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Author Topic: Tribes:Ascend - Free to play FPS with ludicrous speed  (Read 36787 times)

Astral

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Re: Tribes:Ascend Beta
« Reply #345 on: April 20, 2012, 02:01:14 pm »

Just unlocked the Jackal...even heavy classes aren't safe from a sticky grenade (1500) and a full round of Jackal shots (500 each). Stealthing up to the slow heavy, then planting all that on him and getting the hell out... then boom. Infiltrator is nice.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
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Ozyton

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Re: Tribes:Ascend Beta
« Reply #346 on: April 20, 2012, 05:18:10 pm »

Also is the bomber in yet? favourite vehicle from the older game.
The Thundersword?
No it's not, but I'm a little worried about the vehicles in general... the Beowulf is essentially a one-man crew tank now since the driver controls the turret too. There -is-a gunner slot but it's just a pew pew gun.
The wildcat can shoot things now and essentially cannot crash into the ground, you used to need skill to pilot that thing properly but...
I doubt the Jericho is going to be making an appearance, but we'll have to see.
The Shrike is fairly true to the original, except it uses ammunition instead of drawing from its energy pool. I don't think it fires the AA bolters like it used to, I haven't used it yet.
The Havoc would be pretty neat to have, but I'm not sure how well it would actually work in Ascend.

I also heard rumors that Herculeans will be making an appearance.

You also can't just spawn vehicles whenever you want with a limit on how many your team can get, you need to earn credits during the match and use those credits to purchase the vehicles. I can see why they did this, they don't want vehicle spam...

Astral

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Re: Tribes:Ascend Beta
« Reply #347 on: April 20, 2012, 06:32:43 pm »

In instances of Capture/Hold the Point, I've found two classes that are extremely annoying:

Juggernauts (I think) with their Prism grenades. Sitting on Raindance or similar maps where you have to go inside the base to capture the point means that you'll often encounter Juggs sitting there spamming Prisms and Fusion Mortar shots, especially if there's only a single point with which to enter. Haven't found a good way to beat them yet, because they're hard to kill and can simply spam the point of entry with all encompassing AoEs that one shot squishier classes, with no danger to themselves, and severely wound other Heavy classes, meaning an easy time of finishing off the opponent.

Technicians are another annoyance, especially when they have 3 turrets that lock on to me at insane speeds. I've had some luck bombarding the turrets from stealth (2 shots from the Jackal will usually do it) then taking out the Tech himself, but with respawn timers being fairly low it usually means he or his team will be back almost instantly. Usually with a Thumper, in the case of the Technician. Those are annoying.

CTP isn't quite as fun as Flag games. At least there you'll usually have a chance at a comeback.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Nilocy

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Re: Tribes:Ascend Beta
« Reply #348 on: April 23, 2012, 01:58:33 pm »

http://egs.tv/ nM vs Wai, in 15 minutes
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Astral

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Re: Tribes:Ascend Beta
« Reply #349 on: April 24, 2012, 01:51:17 pm »

Fallen in love with the Raider; a lot of games, (CTF in general, Crossfire and Sunstar in particular) I can simply jammer pack into the enemy's base and start spreading havoc and destruction. He's like a less squishy infiltrator with a cloak that doesn't go away when you fire, and tends to confuse the hell out of enemies wondering if you're friendly or not.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Paul

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Re: Tribes:Ascend Beta
« Reply #350 on: April 24, 2012, 02:25:56 pm »

Hmm, raider update. I get the feeling a lot of people are going to be playing Raider now.

Which is going to be Hell as an infiltrator. Jammer packs everywhere!  ;)
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Dariush

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Re: Tribes:Ascend Beta
« Reply #351 on: April 25, 2012, 08:12:21 am »

Wow. Plasgun takes the title of the most OP gun T:A has ever seen, by a wiiiiide margin. Considering it's track record of TCN's SMG, Thumper DX, Thumper and Jackal before the nerfs, that's saying something.

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Re: Tribes:Ascend Beta
« Reply #352 on: April 25, 2012, 09:26:24 am »

They brought the base raper back?
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Astral

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Re: Tribes:Ascend Beta
« Reply #353 on: April 27, 2012, 03:35:05 am »

Yeah... I'm heavily considering saving up for a plasma gun, but I'll wait until it gets nerfed. 100k is a helluva lot to save up for, but it seems to be the end all gun for the time being: Explosive, so it damages buildings, a good rate of fire, gives a retarded amount of credits for kills (for some reason), is good at hitting stationary or airborne targets, and generally acts as a jack of all trades that excels in too many areas as well. I believe it hits for around 500 damage on a direct hit with a player as well.

Considering the average player's reaction to a jammer-cloaked Raider is that brief second of hesitation, it's entirely too powerful in the right hands, and extremely annoying in a noob's. With my current kit of Jammer and the maxed Survivalist perk combined with an Arx buster, I do very well on, well, raiding. It's hard for even small swarms of players to take me out, unless they start zerging with Juggernauts. Or Techs with Thumpers. I hate Techs with Thumpers. They should not get Thumpers.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Dariush

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Re: Tribes:Ascend Beta
« Reply #354 on: April 27, 2012, 04:49:53 am »

Yay, plasguns were nerfed. Or rather their hit radius. Now they are merely an insanely powerful bastard child of a spinfusor and SMG.

Strange guy

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Re: Tribes:Ascend Beta
« Reply #355 on: April 28, 2012, 03:37:24 pm »

I've started playing this game, put in a little money for the extra xp and have unlocked most classes (all but the 2 most expensive) but I remain terrible at it. While it can be a little frustrating it is still fun, though I still think the idea of making classes better as you play more is stupid. Facing people with more experience and thus often more skill is hard enough without them having far more grenades, 10% more health or whatever.
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cerapa

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Re: Tribes:Ascend Beta
« Reply #356 on: April 28, 2012, 04:06:07 pm »

10% more health or whatever.
This is the upgrade I personally have a problem with.

A direct hit of the bolt launcher was specifically nerfed so you couldnt one-shot other pathfinders, but you can still one-shot an unupgraded pathfinder. I mean, its not hard to shave that extra health off with a shotgun, but its still a big difference.
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Paul

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Re: Tribes:Ascend Beta
« Reply #357 on: April 28, 2012, 06:00:51 pm »

At least the health boosts are cheap - doesn't take much playing to get the xp for them. If they were priced like the weapons I'd have a problem with it :D
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Microcline

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Re: Tribes:Ascend Beta
« Reply #358 on: May 01, 2012, 03:03:37 pm »

I don't know how Raindance made it out of testing with the current gen setup.  Last match we capped the flag once, grabbed the flag, then went BRT/JUG and had a generator rave until the time ran out.  On the other maps generator rooms either have two entrances or allow the attacker some way of bouncing explosives in, so are (at least in theory) vulnerable.  On Raindance, you have a drop that stops enemy movement, a narrow corridor to fire at, an easily accessible inventory station, and are almost completely immune to enemy fire.  I can't think of a way for even a perfectly coordinated team to make it past the wall of constant explosive damage.

How would you guys rate the maps?  I'd say it's

Katabatic - I can't think of anything wrong with it.  It seems to have a perfect mix of map features
Drydock - I know there are problems with the short cap routes and chasing, but I love the potential for juggernaut shenanigans
Crossfire - It's an interesting contrast to the others (no big hills -> sentinels get clear shots -> heavy/medium capping is more prevalent), but I can't say it's the most fun (this is probably just personal opinion though)
Arx Novena
Sunstar - I like the way this one works with Bella Omega's idea of the generator affecting other base features to allow multiphase plans (i.e. capture the center tower and destroy the gen to get uncontested dominance of the enemy flagstand via bombardment)
Raindance - It's a good map that probably just needs a second, sloped entrance to the gen room
Temple Ruins - I can't think of anything I like about it

edit: forgot all about Arx, but I have to say I like the map
« Last Edit: May 02, 2012, 02:37:26 pm by Microcline »
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PTTG??

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Re: Tribes:Ascend Beta
« Reply #359 on: May 02, 2012, 09:37:22 am »

Raindance is a direct clone from Tribes 2.

It's actually changed significantly; it used to be totally impossible to hold the generator, and entering that room was basically a death sentence.

I don't like the current setup any more.
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