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Author Topic: Tribes:Ascend - Free to play FPS with ludicrous speed  (Read 36812 times)

SHAD0Wdump

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Re: Tribes:Ascend Beta
« Reply #330 on: April 14, 2012, 12:36:30 am »

I have three very particular gripes with this game. From minor to severe in my eyes.

-Several people used the following term: "Free-to-play, Grind-to-enjoy", I agree this is the case for people who do not pay money, so good incentive to spend money right?
 Well... It's pretty disheartening when people basically have to shell out hundreds for the full game product, and that cost goes up with time. If I could have any reason for calling it unethical myself, that would be it.

-The game is simply unfaithful to the tribes series overall in my opinion. For several reasons, but the biggest complaint I have for this is the amount and sheer power of the automatic weapons. In T1 and 2 you had the chaingun, that was it, no other autos in sight. And yes, people used it alot, however it wasn't so damned precise as the weapons that dominate T:A. This severely damages the resemblance to the old games, and the feel of the old games in the process.

-Worse yet, the team based aspects are Nearly non-existant, sure maybe the new tech gear can help, but where the hell are the teammate repairs, beacons, the targeting laser? Worse yet, the base might as well be nothing but a generator and vehicle pad, all the stations are alot less useful as players spawn in full loadout and the stations can't be destroyed, reducing the need for overall base defense instead of solely the generator itself. There's alot less to care for and taking out the generator is a much, much less meaningful task.


...

Well, there's proof why I'm a fanatic about T1.
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #331 on: April 14, 2012, 01:34:47 am »

I will agree that the price for the weapons, in gold, is still extremely high. Unreasonably so; I only ever pay for weapons (now) with exp.

This game also has serious team playing issues; specifically no voice comms at all, this can be negated by joining or starting a team who have TS or mumble (there is a tribes community mumble), competitive play is still out there, there are plenty ladders to join. No excuse there.

The base thing is up for debate in my eyes, on one hand, I want to see more use for them cause they're just like big corridors for generators at the moment, but on the other hand I'd rather play tribes than "REPAIR THE GENERATOR, WE MUST DEFEND THE GENERATOR".

I do suggest investing, if you are going to continue playing, in a booster (doubles your exp for the duration), a 30 day on sets you back maybe $15 i think and you get the VIP status stuff that makes you get a 50% perma boost to exp. You can quite easily unlock everything through playing for a few hours a week, also you will be supporting the company thats otherwise giving you a free game to play.
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SHAD0Wdump

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Re: Tribes:Ascend Beta
« Reply #332 on: April 14, 2012, 01:49:39 am »

Really, I'm not sending them a cent unless I see changes, big ones. At the moment, I'm not their target audience by virtue of my disagreement towards their design approach so far.

 By the way, keeping the base functioning was practically a game in and of itself, you had far more things to monitor and repair, more reason to cover angles with deployables(not to mention more at your disposal in the first place), and more varied action by possible saboteurs and base crashing teams to defend against.
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PTTG??

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Re: Tribes:Ascend Beta
« Reply #333 on: April 14, 2012, 02:04:07 am »

Really, I'm not sending them a cent unless I see changes, big ones. At the moment, I'm not their target audience by virtue of my disagreement towards their design approach so far.

 By the way, keeping the base functioning was practically a game in and of itself, you had far more things to monitor and repair, more reason to cover angles with deployables(not to mention more at your disposal in the first place), and more varied action by possible saboteurs and base crashing teams to defend against.

Same here. I figure that it's either going to crash and burn in a few months, or it's going to get a lot cheaper. Either way, it's better not to buy now.
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #334 on: April 14, 2012, 04:25:34 am »

Well, the base issue is slightly made better with the naked spawning now in the competitive custom servers (go check it out, quite entertaining), makes the game more base orientated if you want it to be.
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Paul

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Re: Tribes:Ascend Beta
« Reply #335 on: April 14, 2012, 12:30:11 pm »

I don't really understand the hate over the unlocks. You don't have to spend real money to buy every single item in the game just to have fun with it. You can get plenty of entertainment out of the game with what it starts you with, and unlocking new classes is really cheap xp-wise. The only thing that costs a lot of xp is the special weapon unlocks, which you can play without - but even if you want them it only takes a week or two of casual play to get the xp for them.

I've been playing on and off since December, and I haven't played that much (ingame profile shows 20 hours, but I think that was added after I played a bit - but still couldn't be too much more than that) and I already have infiltrator fully unlocked, technician mostly unlocked (could still use the motion sensors), and all the other classes unlocked and upgraded as far as basic gear goes (none of the special weapons, but they're fun to play without them). I only ever bought a 10 day booster way back in beta - I think it was like $4.99.

All the gold purchases does is save you time if you want things unlocked now (or give you a new skin, which is purely cosmetic) - but the game is enjoyable enough without any of that and its free. I've had a lot of entertainment value out of the game already and I only spent $4.99, if it was a paid game I would have had to pay probably $50-$60.

I could understand the hate if all the upgrades required gold to purchase, but they have an easy to get XP cost associated with them. Just play the game, enjoy it, and unlock stuff as you go.
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Toady Two

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Re: Tribes:Ascend Beta
« Reply #336 on: April 14, 2012, 03:11:45 pm »

The base and generator is very important on the classic map Raindance where there is no fast route to the flag stand and you basically have to disable the generator before any reliable cap attempts can be made.
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SHAD0Wdump

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Re: Tribes:Ascend Beta
« Reply #337 on: April 14, 2012, 04:36:11 pm »

The base and generator is very important on the classic map Raindance where there is no fast route to the flag stand and you basically have to disable the generator before any reliable cap attempts can be made.
What? In raindance you could always come in sideways and hop onto the flag and jump off, the little tower did nothing to stop you, maybe the missile turret but...

Oh no, what did they do to Raindance? Did they do to it what they did to Katabatic?
Spoiler (click to show/hide)
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Nilocy

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Re: Tribes:Ascend Beta
« Reply #338 on: April 14, 2012, 07:41:45 pm »

By no fast route i think Toady Two was meaning that its some distance from base to base, as in, no llama trench like other maps.

There are _really_ fast cap routes; like 350+ km/h
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Aklyon

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Re: Tribes:Ascend Beta
« Reply #339 on: April 14, 2012, 07:58:18 pm »

So fast as in short, not fast as in speed.
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Astral

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Re: Tribes:Ascend Beta
« Reply #340 on: April 19, 2012, 12:06:10 am »

Got into this recently, and having a bit of fun. Never played the original, but I hear that it has enough of the same feel to keep people nostalgic.

Anyone have general tips on how to do well during games? I seem to have issues aiming at times (especially with the Sniper rifle, except on specific maps) but I also just started playing two days ago.
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Microcline

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Re: Tribes:Ascend Beta
« Reply #341 on: April 19, 2012, 12:47:58 am »

Got into this recently, and having a bit of fun. Never played the original, but I hear that it has enough of the same feel to keep people nostalgic.

Anyone have general tips on how to do well during games? I seem to have issues aiming at times (especially with the Sniper rifle, except on specific maps) but I also just started playing two days ago.

Team comp is fairly important.  You'll always want 2-3 pathfinders running capping routes and ready to chase, a doombringer on the flagstand, a sentinel covering the flagstand, and a technician maintaining the base.  You'll also want someone defending the generator, usually a Juggernaut or a Brute.  Other classes are more situational.  Raider and Infiltrator can work if you're good enough to break the enemy defenses, but aren't useful if you're always slaughtered at the base entrance.  Soldiers are good for controlling the midfield (stopping enemy Juggernauts/Sentinels and killing flag carriers).  If there are enemies on the flagstand a Juggernaut can get easy kills.

In the end it's mostly a matter of playing what you're good at.  Pathfinder requires knowledge of capping routes, Sentinel requires great reflexes, Soldier requires great spinfusor aim, Juggernaut requires accurate judgment of distances and ballistic arcs, Infiltrator requires you to be great at evading enemies using stealth and base features... If you want to learn a specific class I'd suggest looking for Youtube videos.
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Astral

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Re: Tribes:Ascend Beta
« Reply #342 on: April 19, 2012, 03:16:47 am »

I've found that I'm fairly decent at being a flag capper, though I kinda wing it on the capping routes. The act of keeping up my slide speed just makes a strange amount of sense in my mind... too many physics classes from the past coming to haunt me and whatnot. I need some Benny Hill playing when I have half their team chasing me around the map with the flag.

I have sentinel and infiltrator unlocked so far; I've had some success with the infiltrator as a flag cap/general disarray in the ranks type of deal. Reminds me of TF2, actually, as far as sneaking up on snipers... and the sentinel has become my favorite class on one specific map in CTF, the one with the two ships and lots of fairly flat land in between. Easy to line up shots, even when aiming for enemies on the other ship.
« Last Edit: April 19, 2012, 03:19:17 am by Astral »
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Paul

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Re: Tribes:Ascend Beta
« Reply #343 on: April 20, 2012, 08:38:47 am »

Infiltrator is my favorite class. I've been playing it like 95% of my games ever since I first unlocked it before they even gave us spinfusers.

There is just something hilariously fun about slapping a sticky grenade to a pathfinder flying in to cap right after grabbing his flag off the flag stand seconds before he caps. He'll often see you grab the flag and jetpack way up firing at you, or just zoom away at high speed - but the sticky blows him up anyway. And the new Jackal is just evil. Sneak up on people and stick 3 to them while they aren't paying attention and boom. Same result as if I had ran up and stabbed them in the back (which I used to do all the time), yet I can do it at range, while they're moving, and even get multiple people with it. I'm not all that accurate with it when people are moving erratically yet, but when they're sitting still or running a straight line I can plug three to their backs easy.

The other day I was keeping the enemy gen down, and three guys ran into the gen room side by side down the hallway. I ran past them stealthed and started running along behind them. Fired three jackal sticky shots to the middle guy's back and immediately detonated. Boom, triple kill.
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de5me7

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Re: Tribes:Ascend Beta
« Reply #344 on: April 20, 2012, 12:56:53 pm »

just booted this up today. Quite fun, i sucked at tribes 2 but played it alot, i dont have much trouble getting kills in this game but im not precise enough to have a real impact on the game. Still given that the free classes have energy pack and spinfusor (what else would i need) its a good game for free imo. I just like skiing round trying to time my blue disks. If i play i long enough i might unlock some of the classes but i feel no compulsion to pay any cash. The base defenses seem far weaker than they were in tribes 2, but that might just be my imagination (generators are constantly going down). Also is the bomber in yet? favourite vehicle from the older game.
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