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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 1:22 am 
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Location: Land of Gravity and Cathedrals
I CAN'T SKI FOR SHIT.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 9:06 am 
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There's a tutorial in-game for learning how to ski. You should try that.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 3:51 pm 
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After a couple of games, the game starts lagging for me in the sense that it runs clunkily and seems to drop frames, despite high FPS. Does this happen to anyone else?

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 7:06 pm 
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Do you run SLI or Crossfire?


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 7:30 pm 
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Nope, a single 5770
I'll try to remember to run Fraps the next time I play to see if my fps actually dips, don't remember it ever falling below 50 though

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 7:56 pm 
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The only thing I can think of then is heat issues. There are a few ways to deal with it.

Clean it (obvious).
Reduce settings (to lessen the amount of heat)

I guess there could be memory leaks which isn't really that unlikely so that could happen. Even a CPU or GPU leak could be the cause. At any rate, restarting the game should fix it.


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 8:12 pm 
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I don't have problems like that in any other game regardless of how long I play for.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 30, 2012 8:20 pm 
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Then it is either a driver issue or a bug with the game.

A reinstall could fix it, but I doubt it. You will have to wait until they fix it on their end.


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Mon Apr 02, 2012 7:18 pm 
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Some fun videos:

doombringer chaining: http://www.youtube.com/watch?v=XUrZcd8DO6c
disco party with brutes: http://www.youtube.com/watch?v=5hTXhRgi ... ure=relmfu
house of pain: http://www.youtube.com/watch?v=k7udmuSs ... re=related
grav cycle racing: http://www.youtube.com/watch?v=uEATBCa_ ... ure=relmfu
juggernaut standoff: http://www.youtube.com/watch?v=ky3GzwNa ... a5Qh8KPnc=

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Tue Apr 03, 2012 12:16 pm 
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Fun times as thumpnician on Crossfire

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Wed Apr 04, 2012 2:46 pm 
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So what the hell is the point of SEN only being able to do 330 damage per shot at long range
It's a god daisies sniper class

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Wed Apr 04, 2012 4:04 pm 
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Mete wrote:
So what the hell is the point of SEN only being able to do 330 damage per shot at long range
It's a god daisies sniper class

You're playing a game where there is no cover, players spawn on large hills or other structures that overlook at least a third of the entire map, and the primary method of transportation is to fly through the air in predictable parabolic arcs. No class other than the Sentinel has a weapon without travel time that isn't a close range shotgun or medium range pistol, and both of these have severe damage falloff over range and far less damage potential compared to any projectile weapon.

Sentinels don't belong in the game at all. You can complain when they get a projectile based sniper rifle as weak as the BXT.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Wed Apr 04, 2012 4:11 pm 
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Yes, but Hi-Rez chose to add the class regardless, despite the idea of a sniper class with hitscan weapon and no headshots being a bad idea, and now they're nerfing it despite only a percent of the playerbase being capable of topping the scoreboard with it

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Wed Apr 04, 2012 4:35 pm 
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Hitscan will just remove the lag from the equation and the "predictable parabolic arcs" are bullshit. They are only predictable at close range. The sentinel can't see the ground where the other player was when they took off or have any idea how much energy they have left unless they have been following them for a while. Then again, yes, the weapons were OP, but not because of bad weapon design. It was because they can see the entire daisies map. They will still have just as much map control with a 300 dmg weapon, but they will have to shoot more to kill you.


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Wed Apr 04, 2012 6:42 pm 
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Hi-Rez made a mistake by adding the Sentinel and expecting it to conform to their game design. Compared to the previous two Tribes titles:

- Jetpacks are significantly weaker but skiing is completely frictionless. Gaining speed is best accomplished by starting at a high point and then maintaining that initial burst for as long as possible. The influence of the jetpack on building speed is virtually gone - it merely preserves speed now. This means that stopping to avoid a hitscan weapon is a huge sacrifice because you won't get that speed back easily.
- Players cannot spawn on low hills because it would take too long for them to build up speed with their weak jets. They usually spawn on the highest or close-to-highest surfaces so that there are no hills they will have difficulty overcoming.
- Players spawn in loadouts, whereas you had to visit a powered Inventory Station to pick up the Laser Rifle before. The problems with this are twofold - killing a sniper only delays him by 5 seconds if his target is within range of his base, and he doesn't have to move to a disadvantageous location like indoors to pick up his weapon, assuming the generator is even online.
- The BXT does not require energy to fire. A Sentinel does not sacrifice mobility while using it and its firing speed is much, much faster. While no more lethal than the old Laser Rifle, it is far more forgiving.
- There is no fog to limit a Sentinel's vision range, not that this had any effect on the old T1 snipers. They used IFF beacons to track their targets.

The arcs players move in are plenty predictable. No flag capper is going to use their jets while falling as it translates to a loss in speed. They also use falling time to regenerate energy in preparation for the next hillside. This is more than enough for a Sentinel to land plenty of shots on a flag runner, but given how the class is completely uncounterable and the only defender to have no dependence whatsoever on the generator, yes. It is absolutely justified that it be nerfed or outright removed until the most skilled Sentinel players lose the power to bring an entire match to a standstill without even bothering to cooperate with their team.

Whether or not you are a good enough Sentinel to feel useful is irrelevant. It's not fun for anyone else to have to deal with you regardless of how much damage your unavoidable hitscan bullets do, because there is simply no possibility for retaliation. Any other class can be defeated through superior skill or tactics. The Sentinel is an impassable wall that can only be delayed slightly by the focused efforts of an Infiltrator, that also possesses an unlockable sidearm that is more than capable of killing said Infiltrator in a straight-up fight.

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