrade does. I.e. Vehicle price perk, the perk itself reduces the cost by 10%, with each perk then giving 5% each. So I'll hazard a guess that the initial perk itself gives 12%, and each of the 3 give 6% each, which makes it 30%.
I cannot find anything on google so I'll post here: My friend is having a problem with opening the launcher as he has a fatal error [IMG]http://puu.sh/h1Km[/IMG]
[QUOTE=Rents;34710939]but I don't think the thumper needs nerfed, I think the SMG needs some kind of non-offensive buff.[/QUOTE] I agree, and hadn't thought of a defensive or support buff. A non-offensive buff would actually be pretty useful- maybe give the turrets more health? That way the turrets are your primary defense, while the SMG is there for hurting a bit from far away or flag-chasing.
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