Tribes Ascend Released

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flaming_squirrel

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Luca72 said:
flaming_squirrel said:
Just downloaded it and it's asking me for permission to install 'prerequisite programs' which makes me want to press 'no' very quickly.

Anyone actually know what this is? Google failed me and anything with such poorly worded text boxes makes me suspicious.
It's a background installer for the updates. I haven't noticed anything on my pc eating up resources or causing problems since I installed them.
Ah I see, thanks. Why they worded it in such a poor way or didnt just use an alternative method makes me wonder, but oh well.
 

NightHawk21

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flaming_squirrel said:
Luca72 said:
flaming_squirrel said:
Just downloaded it and it's asking me for permission to install 'prerequisite programs' which makes me want to press 'no' very quickly.

Anyone actually know what this is? Google failed me and anything with such poorly worded text boxes makes me suspicious.
It's a background installer for the updates. I haven't noticed anything on my pc eating up resources or causing problems since I installed them.
Ah I see, thanks. Why they worded it in such a poor way or didnt just use an alternative method makes me wonder, but oh well.
I think it also comes with something for Direct X, but I could be wrong and that might be a difference game I installed not too long ago.
 

Windcaler

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Luca72 said:
The Crotch said:
As for the saber... it takes no skill to use, it's not much fun to go up against, and it never hits anything that wasn't going to die anyway. Hi-Rez said a while back that they were considering an anti-materiel projectile, essentially a heavier heavy bolt launcher, as a new secondary, but I'd really take anything.
Yeah, I was wondering about that. I've gotten missile locked a few times, and was ready to try to shoot the thing down, but it never came. How fast/dangerous are they? I watched a tutorial that made them look pretty brutal. And if it does come to shooting them down, how are you supposed to do that if you don't have an AR or pistol? Can you dodge and weave to avoid them?
You can use terrain to block the missle which is what I usually do. Ill just ski behind a mountain or building and it'll likely blow up. If the person gets a lock and fires it, if you dont use terrain or shoot them down they will catch up, when I first started playing pathfinder (back when it was the jumper) I would be going at crazy speeds and they would still catch me. Problem is most people know how to counter the sabre launcher now. That said, I agree the Doombringer needs something new, my suggestion is something like the fusion mortor but that fires straight. Kind of like an RPG
 

NightHawk21

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Windcaler said:
Luca72 said:
The Crotch said:
As for the saber... it takes no skill to use, it's not much fun to go up against, and it never hits anything that wasn't going to die anyway. Hi-Rez said a while back that they were considering an anti-materiel projectile, essentially a heavier heavy bolt launcher, as a new secondary, but I'd really take anything.
Yeah, I was wondering about that. I've gotten missile locked a few times, and was ready to try to shoot the thing down, but it never came. How fast/dangerous are they? I watched a tutorial that made them look pretty brutal. And if it does come to shooting them down, how are you supposed to do that if you don't have an AR or pistol? Can you dodge and weave to avoid them?
You can use terrain to block the missle which is what I usually do. Ill just ski behind a mountain or building and it'll likely blow up. If the person gets a lock and fires it, if you dont use terrain or shoot them down they will catch up, when I first started playing pathfinder (back when it was the jumper) I would be going at crazy speeds and they would still catch me. Problem is most people know how to counter the sabre launcher now. That said, I agree the Doombringer needs something new, my suggestion is something like the fusion mortor but that fires straight. Kind of like an RPG
Ya I got the doombringer cause he seemed fun, but he doesn't have a lot of kill potential. The chain gun is hard to use on moving enemies more than 20 feet away and the missile takes a long time to lock and is very easy to avoid. I think they should allow the missile to be fired without locking, either like an RPG than or with a javelin trajectory.
 

WoW Killer

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Isalan said:
Played a soldier for the first couple of days, mucking about in Team DM. Was ok, but then I found my happy place, nestled between some lovely jugs. Now I'm fusion mortaring the hell outta the whole map and lovin' it :) Saying that, really got too save for new secondary, having 2 explosive weapons when your being chased down in deathmatch is a pain the ass.

Gonna have to crack on and give CTF a try tomorrow. Anyone on the EU side feel free to add me, handle is Morninglord.
I'm in EU and I'm probably going to hate you :( Jugs seem to be my nemesis as a Soldier. If it's good terrain and they're in their initial loud-out I can often beat them, but if they have the LMG and they're slightly competent then I have no chance.

Anyways, I have about 15k right now, and I should be able to get to 18k tomorrow for a new perk. I'm very much tempted by Quick Draw, as I switch a lot between the Rifle and Thumper and there's been a great many times when I've been split seconds too late for a shot due to the switch. Is this a recommended perk for a Soldier or should I be looking at something else? I'm thinking maybe Safety Third for the primary eventually (I'll go for the utility pack before a second perk) since I'm going with the Frags and the increased AoE should tie in nicely. Sound good? Any pros commenting?

Captcha: smoking guns
 

NightHawk21

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WoW Killer said:
Isalan said:
Played a soldier for the first couple of days, mucking about in Team DM. Was ok, but then I found my happy place, nestled between some lovely jugs. Now I'm fusion mortaring the hell outta the whole map and lovin' it :) Saying that, really got too save for new secondary, having 2 explosive weapons when your being chased down in deathmatch is a pain the ass.

Gonna have to crack on and give CTF a try tomorrow. Anyone on the EU side feel free to add me, handle is Morninglord.
I'm in EU and I'm probably going to hate you :( Jugs seem to be my nemesis as a Soldier. If it's good terrain and they're in their initial loud-out I can often beat them, but if they have the LMG and they're slightly competent then I have no chance.

Anyways, I have about 15k right now, and I should be able to get to 18k tomorrow for a new perk. I'm very much tempted by Quick Draw, as I switch a lot between the Rifle and Thumper and there's been a great many times when I've been split seconds too late for a shot due to the switch. Is this a recommended perk for a Soldier or should I be looking at something else? I'm thinking maybe Safety Third for the primary eventually (I'll go for the utility pack before a second perk) since I'm going with the Frags and the increased AoE should tie in nicely. Sound good? Any pros commenting?

Captcha: smoking guns
I don't know much about perks, haven't really bought any yet, but I can say that the utility pack is essentially just a better version of the base pack. You get the same stuff and more by going utility (at least when its not upgraded yet).

Edit: Also I got the raider. That's a really fun class, but I'm not sure on perks for it so if anyone has any guides or suggestions I'm open to them.
 

Terrible Opinions

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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.
 

NightHawk21

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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.
 

Windcaler

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WoW Killer said:
Isalan said:
Played a soldier for the first couple of days, mucking about in Team DM. Was ok, but then I found my happy place, nestled between some lovely jugs. Now I'm fusion mortaring the hell outta the whole map and lovin' it :) Saying that, really got too save for new secondary, having 2 explosive weapons when your being chased down in deathmatch is a pain the ass.

Gonna have to crack on and give CTF a try tomorrow. Anyone on the EU side feel free to add me, handle is Morninglord.
I'm in EU and I'm probably going to hate you :( Jugs seem to be my nemesis as a Soldier. If it's good terrain and they're in their initial loud-out I can often beat them, but if they have the LMG and they're slightly competent then I have no chance.

Anyways, I have about 15k right now, and I should be able to get to 18k tomorrow for a new perk. I'm very much tempted by Quick Draw, as I switch a lot between the Rifle and Thumper and there's been a great many times when I've been split seconds too late for a shot due to the switch. Is this a recommended perk for a Soldier or should I be looking at something else? I'm thinking maybe Safety Third for the primary eventually (I'll go for the utility pack before a second perk) since I'm going with the Frags and the increased AoE should tie in nicely. Sound good? Any pros commenting?

Captcha: smoking guns
I wouldnt call myself a pro but for soldier I like setting myself up with the Spinfusor, eagle pistol, Utility pack, Ap grenades, Safety third primary perk, and survivalist secondary perk. This helps me fill a variety of roles and stay in the thick of a fight as long as Im killing people.

Quick draw for the soldier has its use but I think there are just better perks for them. For me, I rarely have to switch between weapons because my spinfusor usually finishes the guys off before I have to switch. If you're switching a lot then yeah it might be more useful then I consider it but again, I think there are better perks

The only classes Ive played (which is everything except brute and sentinal) where I think quick draw would be useful are Juggernaught and infiltrator but I would still pick other perks over it
 

Terrible Opinions

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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.
Looter or Safety Third for first perk using landmines as your belt item (the default grenades are godawful) and Super Heavy as your second perk (assuming you're doing flag defence, which 90% of doombringers do) to reduce how much enemies can knock you around and let you do damage with your body-blocks. Forcefields can be handy for flag defence, but don't really help you in fights, and get sniped easily on most maps. The heavy bolt launcher is usually used by indoor-focused doombringers (though I recommend it for flag defence on Crossfire because that stand is such a clusterfuck), but it's not a particularly good weapon. The saber is pretty crap, as I stated before. But the chain... it's less accurate than any other auto, sure, but good-golly-Miss-Molly does it tear things up. It's an exceptional anti-air weapon and can kill faster than most any other gun in the game.

So basically what I'm getting at is that doombringers have a great chaingun and some landmines and not much else. Those two things make them ideal stand defenders, but juggernauts are still top of the pile as far as the heavy classes go.

And then there are the poor, poor brutes...
 

Luca72

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The Crotch said:
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.
Looter or Safety Third for first perk using landmines as your belt item (the default grenades are godawful) and Super Heavy as your second perk (assuming you're doing flag defence, which 90% of doombringers do) to reduce how much enemies can knock you around and let you do damage with your body-blocks. Forcefields can be handy for flag defence, but don't really help you in fights, and get sniped easily on most maps. The heavy bolt launcher is usually used by indoor-focused doombringers (though I recommend it for flag defence on Crossfire because that stand is such a clusterfuck), but it's not a particularly good weapon. The saber is pretty crap, as I stated before. But the chain... it's less accurate than any other auto, sure, but good-golly-Miss-Molly does it tear things up. It's an exceptional anti-air weapon and can kill faster than most any other gun in the game.

So basically what I'm getting at is that doombringers have a great chaingun and some landmines and not much else. Those two things make them ideal stand defenders, but juggernauts are still top of the pile as far as the heavy classes go.

And then there are the poor, poor brutes...
The success level of Doombringers has been all over the map in my experience. I watched some Tribescast matches of more experienced players, and they almost always have a Doombringer playing "goalie", basically body-blocking the flag with Super Heavy and chain-gunning anyone who gets close.
 

Terrible Opinions

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Aye, "Heavy on Flag" it's called. My favourite thing to do in the game. Can be frustrating as hell if you don't have any mediums to support you, though.
 

Windcaler

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Luca72 said:
The Crotch said:
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.
Looter or Safety Third for first perk using landmines as your belt item (the default grenades are godawful) and Super Heavy as your second perk (assuming you're doing flag defence, which 90% of doombringers do) to reduce how much enemies can knock you around and let you do damage with your body-blocks. Forcefields can be handy for flag defence, but don't really help you in fights, and get sniped easily on most maps. The heavy bolt launcher is usually used by indoor-focused doombringers (though I recommend it for flag defence on Crossfire because that stand is such a clusterfuck), but it's not a particularly good weapon. The saber is pretty crap, as I stated before. But the chain... it's less accurate than any other auto, sure, but good-golly-Miss-Molly does it tear things up. It's an exceptional anti-air weapon and can kill faster than most any other gun in the game.

So basically what I'm getting at is that doombringers have a great chaingun and some landmines and not much else. Those two things make them ideal stand defenders, but juggernauts are still top of the pile as far as the heavy classes go.

And then there are the poor, poor brutes...
The success level of Doombringers has been all over the map in my experience. I watched some Tribescast matches of more experienced players, and they almost always have a Doombringer playing "goalie", basically body-blocking the flag with Super Heavy and chain-gunning anyone who gets close.
The problem with super heavy blocking is anyone can do it. I recall a match rather fondly where there was an infiltrator stealthing on the flag and who had super heavy. When I did my flag run I got hit with that major damage and died. Its a great tactic but any class can do it and I think thats really why dooms need some more going for them.

Although brutes are in a worse position right now
 

Terrible Opinions

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Windcaler said:
Luca72 said:
The Crotch said:
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.
Looter or Safety Third for first perk using landmines as your belt item (the default grenades are godawful) and Super Heavy as your second perk (assuming you're doing flag defence, which 90% of doombringers do) to reduce how much enemies can knock you around and let you do damage with your body-blocks. Forcefields can be handy for flag defence, but don't really help you in fights, and get sniped easily on most maps. The heavy bolt launcher is usually used by indoor-focused doombringers (though I recommend it for flag defence on Crossfire because that stand is such a clusterfuck), but it's not a particularly good weapon. The saber is pretty crap, as I stated before. But the chain... it's less accurate than any other auto, sure, but good-golly-Miss-Molly does it tear things up. It's an exceptional anti-air weapon and can kill faster than most any other gun in the game.

So basically what I'm getting at is that doombringers have a great chaingun and some landmines and not much else. Those two things make them ideal stand defenders, but juggernauts are still top of the pile as far as the heavy classes go.

And then there are the poor, poor brutes...
The success level of Doombringers has been all over the map in my experience. I watched some Tribescast matches of more experienced players, and they almost always have a Doombringer playing "goalie", basically body-blocking the flag with Super Heavy and chain-gunning anyone who gets close.
The problem with super heavy blocking is anyone can do it. I recall a match rather fondly where there was an infiltrator stealthing on the flag and who had super heavy. When I did my flag run I got hit with that major damage and died. Its a great tactic but any class can do it and I think thats really why dooms need some more going for them.

Although brutes are in a worse position right now
Super heavy infiltrators are a gimmick. Non-heavies don't have the HP or the weight to squat on the flag reliably (though I did once meet a soldier who was pretty good at flying body blocks), and if you're doing that, you might as well do it with an assload of landmines backing you up - hence the doombringer.
 

General BrEeZy

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NOTHING looked more fun than playing a Tribes game as I watched my friend play it years ago! So getting my computer amped up ASAP to run it when I get my computer!!
 

NightHawk21

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The Crotch said:
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.
Looter or Safety Third for first perk using landmines as your belt item (the default grenades are godawful) and Super Heavy as your second perk (assuming you're doing flag defence, which 90% of doombringers do) to reduce how much enemies can knock you around and let you do damage with your body-blocks. Forcefields can be handy for flag defence, but don't really help you in fights, and get sniped easily on most maps. The heavy bolt launcher is usually used by indoor-focused doombringers (though I recommend it for flag defence on Crossfire because that stand is such a clusterfuck), but it's not a particularly good weapon. The saber is pretty crap, as I stated before. But the chain... it's less accurate than any other auto, sure, but good-golly-Miss-Molly does it tear things up. It's an exceptional anti-air weapon and can kill faster than most any other gun in the game.

So basically what I'm getting at is that doombringers have a great chaingun and some landmines and not much else. Those two things make them ideal stand defenders, but juggernauts are still top of the pile as far as the heavy classes go.

And then there are the poor, poor brutes...
Ya the chain is a super weapon, and you don't have to reload it for quite a while even if you're just holding the trigger. The problem is hitting someone with it (least for me). The fact that these guns aren't hitscan is gonna take some getting used to. It just feels weird with there auto projectile weapons, probably because I'm used to explosives not being hitscan, but any weapon that used standard bullets was always faster than the player.
 

NightHawk21

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I'm thinking about buying a perk for the raider (can't remember the name, but it reduces self AoE damage), and the final upgrade protects from self emp and whiteout. Does anyone know if that includes the damage from the EMP or only the energy drain portion?
 

Terrible Opinions

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It reduces the damage from EMPs just as it reduces the damage from all self-explosions, but it only negates the energy drain.

EMP grenades aren't really EMP grenades, anyway. They're more like "this grenade is going to fucking kill you, and if it doesn't, you'll be down a little bit of energy, too" grenades.
 

NightHawk21

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The Crotch said:
It reduces the damage from EMPs just as it reduces the damage from all self-explosions, but it only negates the energy drain.

EMP grenades aren't really EMP grenades, anyway. They're more like "this grenade is going to fucking kill you, and if it doesn't, you'll be down a little bit of energy, too" grenades.
Ya, shame it won't completely negating damage cause then clearing out rooms would be a breeze. Also I don't know if its me, but its seems like you can't throw them more than 3 feet, while every other grenade flies in a normal arch.