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Heroes Community > Other Games Exist Too > Thread: Tribes: Ascend
Thread: Tribes: Ascend This thread is 27 pages long: 1 10 ... 14 15 16 17 18 ... 20 27 · «PREV / NEXT»
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Supreme Hero
I am. Thusly I am.
posted March 23, 2012 05:03 PM

Got kicked as well... it really is annoying at times. I just try to build up a solid friend list on there and join people I trust in finding decent games (like you) and then I can just free ride on your efforts!
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blizzardboy
blizzardboy


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Nerf Herder
posted March 23, 2012 05:58 PM

Oh ****. He's building a clan.

We have to stop The Sharemeinster somehow.
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Supreme Hero
I am. Thusly I am.
posted March 23, 2012 06:35 PM

Too late! I already have an army of noobs at my disposal! I will train them into ferocious killing machines of metal, jetpacks and explosives! MUHAHAHHAHA!
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Adrius
Adrius


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Stand and fight!
posted March 23, 2012 11:07 PM

I'm all out of rum but perhaps playing Tribes works without it... never tried this before but what the hell.

*goes online*
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Adrius
Adrius


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Stand and fight!
posted March 24, 2012 12:41 AM
Edited by Adrius at 00:46, 24 Mar 2012.

gReaper and Shad... so good that it's almost not funny anymore.

Basically rapes entire teams by themselves.
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Supreme Hero
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posted March 24, 2012 01:42 AM

Oh... That was just the stream of PUGsers coming in for a warmup. They then moved on to their PUGs, that I'm speccing now. Gonna join and get my ass kicked as well... should be fun!
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Supreme Hero
I am. Thusly I am.
posted March 24, 2012 05:21 PM

I'm getting seriously tired of sentinels! Now really, really annoyed. While it is frustrating that they two-shot any light class at any distance regardless of movementspeed isn't really the part that bugs me. It's a sniperclass. It should be good at sniping off targets, especially lights, since they're specialised for killing cappers. That's completely fine. Running into doombringers when you're trying to cap or infs when you're trying to repair the generator is annoying as snow too, and it's supposed to be like that. What bugs me is that they're so friggin good at other stuff too.
The claymore mines are passive. You place them, and you go take a coffee. This is important since that means they don't require much effort from your end. They do 700 damage, just like the dmb mines, but are rather easy to see, but since they are directed you can just hide them behind a corner, so they're basically the same, really. So they can do that just as well as a doombringer, even though that's the main defence I use as a doombringer. I use the forcefields to lure them into the mines.
The drop jammers are also passive, while gener dependant. This means that it can do the same thing as the jammer pack of the raider, but over a larger radius and passively, though gener dependant. Since jamming is mostly good for either getting close to the enemy base, or defend against infiltrators, it's only used to defend (or sometimes hide you from being spotted, but that hardly makes a difference). This means that you can hard counter infs passively, over a large radius and gener dependant. Now, the doombringer hard counters pathfinders as well, but they do it mostly actively (the forcefields and mines vanish quickly) and can only do it for small areas, while still being gener dependant (I need both forcefields and ammo stations).
The secondary weapon of the sentinel is either the nova launcher or the falcon. They both do very high damage in open terrain in medium to close ranges and both requires fairly sure aim, but the nova more so. The falcon is easily comparable to the TCN4 or Rhino in performance, while the nova is semiautomatic and fires highly accurate, high damage projectiles. 350 is a LOT of damage, and it has no fall off. I thought this was the substitute secondary for the brute (i.e. the combat oriented heavy), as it would be a viable option next to the autoshotgun. The nova launcher would be harder to aim, and with a bit less damage, but with superior range. Saying that the secondary for an out of combat light class would be very viable for a combat oriented heavy class just goes to show that it is a very powerful weapon. (I won't go into details about the falcon, but people are using it so it seems viable enough, and it has torn me to shreds more than once).

I realised just how much this annoyed me since I mostly play five classes: Infiltrator, pathfinder, jugger, soldier and doombringer. The reason I've compared with doombringer mostly, is since they're both defensive classes that are supposed to counter cappers you'll never really run into the enemies defence. As the other four classes I play, I do run into sentinels quite often, and as these four I usually feel I have an edge against any class. Jugger has firepower and with the quick draw it's really a flurry of explosives, the soldier is the same, but with superior mobility instead of health, the inf has his cloak and I can use it to outsmart my enemies and the pathfinder is simply to quick to be taken out. As all of these classes I can completely own anything, but a sentinel. If I run into a sentinel as any of these classes, I'm in for it big time. As a jugger I don't afraid of anything, except the occational brute, tank, shrike and sentinel. I'm supposed to be bit afraid of brutes, tanks and shrikes, but not sentinels. Am I?
Simply put, I'm fine with the sentinel eating me up as a pathfinder, and even as a midfield medium. Fine! But I should just shrug it off as a heavy, and I shouldn't have to be afraid of him just switching to his secondary and eat me up!

Now I've cooled off a bit! Jeesh, I'm taking this a bit too serious and I'm running out of time and have to leave soon, and yet I feel like I could keep on ranting about this for another half hour or so.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 24, 2012 06:53 PM
Edited by OmegaDestroyer at 18:54, 24 Mar 2012.

Yeah, it sucks a Sentinel can 2-shot most classes while a Juggernaut has to rely on 1 whole shot to kill most classes.
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Adrius
Adrius


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Stand and fight!
posted March 24, 2012 07:08 PM

I think you missed his point.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 24, 2012 08:13 PM

What, about the class being great at everything and dominating certain classes?

Just flavor-of-the-week hate right there.  
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blizzardboy
blizzardboy


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Nerf Herder
posted March 25, 2012 07:23 AM
Edited by blizzardboy at 07:25, 25 Mar 2012.

I think it's destiny that people are going to hate Sentinels. It's an annoying class. I mean, does anybody ever like snipers, ever? You're running along doing your thing and then all the sudden this streak shoots at you from the other side of the map and you take heavy damage. You can't do anything about it besides get on the bottom side of a hill or take a long journey for the Sentinel, which is probably a bad idea. I've been stuck in games where there's 3 or more of them on a side and I'll just leave and search for another one.

I'm not sure if there's a way to "fix" that without simply getting rid of a Sniper class, but yeah, at the very least they should be a weaker dueling class.
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Adrius
Adrius


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Stand and fight!
posted March 25, 2012 02:21 PM

If they were going to be made to be less annoying, the first thing you would need is a major map redesign.

Make good sniper spots take time to reach, so that being killed actually feels like a punishment for SENs.
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Supreme Hero
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posted March 25, 2012 06:35 PM

So, I'm back home and can actually finish my rant, instead of just leaving the material of my frustration. What annoys me isn't that there's a very powerful class, what annoys me is that a specialised out of combat class is so powerful, especially since it's a light class, and that there is so little time input compared to counter time required. Most of all a sniper should be comparable to the jugger, since they are both supposed to be able to take an elevated position and gain tremendous range, however, the jugger has a high time input. It takes a lot of time for a jugger to actually climb a mountain, since it's a heavy. It is then rather counterable with light and medium classes, which means that time input is greater than minumum counter time required. The jugger will often have an advantage in combat though, since it is a combat oriented heavy, but against most classes it will be a fairly even exchange, since it completely lacks mobility. Meanwhile, any light class will have trouble even approaching a sentinel, without taking substantial damage (except for an invisible inf, but that means that they become rather immobile) and even medium classes may have trouble. Since automatics are so strong against heavies in T:A (due to tracking being easy against immobile targets) out in the open. This means that the sentinel will be favoured against any target that is seen approaching, and if it's not seen it will be very slow, meaning that the counter time will be much larger than the input time. There are a few other classes where this is the case, most notably the doombringer and the technician, but both these classes lack the raw power, range and mobility of the sentinel and are both generdependant while not being able to passively counter the main gener atticking class; the infiltrator. At most they can delay an inf a bit, or they have to actively defend the gener (id est stay put in the basement).

As I see it, the sentinel requires little to no input time (on most maps, the sentinel will spawn in an ideal position), with the additional option of adding a bit more input time for passive defences, while also having the highest counter time required. The other two classes where this is even remotely true are both easily countered, have slightly higher input time, gener dependant, less mobile and rather weak in direct combat (both tech and dmb will have to choose wether to be strong in interior or in exterior combat. This is an issue since they will usually be involved in both (gener dependant, remember), while the sentinels weakness in interior combat is a lesser issue(both since it's not required from it, and since it's more mobile).
Now, I see this as a balance issue, but if anybody can provide for me a way to counter the sentinel with less or equal time of the sentinels' input time, I'd actually be much obliged, while, of course, considering counter duration (player time management, remember?).
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blizzardboy
blizzardboy


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Nerf Herder
posted March 26, 2012 04:11 AM
Edited by blizzardboy at 04:53, 26 Mar 2012.

You said it brother. The journey to engage a Sentinel that is shooting you is going to cost you more than it costs them, even if you do succeed in killing him. Not only because he's going to spawn again and be back in a good position almost instantaneously, but also because reaching him will probably just force you to engage other people anyway, and you'll be engaging them already wounded and distracted.

Although I do think you're failing to mention one obvious drawback to the Sentinel. Even the best Sentinels aren't going to be very well on their guard to their immediate surroundings compared to other classes, because of having to zoom and snipe. Yeah, you can take breaks and do a quick 360 degree check on your surroundings, but as fast paced as the game is, there will be plenty of opportunities to make an easy spinfusor-to-the-head shot at them if you're not the one being directly targeted by them. I'm sure we've all done that on several occasions: a sniper is occupied shooting away at somebody else, and so you get to enjoy slaughtering them like a boss. So while it might not be worth it for the person getting shot at to travel across the map and hunt the Sentinel down, remember that this is a team game, not a 1v1. The person being shot at doesn't need to be the person to take the sniper down. Also, hanging around in the same obvious places to snipe people can be a drawback because people will catch on to it and flush you out quicker. I mean on Crossfire I don't know how many times I've gotten free points just by duck-shooting snipers on those elevated pads behind the ship.

I'm not sure redesigning entire maps is the right answer. That sounds kind of exhausting just to try to limit a single class. Maybe there's some way that they can reduce a Sentinel's jet power (below that of other lights), that way they can't so quickly get into alternate positions. Those Sent rifles are more than twice the size of the weapons a PTH or Inf use, so you could say it's a drag on them in the same way that extra armoring would be.  
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 26, 2012 06:24 PM
Edited by OmegaDestroyer at 18:26, 26 Mar 2012.

Not sure if you know about the Cloak & Dagger update.  It looks like the Infiltrator is getting some fun new toys.
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Adrius
Adrius


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Stand and fight!
posted March 26, 2012 06:32 PM
Edited by Adrius at 18:38, 26 Mar 2012.

*Drools all over keyboard*

See, the game files spoke truth. All the weapons I spoke about are included.

FRICKING laser edged knives and ****! The Jackal looks badass!

I MUST HAVE IT ALL.

EDIT:

The skins have new melee animations...? That was a rather badass punch to the face there.

EDIT2:

Did I see 500 damage per shot on the Jackal? So that means 1500 damage if I detonate them all in the enemy's face?!

OH GOD THE TROLLING SHALL BE GLORIOUS.

With that much damage, replacing the stickies with the smoke grenade actually seems... viable.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 26, 2012 07:07 PM

The only problem I see with such an update, is soon people will start whining that the Infiltrator is overpowered which will mostly result in turrets being buffed or *gasp* the generator being made useful!
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The giant has awakened
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Wrath and raving I will not stop
You'll never take me down

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Adrius
Adrius


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Stand and fight!
posted March 26, 2012 09:07 PM
Edited by Adrius at 21:15, 26 Mar 2012.

That's a problem with all additions to the game... people whine about it until they've gotten used to it and learned to counter it.

I have no problem with the TCN for instance, despite it being the main subject of whining in the game. I don't expect to solo a skilled TCN with motion sensors placed out and ****, I call in support from allied RDR and JUGs who (hopefully) show up to help me clear it.
The Gen is the TCN's area, he's supposed to be at an advantage. He's a bit too easy to play though... which is why we have so many of them. I have no problem with his power, just the skill required to play him.

And Omega, the Gen IS useful. There are far more DMBs now than earlier, and Force Fields and Light Turrets are critical to defense.

Is it useful enough? Not sure... I would like it to have a much bigger impact, but also take much longer to heal. A TCN can bring back a lvl 4 Gen to full life in like, 15 seconds. This means that if you want to keep the Gen down for more than a few seconds, you'll have to have a constant presence in the enemy Gen, which is bad for the game (commonly known as Gen Partying).

I would like destroying the Gen to be a much more rewarding experience rather than something I can do 20 times in a single game as a chore.
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Adrius
Adrius


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Stand and fight!
posted March 26, 2012 09:18 PM
Edited by Adrius at 13:15, 27 Mar 2012.

Btw I sure hope the Jackal projectiles are removable by enemy fire... otherwise you can just fire 3 of them unto your flagbase and lay in wait... or even do it to the enemy flagbase for maximum lulz.

VFF. IS OUR BASE SECURE?
NO.
IS OUR BASE SECURE?
NO, THE JACKAL NADES ARE STILL THERE.
VGS.

EDIT:

Hahaha... ah watch the name of the INF player in the vid... "The Troll King" hahah... ah.

I think I like the Merc skin the most of these two... it looks tribishly (tribe...esly? Tribsly... nevermind) stylish. Hope they're not horribly overpriced.

EDIT2:

OMG IT'S HERE TODAY! YEEEAH!

Nice nice... wonder how that DMB forcefield fix will work out...

Prism Mines became harder to see... hmm... with mines + Jackal you might be able to make a pretty badass trapper.

Direct Hit damage reduced by 4% on the bolt launcher? Another goddamn token nerf just to shut us up. That changes nothing.

Quote:
The current match score, as well as individual player ranks, are now hidden from the scoreboard when players are at the Team Selection screen.

This... I like.
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Supreme Hero
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posted March 27, 2012 02:13 PM
Edited by Shares at 15:18, 27 Mar 2012.

I'll just go ahead and make another one of My Highlights! I've grown fond of doing them both to thoroughly look through the patch notes, think a bit and I know a lot of casual players that depends on me to keep them informed

Three new weapons (and some skins):
The jackal is an ARX Buster with remotely detonated with the reload button. This means you can only have three of them placed simultaneously. They do 500 damage each, and perhaps extra against armour. This allows for an inf to actually drop the stickies, in favour of the jackal, and use other belt items (see further notes).
The throwing knives do high damage (375 I think) and with rather high projectile speed. I initially think they are rather comparable with the nova launcher, but I will assume daggers won't bounce and that the fall off is significant and arcing projectiles. If the fall off or arcing isn't significant it'd just be a direct upgrade from the SN7, and I don't want that.
Smoke grenades allow you to instantly re-enter cloak. Since this has so many reasons I'll just allow your to figure it out, but it propably  rather difficult, but potent, belt item and may especially be used for quick escape. It also creates a shroud of smoke to hide you even more.

I clearly think the jackal is the most interesting and have great trolling potential! There's also a couple of new skins, but who cares?

"Adjusted visual style on Infiltrator's Prism Mines to be more in line with other mines and harder to detect at long range."
Great! Maybe people can even use them now! I for one has never run into one actually, since they are so easy to see and find, even when I don't expect them.

"Pathfinder's Bolt Launcher projectile now detonates after 6 seconds of flight, reduced to match that of the Heavy Bolt Launcher and Spinfusor type weapons.
Direct-hit damage bonus reduced by roughly 4% on Pathfinder's Bolt launcher.
Increased knock-back from Pathfinder's Light Spinfusor by approx. 10% (now matches the Bolt Launcher).
"
Well... these are rather small changes I think. The 6s detonation is hardly noticable with the heavy bolt launcher, and those bolts are friggin slow! The direct hit damage is reduced just a tiny bit, but it is significant, since it was previously at 910. A decrease of 4% will allow lights to withstand a direct hit (and note that it's just direct hits that are affected by the decrease). Regardless, it's still a very, very powerful weapon. The big change is the boost to the light spinfusor knock back, since this means that the spinfusor can be used for discjumping much more efficently than the bolt launcher... the impact nitros will still be vastly superior though, so I'm not sure this will change much at all. I'd like to see a slower fire rate as well, or shorter range.

"Increased damage fall-off on Sentinel's BXT1 Sniper Rifle. Falloff range is 33% more aggressive, and the maximum falloff amount was increased 5%."
Well... this makes the Phase rifle more viable, with lesser fall off than the BTX1, which would reduce the ammount of drop jamming sentinels, but this isn't really how I'd like to see the sentinel nerf go, but it is a start.

"The current match score, as well as individual player ranks, are now hidden from the scoreboard when players are at the Team Selection screen."
Aww! But I almost always pick the loosing team! But I see why they did this, and teamstacking has really been a problem in the PUBs, and this is a small change that will work in that general direction.

"Flag status (who is carrying the flag and timer until flag reset)."
This is great! This will allow for you to better choose your class in stand offs, both to better protect YOUR carrier or better attack theirs, or know if you should go get the flag for your team (i.e. if a medium or heavy is skiing around with it or a light is walking around with it in the base) and such! The timer is a small thing, and you soon picked up exactly how long it took anyways. It's a nice indicator for the carrier though, but with good communication this shouldn't be a problem to begin with.


All in all it's just like it usually is with the hi-rez patches; some of the balance changes the fans would like are done but to a lesser extent, a bit of new unlockables and some interface improvements. It's a good patch, and the balance is now a tiny bit better, but there's still a lot of balance issues that most of the fans are agreeing upon. I think Hi-Rez are just taking things slow to make sure what changes have what effects on the games played.

Oh! And a forecast!



EDIT: Tried the new weapons in target practise, just for some stats. Going to play a bit now.
The jackal does 480 damage vs armour, so a clip does 1440 and a sticky does 2880 (both with upgrades). So, if you plan on killing geners with the jackal it's very possible and won't take that much longer than with stickies, but you will have to have the looter perk anyways (Awww!). It is very possible to shoot stuff mid air with the jackal, if you time the detonation. Much, much easier than with the ARX. I'm going to love learning this weapon, though it feels like a straight upgrade from the stealthfusor, which is a bad.
Somehow you only seem to get two smoke grenades and they do 1 self damage (I assume it's 'cause you throw them at your foot, so that they are usable midair), which is a significant detail that they've left out.
The throwing knives is just a plain disappoinment. Not because they're bad, but because they are too good! They have really high projectile speed with a set 375 damage (no fall off) and good firing speed. This is a very, very powerful weapon, and I see NO reason what so ever to stick to the SN7, except that you might have to worry about ammo, but that's usually a small concern for your secondary weapon. It also has a small splash (~1m) that does a weak 100 damage, so that mostly means you'll damage yourself if you get to close, rather than it's another strength, but that close you should just strike them with melee regardless.
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