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Author Topic: Tribes:Ascend - Free to play FPS with ludicrous speed  (Read 36879 times)

Duuvian

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Re: Tribes:Ascend Beta
« Reply #210 on: January 04, 2012, 09:50:34 pm »

I've been playing this after a bit of computer repair. It's pretty sweet. I never tried Tribes 1.

The Ranger's assault rifle seems like it could use either a slightly larger pre-skill enhanced clip or a very small increase in damage. I generally only use it (mostly ineffectively) at ranges the Thumper can't reach or to finish off someone who is at maybe <25% health who I can't seem to land a Thumper round on at close range or who is fleeing. Also when the Thumper is out of ammo. Also as suppressing fire sort of when an enemy is fighting a teammate in the hope that they turn and look for me or something while I'm still way out of their range.

The main problem with the Assault Rifle is regenerating health. The mechanic is used by the Assault Rifle positively and negatively. The positive is that with the many weak projectiles it's easy to reset someone's health recharge time from a good distance. However, the negative side is that it takes a very long time as well as keeping up with an enemy's maneuvers while perhaps dodging a dozen or more spinfuzors that can kill you with two shots (direct hit for one or close enough for them to switch to the disturbingly accurate pistol to finish you off) if you want to get a kill on a full health enemy solely with an Assault Rifle. The only time I find using solely the Assault Rifle to be worth spending the time it takes to kill an opponent with is when it's a flag-holder, as they can't regenerate and it won't matter how long it takes between hits(since people rarely drop the flag even at low health due to still receiving points). Since the flag holder is usually trying to put as much distance between you and him as possible, the assault rifle actually seems to me to excel in this role of whittling down the flag holder at long range more than any of the weapons available to the first two classes from the start.

I also use it when someone is trying to escape at low health, as despite the fact that they will survive a long time the large number of weak projectiles will have a good chance of at least interrupting regeneration.

I'd say the assault rifle is accurate enough, but once in a while it seems to jam or misfire after firing one round. I don't know if that's part of the backstory on that weapon or not though.

A toggle between semi-auto (places rounds in the center) and automatic (sprays as currently) would be cool. Toggles on all the weapons would be cool but I suppose that doubles the chances of one being overpowered.

The Thumper is very good and makes the Ranger versatile. I use it most successfully when I conserve my energy for a dive bombing attack after the opponent has expended their energy. Often a near direct hit will put an enemy within the health range of being a quick enough kill with the assault rifle to justify using that weapon, but I usually wait until they get out of Thumper range first.

My one criticism of the Thumper would be that it air bursts after a set range. I'd much rather it only burst on impact as it's extremely difficult to use the airburst effectively. Even better, if it had the option of airburst or impact that would appease any theoretical people who like the airburst.

I'm saving up the in game rewards for the Raider class. I play a demoman in TF2 most often and the Raider has a similar grenade launcher with a slight bit flatter trajectory (but not much) than TF2's demoman while lacking airburst and exploding on impact. This means it can function as a mortar, unlike the TF2 grenade launcher, which airbursts and makes for a good round end fireworks display if shot straight up.

The artillery and resupply weapons: 3 4 and 5 are decent. I did a quad kill with the orbital strike after carrying the flag around earlier in the map which explains for how I paid the 10k credit cost. I think the artillery could be cheaper in credit cost, as it isn't used much until it's obviously near the end of the round (and someone has to remember them in addition). Especially 3 needs some improvement, as it's extremely costly for having such a small area of effect compared to player movement speed, while having a hefty delay to make even more difficult to use. It could stand to either affect a larger area or to trigger with no delay after the aiming/charging bar completes.

I've been playing mostly Deathmatch maps. They could really use some vehicles.

I also played Capture the Flag maps. The vehicles are very expensive unless you can capture the flag a few times. The Vertical take off vehicle is cool, but was an extremely unstable gun platform when I used the mouse to control it. Using the arrow keys helped with stability but made it difficult to reach other flight keys or mouse buttons. It looks cool though, nice engine design.

It would be cool to have several types of air vehicles with crew to fit their roles, such as bomber, interceptor (anti-bomber), bomber escort (anti-interceptor) and fighter (anti-escort/general purpose fighter). It would be extra cool if there were a few different types within those classifications, such as a pure fighter and a ground attack/multipurpose fighter; or heavy bomber or light bomber with different crew positions and capabilities relating to them. Two interceptors, one with high speed+cannons and the other following a different doctrine involving long range missiles that fighters can avoid fairly easily but bombers find more difficult. Two escorts, one that either is ground attack capable or that has countermeasures against interceptor missiles (auto tracking anti-missile chaingun turrets or antimissile missiles would be sweet, the latter if aimed to 'lock-on' via a second or third crew position) and one that excels with guns, fair speed and maneuverability in air to air against interceptors and (less) compared to when against fighters. I suppose climbing characteristics mostly matter how high the ceiling is and how much of a priority energy conservation these crazy flying machines have in combat due to how dive and climb affect speed, and thus maneuvers.

« Last Edit: January 04, 2012, 10:24:25 pm by Duuvian »
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #211 on: January 04, 2012, 10:30:37 pm »

If you want a class that feels rather similar to the demoman from TF2 annnnd you like to be useful, try the scrambler.
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Paul

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Re: Tribes:Ascend Beta
« Reply #212 on: January 04, 2012, 11:08:56 pm »

The regenerating health is my main gripe with the game. It should only start the health regen when you step into an ammo station. Picking up ammo packs could restore health too without the special survivalist perk (the perk could just increase the amount of healing you get from them and provide the addition of energy).

With that change the game would be much more fun imo. Playing an infiltrator so many times I wind up wounding someone severely and them speeding off and getting distance and avoiding my shots for just long enough for the regen to kick in. By the time I build up speed and catch them they're already at half health or more again. Before the infil weapon nerf I'd drop em before they could get away, but now I only ever get kills when I'm inside where they can't run off and I can slap a sticky grenade to their face.

It plays to my advantage too, I often nearly die and just hide for a few seconds and bam full health. Shouldn't be so easy, it would be better if you had to sneak around and grab ammo packs or call in a supply drop instead of just running around stealthed for 10 seconds.
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Matz05

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Re: Tribes:Ascend Beta
« Reply #213 on: January 06, 2012, 09:43:28 am »

This game looks fun -- I would imagine that only the family computer can run it, but I wouldn't mind a key if there are spares to be found. I've recently found that I like shooter gameplay but not "realism", "grittyness", etc.

...I just wanna blast robots...


TotalBiscut's review was impressive... fighting with jetpacks and...rocketboots or something (do players hover, or actualy have runners in contact with the ground?) looks fun!
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C4lv1n

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Re: Tribes:Ascend Beta
« Reply #214 on: January 06, 2012, 10:14:55 am »

Is anyone else having issues looking for matches? Whenever I enter the match finder I'll wait about 30 seconds then enter a loading screen. I then sit in that loading screen until I get disconnected from the server to start the whole thing again.
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #215 on: January 06, 2012, 11:01:33 am »

Is anyone else having issues looking for matches? Whenever I enter the match finder I'll wait about 30 seconds then enter a loading screen. I then sit in that loading screen until I get disconnected from the server to start the whole thing again.

I have noticed this recently. Hopefully will be fixed in the next patch.

@Matz05 go to their facebook page, and click the Get Beta Key button. http://www.facebook.com/tribesascend
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Tronak

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Re: Tribes:Ascend Beta
« Reply #216 on: January 06, 2012, 02:45:18 pm »

(do players hover, or actualy have runners in contact with the ground?)

The latter, but feels like the former. If they added Bounce Walls to maps it would be "Air Hockey the FPS"  :P.
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #217 on: January 06, 2012, 08:48:10 pm »

The new map is really really interesting.

Its got a roman/medieval european style to it with small villages dotted around, with the tribes mega awesome futuristic skydomes worked in. Very very fun to play, still working out capping routes. So far the aqueducts that run around the map prove to be quite useful.

Also scramblers so much fun : D
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kg333

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Re: Tribes:Ascend Beta
« Reply #218 on: January 06, 2012, 11:40:35 pm »

If they added Bounce Walls to maps it would be "Air Hockey the FPS"  :P.

That may be the single best description I've heard for Tribes.  Bravo, sir.

KG
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Duuvian

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Re: Tribes:Ascend Beta
« Reply #219 on: January 07, 2012, 05:51:21 am »

I don't have enough CPU to run at a decent framerate when facing in a direction with many players on the screen at once. My processor is pretty old though.
« Last Edit: January 07, 2012, 05:53:09 am by Duuvian »
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Matz05

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Re: Tribes:Ascend Beta
« Reply #220 on: January 10, 2012, 09:10:29 pm »

Do you need a Facebook account for that?
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #221 on: January 20, 2012, 07:57:01 pm »

Currently in a team called nimbleMinds, they're a PC FPS gaming group, apparently really good at UT2004. We've got our first match on the 25th (CTF) and I think its going to be shout casted.

I'm going to be playing scrambler capper.
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DarkAnt

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Re: Tribes:Ascend Beta
« Reply #222 on: January 21, 2012, 12:13:07 pm »

I don't suppose I could get my hands on a key?
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #223 on: January 25, 2012, 01:22:26 pm »

http://de.twitch.tv/leveluptv nimbleMinds vs 99-flake tonight in 40 minutes. I'm playing on nimbleminds.
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Twiggie

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Re: Tribes:Ascend Beta
« Reply #224 on: January 26, 2012, 07:12:15 am »

that blind blue plate :>

my team never had any decent cappers :(
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