Tribes Ascend Released

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Windcaler

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Luca72 said:
And I have to believe you at least got a laugh when it happened.
Oh yes, I wasnt sure what was going on during the match since I got in at the late part of it but afterwards I contacted the guy and asked how he did it. I swear I laughed for a full five minutes when it sank in. He and I still play together once in awhile, when Im not doing team matches and he has lots of crazy strategies like that
 

NightHawk21

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The Crotch said:
Yeah, EMP grenades fly like wadded up balls of paper.

Fucking things still hurt, though.
Oh ya. Just a shame though cause I've missed so many kills where I had to reload, but the person is too far away to hit with a grenade. Do you know if the whiteout one fly normally, and if they do a reasonably amount of damage still.
 

Shadowcreed

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I've played a bit of it and as a former starsiege tribes and tribes vengeance player I have to say I'm a little disappointed. I find the sense of speed that you can get is lacking compared to older ones and I'm not a big fan of the regenerating health either, but I suppose that's a personal thing. I've always been a major fan of sniping in these kind of games because its pretty damn difficult to hit something at such speeds and range that you're able to get, but the sniper in Ascend is a dud. It's still quite tricky to hit with it, and when you do you get a miserable 300-500 damage off on it. Not only that but it forces you to to stay scoped for a few seconds before firing, else it's damage is near zero. I hope that other sniper you can unlock has some better capabilities than the default one, I haven't had a chance to unlock it yet. Also the headshot mechanic with snipers feels like a strap-on that does absolutely nothing but give you a sound conformation.
Yeah I'm sticking with Tribes: Vengeance for the time being. I enjoy the sniper in that game WAYY more than Ascend, also I very much miss the grappling hook in Ascend :(
I do like how Ascend gives you more viable weapons, the weapons in the originals were lacking and it ended up in everyone having a spinfusor anyway. Ascend seems promising but It lacks the feel that the other tribes games had. It feels so SLOW and ENCLOSED with the maps they currently have.
 

NightHawk21

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poiumty said:
Argh why didn't I make this thread first.

Been playing since beta, didn't get to level 10 though (if only I had known). I like playing doombringer on defense, and juggernaut on Drydock and Crossfire because fuck defense on those maps. Sometimes I play raider. Having a bunch of fun shelling enemy flag stands is pretty neat.

NightHawk21 said:
Oh ya. Just a shame though cause I've missed so many kills where I had to reload, but the person is too far away to hit with a grenade. Do you know if the whiteout one fly normally, and if they do a reasonably amount of damage still.
People don't know this, but you can test every weapon or class (even the ones you haven't unlocked) by using the Roam Map mode under Training.
Are you kidding me. That would've saved me a lot of money. Oh well no harm done thanks for the info :)
 

Terrible Opinions

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It's very short, actually. But being completely blind is completely blind, so if you time it with an incoming capper, I'm effectively removed from the fight.

Also, playing in the dark + suddenly bright white screen = the goggles do nothing.
 

Luca72

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I think most FPS vets are familiar with the horror of any type of flashbang grenade, but I've noticed that in Tribes if you have some room to move instead of running around like a maniac and getting headshotted, you can just jet off blindly and usually at least get away. I had this happen a few times where I came to about 100 feet away from where the action was happening.

Can anyone clarify a few things about the Infiltrators stealth for me? If I'm behind a wall, even destealthed, the enemy doesn't see an icon over my head, right? So by moving around objects you can effectively lose the enemy? And can they see you're icon no matter where you are when the radar is up? And what's the damage range for melee attacks? It seems inconsistent to me, and I can't imagine all the heavies in the generator room are running with Close Combat.
 

NightHawk21

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Luca72 said:
I think most FPS vets are familiar with the horror of any type of flashbang grenade, but I've noticed that in Tribes if you have some room to move instead of running around like a maniac and getting headshotted, you can just jet off blindly and usually at least get away. I had this happen a few times where I came to about 100 feet away from where the action was happening.

Can anyone clarify a few things about the Infiltrators stealth for me? If I'm behind a wall, even destealthed, the enemy doesn't see an icon over my head, right? So by moving around objects you can effectively lose the enemy? And can they see you're icon no matter where you are when the radar is up? And what's the damage range for melee attacks? It seems inconsistent to me, and I can't imagine all the heavies in the generator room are running with Close Combat.
I think if you're behind a wall you don't get seen since I usually hide in a corner without stealth when waiting for the enemy techs, and don't get seen until I pop out and hit them a few times. I think it also depends on if there radar is out. If its running and probably leveled I think you'll show. Can't help with melee, I can't figure it out. Seems like it does no damage when I do it so I just stick them with a grenade.
 

Terrible Opinions

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If the sensor is on and you're in range, it'll still ping you behind walls.

Melee is... difficult.

And it's hard for me to dodge whiteouts since I play goalie.
 

WoW Killer

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I've got that Quick Draw perk now, and I'm liking it a lot. I've got the first upgrade but the second will have to wait till tomorrow.

Now I don't know whether to save for the utility pack or get Safety Third first. I've also got the last two stages of the armour upgrades still to buy. It bugs me because the last upgrade is 12000 XP for +50 HP which might well be worth it, but the penultimate is 6000 XP for +5 Energy, which is balls. By the time I have enough for the both of them then I have enough for a perk, so I haven't got round to it yet :/
 

Berenzen

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NightHawk21 said:
The Crotch said:
Potential energy is a good perk for raiders who run with the shield pack, especially indoors. Some people use an ultra capacitor along with it. Or survivalist (get energy and health from ammo nuggets).

EDIT: And yeah, quick draw is a very good perk (to the point that a lot of people are hoping that it gets removed and everyone just gets increased weapon swaps and reloads across the board), and it works well for classes like the soldier and the brute.

For classes like the doombringer... not so much.
I don't think anything works for doombringer. That classes is really underpowered.
Super Heavy and Safety Third, then sit your fat ass on the flag, drop a force field in one oncoming direction, a bunch of mines around, and watch as pathfinder run into your face and die.If you have a sentinel, have them drop their claymore alongside your mines. Watch for high flyers and vehicles, use your Saber when they spot them.

If you're a sentinel, place yourself where enemies will be coming straight towards you. It's difficult to hit enemies flying at 200 sanics perpindicular to your position.

Raiders, you're built to destroy enemy defenses, go do that.

Infiltrators should go and blow up the enemy generator.

Techs are Gen defense, drop a light turrent in a corner, use thumper to kill the rest.

Pathfinders are flaggrabbers, with the right perks, discjumping, and a good slope, you can get up to 400 sanics.

Soldiers and Jugs are really mixed, they can be good at either base defense or base attack, depending on what's needed.

Brute are useless.

And because people are going to ask what a Sanic is, I'll leave this right here.

 

Luca72

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http://www.youtube.com/watch?v=c9C0W1380fw

That video tells me melee is worth figuring out if you're going to play infiltrator. I've gotten a few good kills in gen rooms with it, but a lot of the time I miss and then just hop around trying to cut them like a jackass.
 

NightHawk21

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Luca72 said:
http://www.youtube.com/watch?v=c9C0W1380fw

That video tells me melee is worth figuring out if you're going to play infiltrator. I've gotten a few good kills in gen rooms with it, but a lot of the time I miss and then just hop around trying to cut them like a jackass.
Ya that's the video I watched too, but he seems to do a lot more damage to the people. I usually have to hit a techy twice while he hits a heavy twice and they go down. At first I thought it was a perk that gives the backstab bonus, but even with that it still seems like there's something I'm missing.
 

NightHawk21

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The Crotch said:
You sure you have the final upgrade on close combat?
I don't, but even with it its a fifty percent upgrade so 1.5x damage, and I hit techies for about half health.
 

Terrible Opinions

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Final upgrade backstabs will one-shot non-heavies. Unsure on damage without the upgrades; doombringers get very few reasons to pull out the sword.
 

WoW Killer

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NightHawk21 said:
I don't, but even with it its a fifty percent upgrade so 1.5x damage, and I hit techies for about half health.
Correct me if I'm wrong, but only the last upgrade increases melee damage; the other upgrades reduce incoming melee damage.
 

NightHawk21

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WoW Killer said:
NightHawk21 said:
I don't, but even with it its a fifty percent upgrade so 1.5x damage, and I hit techies for about half health.
Correct me if I'm wrong, but only the last upgrade increases melee damage; the other upgrades reduce incoming melee damage.
No you're right. From memory I think the first 2 upgrades are reduce incoming by either 10% or 15% each and the last one is +50% backstab. I was just going off what I think the math would be.