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Author Topic: Tribes:Ascend - Free to play FPS with ludicrous speed  (Read 36651 times)

Dariush

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Re: Tribes:Ascend Beta
« Reply #315 on: March 29, 2012, 02:13:03 am »

On which server are you playing?

MC Dirty

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Re: Tribes:Ascend Beta
« Reply #316 on: March 29, 2012, 03:59:59 am »

<deleted>
« Last Edit: August 10, 2022, 08:08:08 pm by MC Dirty »
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PTTG??

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Re: Tribes:Ascend Beta
« Reply #317 on: April 13, 2012, 03:29:57 pm »

Well this is terrible.

The game, if it was sold as a regular game, would be great. As it is, it's horrifically unbalanced.

And even with all the features, this game is worth far less than the $500 they expect to get from people, or the 10,000 hours they expect people to play.

It is far too easy to get stuck on a team of players without any technicians, who single-handedly throw down orbital attack blockers, lay out impenetrable force fields, and auto-turrets. And the whole "XP to unlock stronger items" is terrible on its face.
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Briggsy16

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Re: Tribes:Ascend Beta
« Reply #318 on: April 13, 2012, 03:52:20 pm »

Technicians only take 7200xp which can be got easily with a few hours of play with the amount of badges giving xp you initially get.. It was the first class I unlocked
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Twiggie

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Re: Tribes:Ascend Beta
« Reply #319 on: April 13, 2012, 04:06:14 pm »

orbital attack blockers

i guess theres been an update since i last played...

i paid <£20 and unlocked all the classes, the mirv, the sniper rifle(which is bad, dont get it) and i think several perks. I have maybe 10 hours of play on it, and have a fully decked out* pathfinder, plus i'm ~80% done on the sentinel, juggernaut and infiltrator, plus i've got a technician load for shrikes, with both the perks.

it really doesnt take that much to complete the classes you really love.

* by fully decked out i mean i have all the stuff i want - all the upgrades, the most used perks, the thrust pack and the LAR - but not everything you can get.
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Sowelu

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Re: Tribes:Ascend Beta
« Reply #320 on: April 13, 2012, 04:30:55 pm »

The sniper rifle sucks?  :<

But, but that was my favorite thing ever in Tribes 1...
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Re: Tribes:Ascend Beta
« Reply #321 on: April 13, 2012, 04:38:39 pm »

the energy rifle has about five times the recharge time of the standard one. it'd be great if you were super accurate and you moved a lot between shots, but the signal jammer and lack of jetpack energy make that kinda counter-intuitive.

also, @PTTG the new items are NOT stronger. they are merely different. ALL the starting items are situationally better than their bought counterparts. the mirv has less concentrated damage at a distance, the LAR deals less damage up close, the Xbow is harder to aim with, the energy rifle has a longer recharge, the snipers smg doesnt bounce and deals less damage at a distance, the tcn's thumper has a limited range, etc etc.

the only one that might be outright better is the infiltrator's stealth spinfusor, but I haven't had a chance to test it so i dont know.
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SHAD0Wdump

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Re: Tribes:Ascend Beta
« Reply #322 on: April 13, 2012, 05:19:03 pm »

The sniper rifle sucks?  :<

But, but that was my favorite thing ever in Tribes 1...
And the spinfuser was for alot of people too, but you have to unlock it.

As it stands, Hi-Rez have done so many things I deem wrong with this game I've completely given up on it.
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Aklyon

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Re: Tribes:Ascend Beta
« Reply #323 on: April 13, 2012, 05:35:18 pm »

Why do you have to unlock the spinfusor, that seems like the main special thing it has that the other FPS dont, besides GOING REALLY FAST.
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Microcline

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Re: Tribes:Ascend Beta
« Reply #324 on: April 13, 2012, 05:37:12 pm »

the energy rifle has about five times the recharge time of the standard one. it'd be great if you were super accurate and you moved a lot between shots, but the signal jammer and lack of jetpack energy make that kinda counter-intuitive.

also, @PTTG the new items are NOT stronger. they are merely different. ALL the starting items are situationally better than their bought counterparts. the mirv has less concentrated damage at a distance, the LAR deals less damage up close, the Xbow is harder to aim with, the energy rifle has a longer recharge, the snipers smg doesn't bounce and deals less damage at a distance, the tcn's thumper has a limited range, etc etc.

the only one that might be outright better is the infiltrator's stealth spinfusor, but I haven't had a chance to test it so i dont know.
There are certain balance problems that make me question Hi-Rez' motives.  There's no reason to play SLD without the spinfusor, thumpertech is a straight upgrade (try defending the gen without it), and the INF moneygrubbing is ridiculous, as each weapon they've released has been a massive upgrade over the last (jackal >>> spinfusor >>> smg).  I'm willing to give them the benefit of the doubt at the moment, but they've done a great job of falling into the standard F2P pitfalls.
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Paul

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Re: Tribes:Ascend Beta
« Reply #325 on: April 13, 2012, 07:31:12 pm »

It doesn't take that long to get the xp to unlock stuff though. When the jackal came out I had 0 xp because I had just bought some of the other class unlocks, and it only took me a week or so of casual play to get it unlocked. I did have the veteran bonus from buying a cheap booster pack way earlier in beta, but even without that it wouldn't take too much longer.

The special XP awards for the various badges combined with the bonus xp for the first win of the day can get you there even if you only play a couple matches a day.

I have to agree with the Jackal>Spinfuser though. The stealth spinfuser is decent, but weaker than all the other spinfusers. It's probably better than the jackal in an open field engagement as long as you can aim good (and its ammo lasts longer), but the jackal is better for the kind of situations I'm usually in playing infiltrator - snuck up on a guy standing still and need a way to take him out quick. Before the jackal it was run up and melee him in the back, with the jackal I just fire three of em onto his back and boom. With the spinfuser I'd have to shoot and hit him directly twice, and usually he'd move after the first shot. It's also funny to throw three down on top of a hill that everyone skis over and blow up people as they go by. In one match I just sat there the entire match getting one after another, wound up with 30 kills and only 2 deaths - the sad part was I never even had to change hills, the same guy would come flying over the same hill he blew up on last time and boom again.

Can even stealth kill heavies with the jackal. Stick three to their back followed by a sticky grenade. Sticky goes off as you set off the jackal, boom. Without the jackal I'd have to tag them with two sticky grenades, or backstab them twice and hope they don't react too quickly (usually worked, but occasionally they'd jet away right before the second swing went off).

Not sure about the whole Spinfuser>SMG though. Indoors the spinfuser shines, but if you can aim it the SMG is great for shooting down flying folks outside. I've seen people who were good at aiming it just mow down one guy after another with that thing.
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #326 on: April 13, 2012, 08:02:13 pm »

@micro, thumper/AR soldier is much better at defending and chasing than a spinfuser/eagle soldier, but it really comes down to personal preference. Technician is good at defending, but is a one trick pony in that it has no point damage that reliable enough i.e no smg.

The new weapons are currently banned in competitive games because no-ones figured out whether they're OP or not, but from my point of view they are.
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Microcline

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Re: Tribes:Ascend Beta
« Reply #327 on: April 13, 2012, 08:47:38 pm »

@micro, thumper/AR soldier is much better at defending and chasing than a spinfuser/eagle soldier, but it really comes down to personal preference. Technician is good at defending, but is a one trick pony in that it has no point damage that reliable enough i.e no smg.

The new weapons are currently banned in competitive games because no-ones figured out whether they're OP or not, but from my point of view they are.
Yeah, I'd agree that AR is viable for chasing.  I just tend to treat SLD as more of a midfielder for killing JUGs/SENs who could disrupt the defense/offense if left to their own devices, as flag carriers tend to fall more under the purview of SEN, DMB, and PTH.

Thumpertech may just be a product of playing in pubs.  I've killed a couple flag carriers with the smg, but TCN loses pretty much all effectiveness when the gen is destroyed and a smg TCN is entirely dependent on other classes to clear out the base when this happens as they're at a serious disadvantage against just about every base-rape class.

I'm just a bit wary given that it's nearly impossible to profit from an ethical F2P model, previous use of the model has resulted in the release of an overpowered $10 item every two weeks (Riot), and Hi-Rez has a somewhat poor track record with Global Agenda.
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #328 on: April 13, 2012, 09:20:28 pm »

TCN smg is on par with the raiders, in fact probably better since its more accurate. Its a shame because the type of game that tribes is in pubs is completely different to that in competitive play, custom servers'll fix that.

Ethical F2P model? What, you're complaining that you get to play something (something really good I must say) for free, with 1/3rd of the classes unlocked at the beginning? You don't actually have to buy anything to be good at this game, just play it for a few hours, or spend that $30 you normally would on a game like this, on boosters in game.
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Icee77

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Re: Tribes:Ascend Beta
« Reply #329 on: April 13, 2012, 10:03:41 pm »

You forget that you get 250 gold when you start, at least if you like Tribes on facebook. this alone can get a new class or weapon. This should offset those p2w players since those with skill can get actual good weapons.
My advice is that beginners should use this to buy a better weapon for either the
Technician
Infiltrator
Soldier
and maybe the Heavy classes, even though I never looked at them.
And I actually prefer jackal since most of the time I get caught outside. And when this happens the Jackal is pretty good for dishing out a lot of damage with a lot of hits. If I miss with the spinfusor I have to wait longer to hit again.
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