• Tribes: Ascend v3: Would the real shazbot please stand up
    4,928 replies, posted
[QUOTE=krail9;36135799]speaking of which i'm guessing sentinel is next up for an update I love the btx/blaster so I probably wont get any weapons, but I'm excited for a skin :v:[/QUOTE] I'm thinking Soldier/DMB
[QUOTE=ZombieDawgs;36136304]I'm thinking Soldier/DMB[/QUOTE] I think they'll do free classes update last. If we suppose they'll follow this way of update, in the end it will have been: Inf - Raider - Brute - Sent - Tech - DMB - Path - Soldier - Jug Light, Med, Heavy, all unlocked classes , then all free classes. Though that's only what I think they'll do.
[QUOTE=BeardyDuck;36135697]look at games like dota or sc2. balanced for competitive players but still able to play pubs without it being horribly unbalanced.[/QUOTE] It's even stranger that they would choose to balance it on pub play when you see how many teams agree how easily Tribes could become huge in E-Sports T:A could have a pretty long lifespan if its competitive scene grows too, just like SC and Dota
If they did balance it toward competitive play, what would they change? I don't really pay much attention to it so I don't know how it's imbalanced.
[QUOTE=krail9;36135799]speaking of which i'm guessing sentinel is next up for an update I love the btx/blaster so I probably wont get any weapons, but I'm excited for a skin :v:[/QUOTE] I personally despise BTX because the crosshair is fucking AWFUL to shoot with. That is the only reason I use the phase rifle.
[QUOTE=Teh Zip File;36136894]If they did balance it toward competitive play, what would they change? I don't really pay much attention to it so I don't know how it's imbalanced.[/QUOTE] balanced map designs, [b]ranked matchmaking[/b], "nerf" sentinel (i will explain this if needed), balanced weapons (smokes??? whiteouts???), better generator positions, hitboxes, better customization of servers (why does having a max of 1 sentinel = only 1 sentinel in the whole server hirez???), etc. [editline]31st May 2012[/editline] to go into the sentinel nerf, it's because spawn points for many of the maps favor the sentinel. take for example sunstar. in a competitive game (although this isn't an ideal map, it's still in the rotation for a few leagues/tournies such as newbloods) if there's a dedicated sniper harasser, the sent can easily just suicide and spawn in a different area across the god damn base in a position that'll allow him to snipe out cappers. but beardy, what about naked spawns? for those of you who don't know, naked spawn is when you spawn without upgrades as a basic pth and in order to change classes you use an inventory station. well this is a possible idea, but this is also a problem considering hirez's balance designs. on one hand, you have the sentinel being out of play for a couple of seconds before he is able to reach an inventory station unless there's an inventory station already at the spawn point (looking at you katabatic) or call one down, which is GOOD, because this is a counter to sentinel. on the other, you have the other team rely too heavily on gen's being down the whole game which is not ideal considering it would take 1 offense player out of the game.
Combining voice commands is pretty fun. VGTA + VGCA is my favorite voice combo.
[QUOTE=-Chief-;36138360]Combining voice commands is pretty fun. VGTA + VGCA is my favorite voice combo.[/QUOTE] [VGTG] + [VGCS] + [VGS] "I am the great shot shazbot!" ~courtesy of ZombieDawgs
[QUOTE=The golden;36136737]The public scene is and always will be the biggest crowd. They are the ones who you make money off of. The competitive crowd should not be ignored, of course - but the public scene will always be the meat of the game.[/QUOTE] The public scene is bigger but the competitive scene brings in the players, I don't think the public scene should be ignored, just that the competitive side should be the one being focused on out of the two For example Starcraft would be nowhere near as big without its huge competitive scene and ranked ladders, and a majority of its players are just pub/ladder players that would do terribly in high skilled competitive play
Having played dozens of competitive games (not necessarily competitive myself, just games that were balanced for competitive players) I can definitely say that it's better for the game overall to balance for the higher end player. There's a reason CS is still one of the most played games on Steam and why SC2 dominates the RTS market.
[QUOTE=Raidyr;36139630]Having played dozens of competitive games (not necessarily competitive myself, just games that were balanced for competitive players) I can definitely say that it's better for the game overall to balance for the higher end player. There's a reason CS is still one of the most played games on Steam and why SC2 dominates the RTS market.[/QUOTE] This is a fine line that people are treading. If Hi-rez chases away all it's "pub players" they lose out on their key revenue stream. It's not like CS and star-craft whereby the user paid upfront, this kind of game requires a large player base paying for micro-transactions to function. I think Hi-rez would much rather have a sea of pub players paying for each update than a ralatvily small amount of comp players. Alternatively, just make an alternate set-up for comp players and let them have their own little playpen.
[QUOTE=thisguy123;36140821]This is a fine line that people are treading. If Hi-rez chases away all it's "pub players" they lose out on their key revenue stream. It's not like CS and star-craft whereby the user paid upfront, this kind of game requires a large player base paying for micro-transactions to function. I think Hi-rez would much rather have a sea of pub players paying for each update than a ralatvily small amount of comp players. Alternatively, just make an alternate set-up for comp players and let them have their own little playpen.[/QUOTE] As someone else noted, changes competitive players want are either custom server flags that don't affect 90% of pubs, or balance changes that will help the game in general. Raider's being less able to fulfill every role is a positive change for both groups.
So,what is the easiest way to earn XP?
[QUOTE=Idzo;36143365]So,what is the easiest way to earn XP?[/QUOTE] Play a lot and help your team.
[QUOTE=-Chief-;36138360]Combining voice commands is pretty fun. VGTA + VGCA is my favorite voice combo.[/QUOTE] VGTG + VGH
VGTG + VGTT + VGS On heavy, only way to be the real shazbot.
[QUOTE=NanoSquid;36143570]VGTG + VGH[/QUOTE] [VGTT]+[VGH]
[QUOTE=DrasarSalman;36143389]help your team.[/QUOTE] If you want an extra 50xp per match, sure. I mean, you should totally do that, but actual performance accounts for like 1/3rd of the XP you earn in a match. The majority of it is from how long the match lasts.
woah I just noticed something which all of you probably find really obvious anyway You know how the classes are set out, lights go pth, sent and inf, meds go sldr, tech and raider, heavies go jug, dumb and brt notice how the first in the class is the most offensive class (capper paths, general soldiers, attack artilery jugs), the second is the most defensive (sents, techs, dumbs) and the third one is a gener-hater/indoor class (infil, raider, raver) though the more I think about it the more unamazing it gets
I dont see why everyone hates the Grenade Launcher for raider, I mean i got it and I love it, i've always been in the top 3 with it and I just got explosive spree.
maybe because it isnt that great on outdoors and hit midairs. but then u have the most op outdoor duel combination, shield+smg
you use the smg for dueling not the arx/gl lmao
[t]http://screenshot.xfire.com/s/123733422-4.jpg[/t] This was the most organized thing I've ever done in Tribes. We were all on TS, we spent the entire round living in their gen room, even got our flag from in there once. Not pictured (Although he had the enemy flag) was another guy who was an infiltrator.
[url]http://www.spinfusor.org/[/url] full "tribes council" talk on spinfusor.org here's a general overview of what they talked about in an hour's time [quote]General A 'heat' mechanic could help balance the auto weapons Quick Draw should be inherent and not a perk (this was hotly contested among the 'council') Lethality is too high, consensus seems to be that OP things need to be nerfed as opposed to just buffing low-end stuff Spotting is too forgiving. Distance and/or view cone should be reduced. "We want a map editor!" Bart says no for several confusing reasons, something about free-to-play and the way the Unreal engine handles maps or something. Health kits are a popular idea. Reach should be inherent and not a perk, but it should have a smaller radius if made inherent (consensus seems to be about a 50% smaller radius) Pathfinders - General Light Assault Rifle needs a full-auto mode I think I misunderstood this, I think they're asking for the gun to fire upon click-and-hold, instead of clicking after every burst. "Impact Nitron Grenade Launcher" - Bart. "Just kidding!" Pathfinders - Capping Rock routes are being patched out! Lots of tears about this -- Bart backtracking now a bit. "There's a fix in development, nothing is certain yet" Back-to-front routes are too good, emphasis in map design should be put on side-to-side routes Flags should increase the mass of the capper when grabbed Pathfinders - Chasing Bart says chasing is too difficult right now because of the speed of cappers. Proposes nerfing Nitrons to slow down cappers. Rage is supposed to be for chasing, but 'council' agrees that Rage sucks. The radius of it is just way too small, no chaser worth his salt stands on top of the flag. Ideal range would be "basically your team's half of the map" 'Council' wants more disc jumping - Bart says no, because it affects other parts of gameplay way too much as well as makes cappers even faster. Bart tells 'council' to operate on the assumption that Rage's radius is half of the map & no longer buggy Reach and Rage should be in separate perk slots There seems to be some resignation that chasing is and always will be a dead role in competitive T:A due to the nature of the game's mechanics and balance direction. Sentinels Bart says that a balance change that HiRez is considering for Snipers is that if you die as a Sniper, your respawn timer is 5 seconds longer -- 'council' doesn't seem to care for this idea Falcon either needs to be taken away from Sents or nerfed. Idea pitched in lieu of the respawn timer idea is to have a special spawn spot for Sentinel that places them deep inside bases where they can't immediately start sniping. Lots of agreement that this would help greatly. Nerfs proposed for the BXT by several people is to cap its range and/or reduce the rate of fire The real issue with Sents seems to be that one shot stops health regen. Idea of an armor kit for Pathfinders is suggested that stops this from happening. Soldiers AR needs to be buffed. Spinfusor/AR as a primary/secondary option for Soldiers should be considered Soldiers should be made a viable chasing class, perhaps by giving them the Thrust Pack Raiders NJ5 clip size needs to be reduced NJ4 needs to be slightly nerfed, perhaps more range falloff or just a straight damage nerf Shield Pack needs to be nerfed or reworked[/quote]
I would love it if they made the soldier's AR a secondary.
if they make quick draw inherent and not a perk i want my exp back for maxing it out >:(
AR needs to be buffed my fucking ass.
[QUOTE=ZombieDawgs;36151223]AR needs to be buffed my fucking ass.[/QUOTE] LAR outshines it by far.
I really like pretty much all those ideas from the council.
[QUOTE=BeardyDuck;36151266]LAR outshines it by far.[/QUOTE] didn't they [I]JUST[/I] say to nerf powerful stuff instead of buffing everything else :\ the lar is retardedly good but the AR is fine, it doesn't need a buff. also sf/ar soldiers would be a fucking nightmare. [editline]1st June 2012[/editline] not sure about making soldiers chasers either the way you retrieve the flag is a soldier is by striking hard and fast with your powerful weapons rather than chasing people like a path would if they could chase they'd be a straight upgrade from a pathfinder in many situations
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