Tribes: Ascend v3: Would the real shazbot please stand up
4,928 replies, posted
[QUOTE=dill6869;36433935]and heavies with their miniguns
owait[/QUOTE]
Not miniguns...
CHAIN CANNONS!
But what would medic get?
The long range repair tool?
Soldier with a spinfusor could actually work
1 shot in clip, 50% faster reloading, 15% more damage
What would the pyro get?
The shotgun
I can't wait for the fresh blood.
"Guys how do I shazbot?"
I think they might be more confused about skiing entirely.
Or the WHOLE damn game.
[QUOTE=ZombieDawgs;36428392]Was talking on steam and brought up my argument on the juggertwats, here's my 2 cents.
I go to remove a juggernaut emplanted in a hill, he fires a mortar to block a huge area where i can't go, meaning I either go up or move to the side - going up leaves me open to the X1, going to the side leaves me open to the spinfusor.
Example A: He then switches to the x1 and proceeds to duel with me, if I land then he can use spinfusor disks, if I jetpack away - oh wait, X1, i'm screwed
Example B: He fires his spinfusor and misses, no biggie for him since he can just use his 3 spinfusor disks and fire about 3 in the time it takes me to fire 1.
At least with the x1 removed he can't control all areas around him, when he does have it he controls the floor, the air and like 2 miles infront of him with the mortar, example B isn't as bad as example A but he should either A) have the X1 removed and given to the DMB (yeah this argument again) or B) have the spinfusor disks removed alongside the X1 or a mixture of the two. (Such as nerfing the spinfusor disks etc)[/QUOTE]
Am I seriously the only one who doesn't have a problem at all with juggernauts? The fusion mortar is an incredibly easy to avoid weapon, and the X1 LMG can't outdo a player with good aim inside, and out all you have to do is exploit jug's tiny energy pool And, he can only carry three? discs maximum. It really, [I]really[/I] isn't as hard as everyone makes it out to be.
Tribes Ascend Version 1.0.1016 is expected to be deployed on Friday, June 22. The servers will be down for several hours while the patch is deployed. Below are the preliminary patch notes.
Major Highlights
Added support for “lock to player view” while spectating players. This allows you to see what the spectated player target sees. Press ‘L’ by default to lock the view to the player’s viewpoint. Mousewheel in for a first-person perspective.
A new TDM map has been added to the list of maps in the Quick Play rotation. (Miasma)
A new CTF map has been added to the list of maps available to play on Custom Servers. Stonehenge is a remap of a classic Tribes map. The map is currently in a “beta” state and will be added to the Quick Play rotation after it goes through testing on Custom Servers.
Weapon/Balance Items
The Pathfinder’s Light Assault Rifle will now fire bursts from just holding down the fire button, rather than having to repress the fire button for each burst.
Increased Rage Perk activation radius by 50%.
Decreased effect radius of Raider’s Whiteout grenade by roughly 8%.
Decreased damage on Shrike Rockets by 22%.
Increased Shrike Rocket damage to armored targets (ex. base turrets, beowulfs) by 30%.
Decreased damage on Technician’s Rockwind SMG by roughly 8%
Slightly increased the distance from the reticule required for the Spotted command to work.
Increased the distance Raider’s EMP grenades can be thrown to match most other grenades.
Decreased explosion radius on Pathfinder’s Compact Nitrons by 13%.
The Phase Rifle’s downscope reticule has been tweaked and crosshairs added.
Raindance: A new route has been added into the generator room.
Additional Items
With the help of community feedback, we have reworked some of the mechanics of the emergent gameplay of “rock-bouncing.” The mechanic is more lenient than the last major patch:
Bouncing off a rock at an extreme angle is possible again, but the player will lose some of their speed.
The “grace angle” for a bounce that loses no speed has been widened
We will continue to adjust this feature as needed.
FIxed an issue where some Accolades were not being awarded with some of the new variant weapons.
Fixed an issue where the Determination Perk was not applying its health boost correctly.
Fixed a situation where XP was not being given if the player had left the match early.
Fixed an issue where a player could zoom and fire with weapons that don’t allow zooming while firing by holding down zoom through a reload sequence.
Fixed bug where the Raider’s NJ5 Reload and Retrieve sounds were not playing.
Fixed bug where the Infiltrator’s Remote Arx Buster Reload and Retrieve sounds were not playing.
Tartarus High intensity music added.
Fixed an issue where the Rage Perk would sometimes not apply when it should have.
Fixed an issue where Technician’s Long Range Repair tool was repairing vehicles too quickly.
Fixed an issue where rapid projectile fire wasn’t replicating to a spectator viewing the player who was firing.
Fixed an issue on Deal of the Day that was incorrectly showing an XP tag.
Fixed an issue with the Twitch streams that was causing not all of the active players to be shown.
[QUOTE=Fusnax;36434648]
[B]Raindance: A new route has been added into the generator room.[/B]
[/QUOTE]
[media]http://www.youtube.com/watch?v=vWizDna1XO4[/media]
Bummer that automatics didn't get a 2nd nerf, for the most part.
my team is gonna set our server to public and set it to stonehenge tomorrow when the patch goes live, come join.
name of the server is something like Emporium Super Fun House or something
[QUOTE=Fusnax;36434648]Tribes Ascend Version 1.0.1016 is expected to be deployed on Friday, June 22. The servers will be down for several hours while the patch is deployed. Below are the preliminary patch notes.
Major Highlights
Added support for “lock to player view” while spectating players. This allows you to see what the spectated player target sees. Press ‘L’ by default to lock the view to the player’s viewpoint. Mousewheel in for a first-person perspective.
A new TDM map has been added to the list of maps in the Quick Play rotation. (Miasma)
A new CTF map has been added to the list of maps available to play on Custom Servers. Stonehenge is a remap of a classic Tribes map. The map is currently in a “beta” state and will be added to the Quick Play rotation after it goes through testing on Custom Servers.
Weapon/Balance Items
The Pathfinder’s Light Assault Rifle will now fire bursts from just holding down the fire button, rather than having to repress the fire button for each burst.
Increased Rage Perk activation radius by 50%.
Decreased effect radius of Raider’s Whiteout grenade by roughly 8%.
Decreased damage on Shrike Rockets by 22%.
Increased Shrike Rocket damage to armored targets (ex. base turrets, beowulfs) by 30%.
Decreased damage on Technician’s Rockwind SMG by roughly 8%
Slightly increased the distance from the reticule required for the Spotted command to work.
Increased the distance Raider’s EMP grenades can be thrown to match most other grenades.
Decreased explosion radius on Pathfinder’s Compact Nitrons by 13%.
The Phase Rifle’s downscope reticule has been tweaked and crosshairs added.
Raindance: A new route has been added into the generator room.
Additional Items
With the help of community feedback, we have reworked some of the mechanics of the emergent gameplay of “rock-bouncing.” The mechanic is more lenient than the last major patch:
Bouncing off a rock at an extreme angle is possible again, but the player will lose some of their speed.
The “grace angle” for a bounce that loses no speed has been widened
We will continue to adjust this feature as needed.
FIxed an issue where some Accolades were not being awarded with some of the new variant weapons.
Fixed an issue where the Determination Perk was not applying its health boost correctly.
Fixed a situation where XP was not being given if the player had left the match early.
Fixed an issue where a player could zoom and fire with weapons that don’t allow zooming while firing by holding down zoom through a reload sequence.
Fixed bug where the Raider’s NJ5 Reload and Retrieve sounds were not playing.
Fixed bug where the Infiltrator’s Remote Arx Buster Reload and Retrieve sounds were not playing.
Tartarus High intensity music added.
Fixed an issue where the Rage Perk would sometimes not apply when it should have.
Fixed an issue where Technician’s Long Range Repair tool was repairing vehicles too quickly.
Fixed an issue where rapid projectile fire wasn’t replicating to a spectator viewing the player who was firing.
Fixed an issue on Deal of the Day that was incorrectly showing an XP tag.
Fixed an issue with the Twitch streams that was causing not all of the active players to be shown.[/QUOTE]
And yet no fix for the "getting stuck with no weapons after throwing any grenades"
[QUOTE=Enaicavor;36434631]Am I seriously the only one who doesn't have a problem at all with juggernauts? The fusion mortar is an incredibly easy to avoid weapon, and the X1 LMG can't outdo a player with good aim inside, and out all you have to do is exploit jug's tiny energy pool And, he can only carry three? discs maximum. It really, [I]really[/I] isn't as hard as everyone makes it out to be.[/QUOTE]
Play as a HoF, and you'll really start to hate Juggys. There's nothing more frustrating then having all your mines/shields constantly destroyed and being bounced around the flag stand unable to body block would be cappers because some jugg retard is sitting back nice and safe spamming his mortar.
I think that perhaps the mortar shot should have an aerial timer as it were. The longer it's in the air the less damage it does after a certain point. This would discourage Juggs from camping too far back spamming the flag stands that defenders never want to go out and clear, and promote actual good Jugg play of skiing around the flag stand shooting mortars while mobile. If anything, it forces Juggs to get closer to the base to shell the flag stand, so the defense doesn't have to hike out 15 miles to kill him.
I wonder where the new route is placed
[QUOTE=NanoSquid;36436685]I wonder where the new route is placed[/QUOTE]
I bet is just a hole behind in the upper part of the back pillar or they made a hole in the roof ventilation.
[editline]22nd June 2012[/editline]
[QUOTE=villa;36435255]Play as a HoF, and you'll really start to hate Juggys. There's nothing more frustrating then having all your mines/shields constantly destroyed and being bounced around the flag stand unable to body block would be cappers because some jugg retard is sitting back nice and safe spamming his mortar.
I think that perhaps the mortar shot should have an aerial timer as it were. The longer it's in the air the less damage it does after a certain point. This would discourage Juggs from camping too far back spamming the flag stands that defenders never want to go out and clear, and promote actual good Jugg play of skiing around the flag stand shooting mortars while mobile. If anything, it forces Juggs to get closer to the base to shell the flag stand, so the defense doesn't have to hike out 15 miles to kill him.[/QUOTE]
But they need to fix the arc of the mortals to make this posible. Plus the problem isn't just 100% the weapon, is the lack of help in the team. The soldier (or at least someone painting targets) should be patrolling the midfield to clean the juggies.
But what people do all the time? They just shoot the fatty for afar and he just move sides to side without damage.
we're playing the new map on anarchy's server
[url]http://www.twitch.tv/anarchyao[/url]
[editline]22nd June 2012[/editline]
lmao if you kill yourself in your own gen room you get rid of rain, but if you go into enemy base it comes back on.
hi-rez in charge of programming
[QUOTE==DarkStar=;36435129]And yet no fix for the "getting stuck with no weapons after throwing any grenades"[/QUOTE]
I've gotten that bug before. Serves me right for trying to throw a fractal I guess :v:
also the raindance gen room has a second entrance now. right behind it on the top shelf.
[t]http://i.imgur.com/GPrDj.jpg[/t]
[t]http://i.imgur.com/2ReS0.jpg[/t]
[editline]22nd June 2012[/editline]
also miasma is basically tartarus reskinned with orange fog everywhere. EVERYWHERE
[QUOTE=BeardyDuck;36440156]also the raindance gen room has a second entrance now. right behind it on the top shelf.
[t]http://i.imgur.com/GPrDj.jpg[/t]
[t]http://i.imgur.com/2ReS0.jpg[/t]
[editline]22nd June 2012[/editline]
also miasma is basically tartarus reskinned with orange fog everywhere. EVERYWHERE[/QUOTE]
So raindance has gone from defenders spamming mortals into one lowered entrance, to attackers spamming mortars in through a higher one
I just finished a game and ended up having 14 meelee kills.
I love sentinels.
Also the new TDM map is based on Tartarus.
I dunno about you guys, but here's what I think it feels like when going up against an automatic weapon.
[t]http://oi49.tinypic.com/2u6e9vs.jpg[/t]
Alongside the addition yesterday, this was also added to the steam store:
[img]https://dl.dropbox.com/u/10565588/Pictures/troobes.png[/img]
[URL]http://forum.hirezstudios.com/phpbb/viewtopic.php?f=234&t=75946&p=959979#p959979[/URL]
So what do you think of these perks (which aren't really perks, considering they have drawback aswell, I couldn't think of anything without a drawback)
Stonehenge seems really small, everything about it. The hills are low, the gen room is small, and the bases are close to each other.
There's 2 inventory stations right next to the flag stand that makes HoF really easy.
Also it seemed I was getting much more xp than normal, I don't know what was causing it, but I got around 1200 xp without any boost or vip. Normally even on the best of games I get around 900 xp. Other people on the server were getting 1500 xp without any boosts as well.
I got tons of xp too.
perhaps it awards extra xp to encourage people to test it?
[QUOTE=Bragdras;36442567][URL]http://forum.hirezstudios.com/phpbb/viewtopic.php?f=234&t=75946&p=959979#p959979[/URL]
So what do you think of these perks (which aren't really perks, considering they have drawback aswell, I couldn't think of anything without a drawback)[/QUOTE]
Hirez forums never work for me. Ever. Could you just copy and paste them?
I'm actually excited about steam release...i bet it will have most concurrent players at some point...plus if Robin offer some delicious headwear, numbers will be even higher
I want it so I can finally see how much time I waste in tribes, shame I can't add the playtime since the start of playing :(
any screenshots of the new maps?
[QUOTE=ZombieDawgs;36443802]I want it so I can finally see how much time I waste in tribes, shame I can't add the playtime since the start of playing :([/QUOTE]
It already tracks your play time in the profile in game. As well as how much time you play each class, and a bunch of other stats (Although I think some of the stats are tracked wrong, last time I looked It said I had around 400 flag caps, and yet I only have around 100 capture accolades)
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