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Heroes Community > Other Games Exist Too > Thread: Tribes: Ascend
Thread: Tribes: Ascend This thread is 27 pages long: 1 10 ... 17 18 19 20 21 ... 27 · «PREV / NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted April 01, 2012 06:42 PM

I ended up in a game with the Yogscast a few days ago...

I only realized who they were afterwards but people were going crazy.

I was like "WHO IS HIM? IS HE LIKE OBAMA? AM I GOING TO BE ON TV? HI MUM."
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted April 01, 2012 07:35 PM
Edited by OmegaDestroyer at 19:38, 01 Apr 2012.

Unless people are talking about HIM from the movie "We Are the Strange"



or

Him from Powerpuff Girls:


saying "who is him?" makes people sound like they have some kind of learning disability.
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Adrius
Adrius


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Stand and fight!
posted April 01, 2012 07:39 PM
Edited by Adrius at 20:05, 01 Apr 2012.

K. Just reciting an old HC meme.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted April 01, 2012 10:26 PM

Just overreacting to a post because I don't have anything better to do with my time.
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Adrius
Adrius


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posted April 02, 2012 01:26 AM

Shares, now that you've played a bit of PUG...

How's the Flag defense/Gen defense ratio? Do pros care about the gen at all?
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Supreme Hero
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posted April 02, 2012 01:57 AM

Gens never went down, because of no attackers on them. A tech is too weak otherwise, so light turrets are out of the picture. Force fields are killed in a couple of shots, so they don't really matter. Base turrets are down all game long, so that's not an issue. The only thing important that's gener dependant would be drop jammers, but we didn't have any snipers, the sensors, that never got upgraded so that was out as well, and the vehicle station if somebody wants shrike.
So usually there's a flag defender and a few base defenders to take out disruptors and siegers. The attackers usually just go to clear the defence and a synchronised attack is really hard to deal with as adoombringer, not like the nicely queued pathfinders that neatly stacks up on your forcefields and mines.
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Adrius
Adrius


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posted April 02, 2012 02:03 AM

Hmm... figured as much.

I hope Hirez takes notes of pro play.

Btw, I'm really hoping we'll see a Defend & Destroy mode soon. Would likely be the funniest mode in PUBs at least.
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Supreme Hero
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posted April 02, 2012 02:21 AM

We may only hope. I wonder how the gener worked on Bella Omega and gow it works on Sunstar (haven't played it on PUGs yet), what with the forcefields and everything. Perhaps that is actually enough.
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Adrius
Adrius


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posted April 02, 2012 02:32 AM
Edited by Adrius at 02:34, 02 Apr 2012.

It's probably somewhat better on Sunstar... at least Gen wise, everything else sucks since it's just a TDM map gone CTF.

Some changes I think would make CTF better:

1. Forcefields on all base assets. Turrets and sensors cannot be destroyed unless the GEN is down.

2. Forcefields on flagbases as well. Add some roofs too. And elevate them, I want flags that are inside and high up!

3. Add the mobile generator pack that is in the gamefiles to the TCN. Let him set up secondary GENs that power assets and deployables within a small area. With increased generator importance, this will make the TCN very useful.

4. Make the gen tougher to take down, and let it take more time to repair. Two TCNs can repair a Mk 4 Gen in like 10 second ffs.

5. Make Tacticals/Orbitals much more expensive.

6. Free vehicles, but with a cooldown of a few minutes before you can gain a new one. When we have transports, this'll promote teamwork quite a lot and make the early game faster and more intense.
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Supreme Hero
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posted April 02, 2012 01:23 PM

And dmb force fields needs to be sturdier. It's just ridiculous that they go down from just a couple of shots from a pathfinder or that a sentinel can shoot them down in just a few seconds. This would also add to gener importance.
I also think more classes should have gener dependant packs, like my idea with the sentinel, and that upgrades on the base assets should be more important. Well... at least the turrets. It feels a bit remarkable that an MK4 turret is just as easy to outmaneuver as a an unupgraded turret, and the generator should be sturdier. An inf can take down MK4 gener in a matter of seconds and a tech can get it up just about as quickly (that goes for all assets, on the other hand.).
I don't think I like the idea of free vehicles with a cooldown (and certainly not on pubs). I like the idea of investing personal resources into different things. A cooldown may be appropriate anyways, but I like the credit system as well. Set starting credits to 2500 for every player (so that you can invest it in whatever you want. This also means that some things may get upgraded right in the beginning.), increase prices for strikes or at least some other nerf (gener dependant, team cooldowns, clearer warnings(alternetively only clearer warnings when sensors are up)).
On top of all that base force walls would be excellent! They've tested it on Sunstar and Bella Omega and I feel like it worked well on both of them (all things considered on Sunstar).
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Adrius
Adrius


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posted April 02, 2012 02:03 PM

Hmm... yeah... starting credits would be a more elegant solution.

Agreed on tougher forcefields as well.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted April 02, 2012 02:33 PM

Quote:
5. Make Tacticals/Orbitals much more expensive.


They need to ditch them entirely.  They are incredibly cheap.
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The giant has awakened
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You'll never take me down

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Supreme Hero
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posted April 02, 2012 02:47 PM

Well, at least tacticals. I have little problems with the Orbitals, provided they fix the collisions. Tacticals are just so quick! You can target at strike in a matter of just a couple of seconds and any player can get several of them during a match. An orbital, however, takes time to target, then there are several seconds before the strike even comes and they are expensive! The top score players will usually get to place one or two of them the entire match, and if the game goes on far enough there should be some stuff to turn it around. If the collision is fixed there ought to be little problem with it. As it is now orbitals are mostly effective only since you can't take cover. I've been killed by orbitals when I'm in the basement on Arx! Seriously! And on X-fire I die on the bottom floor all the time! How am I supposed to HoF when I get killed by an orbital no matter what I do? I can't hide, I can't stay, and I can't run away from it.
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Adrius
Adrius


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posted April 02, 2012 05:03 PM

Read a thread on the Hirez forum about how the company seems to be handling Tribes: Ascend the same way they did with Global Agenda...

What they did there was ignore the main problems in the gameplay, and simply continued releasing overpriced small DLCs now and then and rely on impulse-buyers for income. They'd then continue that way until the game dies off and then move on to a new project (Ascend in this case)

Hmm.
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Supreme Hero
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posted April 02, 2012 05:13 PM

I thought things like that was the general procedure with MMO's? T:A is already getting established in the competetive scene. Hopefully it won't end the same way.
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Supreme Hero
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posted April 03, 2012 03:37 AM

So I've been shriking a lot lately and I've grown to LOVE that feeling when there's suddenly five doombringers on the enemy team and they start calling you a "gay newb snow". Just played a game and had three doombringers in the midtower trying to shoot me down and two at their base... in an eight player team... and yet we kept loosing. The stench of team stacking was sickening, which made the insults even more hillarious!
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Adrius
Adrius


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posted April 04, 2012 05:36 PM

Sometimes I see lone Doombringers...

I position myself on the other side of their force field... and unloak and stare them right in the eye.

Now, they do one out of two things after a moment of being stunned by my infiltrator swagger.

They either start unloading bullets into their own forcefield, to which I simply laugh and cloak before he manages to kill it and I run away.

Or, he tries to run through his forcefield and get to me on the other side. In that case I cloak and run around to the other side of the force field and repeat the process. Stare him in the eye again.

It's ****ing hilarious I tell you.
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Supreme Hero
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posted April 05, 2012 12:27 AM
Edited by Shares at 00:30, 05 Apr 2012.

I know! I do it all the time as all classes! You know that you can just shoot them just as they pass through the forcfield, right? You get a full on hit and push them through to the other side again and can do it several times before the forcefield dies! Especially to HoFs on x-fire! There I can just shoot a disc at their precious forcefield and watch them run around looking for me, leaving the flag. Trolling as inf is just too much fun!

Which is another reason I use the crossbow as dmb. I get to kill infiltrators. The only thing that's funnier that trolling is countertrolling! See the inf reveal on the other side of the FF and while you can get a shot of with the chaingun before being pushed back it hardly helps... or you can just knife down your forcefield and shoot him. It's a bug I genuinely hope they don't remove. I should totally be able to get rid of my own forcefields and turrets.
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Adrius
Adrius


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Stand and fight!
posted April 05, 2012 11:21 PM
Edited by Adrius at 23:42, 05 Apr 2012.



Son of a...

Also... beautiful

EDIT:



Havoc model.

I wanna circle the enemy base with 4 Jugger-pals raining absolute death upon the sandrakers.

Or better yet... pack 4 SENs with me and be like a mobile sniper den and chase and rape anything that touches our flag.
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Adrius
Adrius


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Stand and fight!
posted April 06, 2012 10:18 PM

PAX east news...!

Quote:
A classic map returns… Raindance. Shipping first within the original Starsiege: Tribes in 1998, Raindance is a popular Tribes map and has been cited as one of the most influential multiplayer game maps of all time.
   And a brand new game-mode – Capture & Hold. Playable at PAX on the map Katabatic this new gametype showcases core Tribes features of speed, vehicles, objectives, and teamwork.


RAINDANCE!
RAINDANCE IN ASCEND!



LOOK AT DEM FIELDS...!
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