[QUOTE=Numidium;33612429]I'm getting like 50 tokens a game, even when I top the score board, and 10K for a class sounds awfully high, is that supposed to be like this or are they gonna change the ratio at which tokens are given?[/QUOTE]
It will always be like that, Hi-Rez has a habit of doing shit like this. It makes them the most money and makes the game completely unfavor free players.
Is skiing any different from T2?
Well, if the game stays exactly like it is now, I don't mind paying for it. Also,
[IMG]http://i.imgur.com/oLmF5.png[/IMG]
what's this weapon called and which class has it?
Sentinel, I think.
[QUOTE=Numidium;33613806]Well, if the game stays exactly like it is now, I don't mind paying for it. Also,
[IMG]http://i.imgur.com/oLmF5.png[/IMG]
what's this weapon called and which class has it?[/QUOTE]
It's called the phase rifle and used to belong to the Sentinel class.
[img]http://i.imgur.com/oo0Ml.jpg[/img]
I tried Sentinel on training and it has a conventional Sniper Rifle, is the Phase Rifle an unlock?
Maybe it's for the wraith, which is a class not in the beta.
heh i got a key in the penny arcade giveaway a while ago and still haven't installed the game
I think when I get to 4,9K for the pathfinder I'll feel I really earned it, even though it takes ages to get tokens without the VIP thing.
Is this worth paying the 25 bucks on the site for? It's not so much that I want beta access, I'd just like to support the developers and all, I used to love Tribes.
you just answered your own question
I've heard a lot of mixed opinions, I just wanna make sure. :v:
Ugh, for some reason my mouse has feeling really off for this game. It feels sluggish and jumpy, like I'm playing at a really low framerate, when it's really around 40.
Have one key.Pm if you want it.
New patch notes, hopefully coming this week.
[code]Major Highlights
Bella Omega has been re-added to the CTF Map Rotation. Significant changes have occurred since the map was last available for play.
Vehicles have undergone a variety of improvements and cleanups.
An early (still unpolished) preview of Spectator functionality is available for testing. We will publish more later.
Token gain from the “First Win of the Day” challenge has been doubled.
A variety of changes have been made to the in-match credits system.
Early versions of “Mute Player” and “Report Player” functionality have been added. See additional notes below.
Fixes to prevent some disconnects and server instability. Additional fixes planned for future patches.
Balance Items
The Raider’s NJ4 SMG damage has been reduced.
The Ranger’s Assault Rifle starting accuracy has been reduced.
Minimized projectile knockback from the Raider’s NJ4 SMG and Doombringer’s Chaingun.
Increase to explosion radius on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Scrambler’s Arx Buster, Jumper’s Bolt Launcher, Ranger’s Thumper, Juggernaut’s Spinfusor D, and Juggernaut’s Fusion Mortar.
Modest increase to Projectile speeds on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Juggernaut’s Spinfusor D, Scrambler’s Arx Buster, and Jumper’s Bolt Launcher.
Grav Cycle
Uses a new rocket pod weapon.
Can now be piloted by heavies, and carry heavies as passengers.
Top speed and after-burner boost have been increased.
Beowulf
Increased damage and rate of fire of secondary gunner position.
Gunner now has zoom, increased pitch limits, and increased firing rate.
Increased run-over damage.
Shrike
Yaw sensitivity has been increased.
Damage against ground and buildings is now more forgiving.
Credits are now awarded for damaging players, as well as for earning accolades. Credits awarded for Kills and Assists have been adjusted accordingly.
Tactical Strike and Orbital Strike now have a thirty second cooldown.
Tactical Strike Price Increased.
Orbital Strike Price Reduced.
Orbital Strike and Tactical Strike’s explosion shape extended upwards to encompass more area directly above the blasts.
Resolved issue causing the Jumper to lose speed while in the air.
Slightly decreased the effectiveness of the Jumper’s jumping while already at high speed, to favor transitioning to normal jetting after initial acceleration.
Additional Items
New first person hands now match your third person armor class/team style.
All Spinfusor muzzle flashes keep up with the player.
Adjusted all melee weapons position on screen.
Other additional weapon position adjustments.
Team Death Match default score move to 100 from 75.
New visuals treatment on the mounted turret for the Beowulf.
New visuals treatment on the projectiles for the Grav Cycle
Fixed an issue with the decal for mortar launchers looping instead of dissolving correctly.
Fixed an issue where the Doombringer’s Saber Launcher missile was not visible until it came closer to the victim.
Added a HUD element for dropped ammo packs to improve their visibility.
Team Deathmatch timer is now functional.
Fixed the Field of View exploit
Fixed an exploit where unused fire modes were being accessed on certain weapons.
Fixed a physics bug where jumping rapidly at high speeds would quickly accelerate the player to extremely fast speeds.
Various new accolades, including vehicle assists and last kill in Team Deathmatch.
Fixed some keybind issues, including keys used by left handed players.
Keys ‘1’ and ‘2’ now switch to primary and secondary weapons, respectively. ‘3’, ‘4’, and ‘5’ are defaulted to the current call-ins available.[/code]
These patches are always awesome :v:
[QUOTE=wombo;33618519]New patch notes, hopefully coming this week.
[code]Increase to explosion radius on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Scrambler’s Arx Buster, Jumper’s Bolt Launcher, Ranger’s Thumper, Juggernaut’s Spinfusor D, and Juggernaut’s Fusion Mortar.
Modest increase to Projectile speeds on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Juggernaut’s Spinfusor D, Scrambler’s Arx Buster, and Jumper’s Bolt Launcher.[/code][/QUOTE]
The only thing I don't like about this. The radii seemed fine before and I hate to think they're catering for idiots who can't aim.
HoW DO I HIT THINGS WTF
I finally got a code, sweet.
[QUOTE=Numidium;33614301]I tried Sentinel on training and it has a conventional Sniper Rifle, is the Phase Rifle an unlock?[/QUOTE]
It's for sure not the Sentinel, the person playing doesn't even have claymore mines.
[QUOTE=Numidium;33614301]I tried Sentinel on training and it has a conventional Sniper Rifle, is the Phase Rifle an unlock?[/QUOTE]
I said it *used* to belong to the Sentinel class.
[media]http://www.youtube.com/watch?v=c7mWUuEjHbU&t=16m27s[/media]
Scroll to the 16:27 mark (youtube's &t= feature is broken). I am not sure if or when Hi-Rez will use that model/skin again. As Wombo said, it might come back for the Wraith class, as the Wraith during the Gamescom build had the regular sniper rifle.
Is it me, or is the Pathfinder actually pretty weak, it doesn't seem too much more mobile than the medium armored classes, it dies pretty fast, and the shotgun is pretty useless.
[QUOTE=wombo;33621342]Is it me, or is the Pathfinder actually pretty weak, it doesn't seem too much more mobile than the medium armored classes, it dies pretty fast, and the shotgun is pretty useless.[/QUOTE]
The winning point of the pathfinder is its recharge pack. It's ability to maneuver with the jetpack across hills and rough terrain is unsurpassed by any other class. Even compared to the jumper, another class I love to play besides pathfinder, its near-constant supply of energy allows the class to dodge any enemy flanking maneuvers as well as enemy projectiles.
[QUOTE=HellSoldier;33621786]The winning point of the pathfinder is its recharge pack. It's ability to maneuver with the jetpack across hills and rough terrain is unsurpassed by any other class. Even compared to the jumper, another class I love to play besides pathfinder, its near-constant supply of energy allows the class to dodge any enemy flanking maneuvers as well as enemy projectiles.[/QUOTE]
And the anti-flag grenades.
[QUOTE=Ogopogo;33621829]And the anti-flag grenades.[/QUOTE]
I don't mention them because any sensible flag runner has Iron Grip but yes, these are very nice as well.
[QUOTE=wombo;33621342]Is it me, or is the Pathfinder actually pretty weak, it doesn't seem too much more mobile than the medium armored classes, it dies pretty fast, and the shotgun is pretty useless.[/QUOTE]
Hence why you trade armor for speed. All the light classes are frail. Pathfinder's piece de resistance is his energy pack. As HellSoldier said, its fast recharge and large capacity makes it near-constant supply.
[QUOTE=HellSoldier;33621847]I don't mention them because any sensible flag runner has Iron Grip but yes, these are very nice as well.[/QUOTE]
Iron Grip reduces the AOE of the Impact Nitron, therefore someone with the Iron Grip perk and still fumble the flag with the Impact Nitron. Anyways, I wouldn't worry about the Iron Grip perk considering projectile and grenade speed inheritance is pathetic. As long as you're on the move, you can outrun the enemy's throwing arm.
I was in a rut recently, I but just did some very nice games with the Juggernaut.
[thumb]http://i39.tinypic.com/vkepw.jpg[/thumb]
There's a rampage in there as well.
Does this have a 30 fps cap on the engine?
New patch is out :D
[editline]8th December 2011[/editline]
[QUOTE=Numidium;33628452]Does this have a 30 fps cap on the engine?[/QUOTE]
It's being made for PC, what do you think?
[sp]No[/sp]
Then I guess my PC isn't as good as I thought. Oh well.
So I clicked repair on the launcher because I didn't see my mouse ingame so I couldn't agree to the EULA but it's doing jack all at the moment (I've been waiting for quite a while), any idea how to fix this?
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