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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 09, 2012 3:27 pm 
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A lot of people aren't too pop flyin' about that release date. They still haven't fixed the connection problems, netcode (bullet tracers can get really misleading when your ping gets too high), melee hit registration, jetpack physics, dead-stops in the terrain, private servers, the server browser itself... and these are just the non-controversial issues. The stuff that everyone agrees with.

We haven't even had a chance to test out changes to velocity inheritance or maps with the flag stands completely indoors. What's the point of having a beta if you can't even make simple but important changes like that to see how they affect gameplay?

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 09, 2012 4:18 pm 
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daisies, those ARE a lot of problems. Hopefully the devs will realize that it's crunch time.
Also, Leoj, that is BRILLIANT.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sun Mar 11, 2012 1:38 am 
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I just got done with three consecutive games that were pretty damned close. They were so awesome.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Mon Mar 12, 2012 3:09 pm 
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Bought the sentinel as my first class unlock. I understood instantly how the class works, though the damage increase when scoped in is a lot steeper than what I'm used to when playing sniper in TF2. Did fairly well with my decent aim, as in I somehow ended up as MVP

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Mon Mar 12, 2012 5:51 pm 
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Mete wrote:
Bought the sentinel as my first class unlock. I understood instantly how the class works, though the damage increase when scoped in is a lot steeper than what I'm used to when playing sniper in TF2. Did fairly well with my decent aim, as in I somehow ended up as MVP

If you choose to stick with the class, get the Falcon and skip the Phase Rifle. The Nova Blaster is one of my favorite guns, but the lasers it shoots are slower than bullets and far harder to actually hit with. All things considered, the Falcon is pretty overpowered by comparison to a lot of the automatic guns, and quite a few people hate that it's even available to the Sentinel given how it eliminates his close-range weaknesses.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Wed Mar 14, 2012 1:21 pm 
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Phase Rifle looks cool and sounds cool but it uses so much energy that it hinders your mobility.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Wed Mar 14, 2012 2:51 pm 
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If you play Sentinel, do your best to remember what makes a good sentinel: you snipe the enemies that are going for the flag. That means sniping pathfinders and anyone going at an insane speed towards the flag. If you snipe at just anybody, you won't get much done.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Thu Mar 15, 2012 8:57 pm 
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I am so sick and tired of the Technician's Thumper. It gives them the power of an attack class when they should be a defense class. I just got done with a CTF game on the map Crossfire where a Technician was able to survive out on the midfield by the fact that the Thumper packs such a heavy punch.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Thu Mar 15, 2012 10:39 pm 
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The Technician has his Thumper for the same reason the Infiltrator has the Stealth Spinfusor. It's not about the two classes dealing with each other, as they were already on even ground before either weapon was introduced. Rather, they need their explosive weapons to deal with every other offensive/defensive threat respectively. Good luck taking down a defending Juggernaut with just the Rhino if he catches you. Likewise for a Raider storming your base. The Technician is, turrets and mines aside, one of the worst indoor defense classes in the game, debatably superior to the Sentinel and Pathfinder only. The only advantage to being one is the improved repair tool and turret support, but turrets are no issue indoors against a competent attacker and you can't repair someone to death no matter how hard you try.

A Tech with the Thumper is no more threatening than a Soldier in the same environment. The only "nerf" that they need is to give Motion Sensors an arming time, because in their current state, they'll explode immediately after leaving the Tech's hands even if he has no idea that he's thrown one into the face of a cloaked Infiltrator.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 16, 2012 1:34 am 
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Another thing they could do is, for CTF, limit the turret placement to a certain range from the base. It doesn't make sense that the generator can wire magical generator energy all the way across the map.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 16, 2012 2:38 am 
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What if the Tech's second primary weapon wasn't an explosive weapon at all? Maybe a shotgun of some kind? The sawed off replaces the repair tool right now. Why not get rid of the Thumper and make the other primary weapon a shotgun with heavily-damaging projectile bullets instead of hitscan rounds? It would put more emphasis on the defensive nature of the technician but still give him the ability to defend himself well enough indoors.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 16, 2012 9:11 am 
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I was pleasantly surprised to notice that the devs don't use a 1$ = 1€ system. Wondering if I should buy the 24€ pack with 3k gold and 30 day boost, considering it seems like I'll be playing this game quite a bit in the future.
Also, how exactly does CTF work? I noticed that you can't cap while your flag is not in the base, but what's the function of generators?

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 16, 2012 11:37 am 
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Mete wrote:
Also, how exactly does CTF work? I noticed that you can't cap while your flag is not in the base, but what's the function of generators?

Generators power player deployables (Technician turrets and the Doombringer's forcefields, which are great at stopping Pathfinders), and base assets like the turrets and radar sensor. None of these things are strictly necessary to win a game of CTF as all you really need is your flag at your base and someone to bring the enemy flag to it. Make no mistake - the generator is not a valuable objective in every match. Its usefulness scales with:

- How many of the enemy team's base assets are working. They can be destroyed even if they're powered.
- How many players are actively placing their deployables in a position to defend their flag. If there are four Technicians and a Doombringer covering the flag stand, nobody is touching that flag even if they're not paying attention to it.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 16, 2012 12:04 pm 
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Figured as much. Played my first games of CTF and it's more fun than TDM. Someone also got a 241 km/h grab in a game?

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 16, 2012 3:45 pm 
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241 km/hr only? :D

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