Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Other Games Exist Too > Thread: Tribes: Ascend
Thread: Tribes: Ascend This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted April 26, 2012 12:20 AM
Edited by Shares at 00:27, 26 Apr 2012.

Large hitboxes? I'm not convinced.


I knew that the autos had larger hitboxes, and I knew that the chaingun and SN7 had even larger, but have slower projectile speed. Didn't know about the Falcon though. I actually used the SN7 a lot as inf, especially if I sided it with the spinfusor. It's great to have it around then.

EIDT: To make this post matter I can just add that I'd just like to see standardisations on projectile speeds. It's nice that they did it with the spinfusors, and that are only two speeds for "bullet" type weapons, but I'd like to just see spinfusor/thumper, bullet and hitscan (and then maybe a select few exceptions, like the grenade launcer and the mortars), and that the plasma could actually be put in any of those, but with damage and hitbox accordingly.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted April 26, 2012 12:41 AM

I find myself raging more than having fun with this game. Hirez simply doesn't want to deal with the core issues in the game it seems.

Gonna take a break for a few weeks I think... buy me something nice to play instead.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted April 26, 2012 01:03 AM

I feel you, bro. Felt the same last week, then I played a few hours with my pals and suddenly felt better. I'm not even that upset about the patch. I'm starting to expect utter imbalance after a major patch and actually, it wasn't THAT bad this time around. I haven't seen any 10/16 raider teams, as was the case with the inf, and even with several raider on the teams only half of them actually use the plasma. Seems most people just tried it and moved back on to their old stuff.
Regardless, we had a good run most of the time, and be sure to tell me when you get back to it, 'k?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted April 26, 2012 01:05 AM

Too early to tell if I can beat the addiction ^^

But yeah, I'll tell ya if I get back into it.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted April 26, 2012 04:39 AM

A step back is always helpful.  Time apart may reignite your passion for the game as well.  
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted April 28, 2012 01:02 PM
Edited by Adrius at 13:21, 28 Apr 2012.

Here's a reason why playing Infiltrator is ****ing awesome.

EDIT:

Holy shazbot.

Just... wow.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted April 30, 2012 07:45 PM
Edited by Adrius at 19:47, 30 Apr 2012.

Played a bit of Hasselhoff today... was fun.

Didn't see a single Plasma Gun. Seems like people just moved on after the nerf, weird.

Well the weapon just didn't suit the RDR at all really so... kinda natural I guess.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted April 30, 2012 09:00 PM

Wasn't used much even when it was called out as being broken. Saw four raiders in a team of 16 once, but apart from that time I never saw more than three in any team, and still a lot of the raiders were using the GL and the Arx. It's just not popular playing raider, and most raiders stick to their hard-to-use weapons.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted April 30, 2012 11:20 PM

JUG is the new PTH

Sure Drydock is the easiest map to cap on but still... awesome eh?
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted April 30, 2012 11:36 PM

But why a side-to-side from the lower end of the map? I've several times done 250 grabs with jugger and brute from the upper side, doing a front-to-back that people both have a harder time seeing and a harder time catching up with.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 01, 2012 02:12 AM
Edited by Adrius at 02:19, 01 May 2012.

Well that was an awesome way to reignite the Tribes love.

...seriously though something needs to be done about the Drop Jammer. It PASSIVELY locks down an entire class.

It should just beep when enemies are nearby. That would be enough.

Not just saying it cuz I'm an INF and... no actually that's the only reason.
INFs are the only way to beat that kinda standoff we had... enemy has our flag and keeps it in Genroom on Raindance...

Layers upon layers of defenses... base turrets and enemies covering outside... shields covering the entrance... mines in the hole... ANOTHER forcefield, and then light turrets everywhere + a JUG and DMB that spam at the entrance continously.

I got inside numerous times, no problem there... just need to time it... but when I get jammed inside there's nothing that can be done.

EDIT:

Also I think you've got a taste of just how much of a terrible duelist I am hahaha... I can't aim for **** with non-explosives. Ping forces me to adjust my aim like miles ahead of the target.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 02, 2012 12:22 PM
Edited by Adrius at 12:25, 02 May 2012.

Dream patch.

Weapons
- Reduced overall damage on all explosive weapons.
- Increased rate of fire on all spinfusor weaponry.
- Matched hitboxes with actual size of projectiles.
- Reduced damage of bullet weapons.
- Decreased mortar rate of fire to promote careful aiming and less spamming genroom entrances.
- Jackal rounds require sticking to something before they can be detonated.
- Jackal rate of fire decreased heavily to promote trapping and careful aiming.
- Saber Launcher lock on time reduced, damage increased.
- Motion Sensors have an arming time of 3 seconds.
- Sniper Rifles are now the only hitscans in the game.
- Weapon switch time reduced overall.
- TCN shotgun moved to primary and balanced accordingly.

Perks
- Quick Draw removed.
- Super Heavy now uses your own speed to calculate damage as well.

Deployables
- Replaced Drop Jammer with deployable radar.
- Force Fields are invincible, can only be destroyed when the GEN is down.
- Doubled Light Turret hitpoints.
- Light Turrets now use an aiming style similar to base turrets, and players can dodge at least some of the rounds by moving intelligently.

Movement
- Made jetpacks more efficient
- Gave all classes more energy.
- Made vector thrusting work at higher speed to allow dodging in midair.
- Increased discjumping acceleration from standstill.

Bases
- All base assets are shielded and cannot be harmed unless the GEN is down.
- Introduced flag shielding similar to Sunstar on all maps.
- GEN hitpoints increased substantially.
- Time required to repair GEN increased substantially as well.

Vehicles
- Grav Cycles can now strafe.

Maps
- Reintroduced the 2nd version of Bella Omega.

New Content
- Rocket Launcher secondary for DMB. Laser guided, hold fire button after firing to guide rocket, release fire button to let the rocket fly in the current path.
- Heavy Plasma Rifle primary for BRT. Less rate of fire than normal Plasma Rifle, way more damage.
- Missile Turret deployable for TCNs. Locks on and fires homing micro-missiles at incoming enemies.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted May 02, 2012 03:05 PM

That looks fun! Let's try that! First a set of general changes, then classwise.
EDIT: That was fun! And rather interesting... I should revise it tomorrow and also do it again in a few weeks and see what changes.

General
Increased damage for heavy weaponry (HSF, HBL).
Reduced fire rate of automatics (similar to the NJ5-B), make them burst fire or similar, thus promoting aiming instead of spamming. This would affect Falcon, Rhino, AR, TCN4, NJ4 and the LMG. The NJ5-B, Chaingun and LAR might see other nerfs if needed.
Bolt launchers have more damage than spinfusors, but downfall and very little splash. Direct hit damage should be huge, splash damage low (with small splash) and limited range. Also slower RoF.
Thumpers should have large splash, low damage and even more limited range (by severe falldown). Direct hit bonus shouldn't be that important.
Spinfusors should have decent splash and damage with a good direct hit bonus and longer range.
Stronger jetpacks and more XZ-axis control when jetting.
Energy set to 100 for all classes with the same energy regen. Mass difference, packs and weapons should be more than enough to adjust mobility.
Quicker weapon switching as if Quick Draw should be standard, but quick draw should allow for further bonuses.
Collision as if Super Heavy should be standard, but mass should be increased more by the Super Heavy Perk.
Bring back Bella Omega.

Pathfinder
Thrust pack is boosted for higher speeds. For speeds under 125 it's fine. Also making it change your trajectory more, allowing for quicker and better air control. This can be done by allowing smaller burst that drain less than 80 energy.
The slower and more precise BL would make the Explosive Nitron viable as a side equipment for the BL. A slight damage increase would make it viable as side equipment for the low damage LSF.

Sentinel
Drop Jammer and Energy pack are replaced with a Drop Recharger (granting a energy recharge bonus for nearby friendlies) and a (Light) Jammer Pack
Phase Rifle should be promoted somehow (BTX nerf or PR buff).
These changes would make the PR superior, but gener dependant(as you'd want the Drop Recharger recharge bonus).
Sentinel secondaries are replaced or nerfed for less powerful weapons. A shotgun might be fitting.

Infiltrator
Increase Jackal reload time by A LOT! Remove the band aid exception for early air burst. This would allow for airburst, but with long intervals, care with trap setting would be promoted, all the while the intended high burst damage wouldn't be affected, but the sustained DPS would be lowered. Increased damage for armoured might also be a good idea.
Buff the SN7 and/or nerf the knives. The knives are very powerful for a light secondary, while the SN7 is very weak, with very short range.
Remove the recloak delay for uncloaking, but increase it for other actions.

Soldier
Reduce the damage of the Plasma Gun to 400-450 and give it the soldier, or give it to the Doombringer. A heavy variant of it might be justified for the Doombringer though. Both could get one. Brute may be viable as well. If the doombringer gets a plasma gun, then the brute can have the chaingun.
Proximity nades should have damage and splash equal to the explosive nitron, making it a very, very powerful air-duel grenade, rather weak indoors and very mobile target. Also fix the detonation triggers.

Technician
Thumper has lowered RoF and direct hit damage is set to 700. Splash radius is increased slightly.
Shotgun primary may be viable.
Secondary turret variant may be viable.

Raider
Just fix the Arx will you? It's broken as snow as soon as you pass a certain skill level and it just ruins the class for me!

Jugger
Increased mortar range, increased damage and splash. Reduce bounciness and RoF, as well as making the projectiles more visible.
MKD is replaced with a thumper.
The Health Regen Pack (also) grants a slow, constant regen.
An improved visor pack implemented as a secondary pack. It will allow for more HUD data, such as distance measurements and trajectory indicator for the mortar.

Doombringer
Saber should lock faster and do more damage. To account for this the projectile speed could be reduce, or the projectile hitbox made larger.
Forcefield have increased durability in some way.
Secondary pack is a supergravity pack that will increase your mass by (for instance) 200% while active and make you fall faster (beware of fall damage). Drains energy quickly.
Frag nades buffed or replaced (worst nades in the game, in every way).
Needs an alternate secondary. Not necessarily a rocket launcher.


Brute secondaries are replaced or buffed for more powerful weapons (see how those two could go hand in hand).
If the Doombringer is given a (heavy) Plasma gun, the brute can have the chain gun.
Fractals should be more consistent.
HSP is improved.
Energy pack is replaced with a Heavy Energy Pack, which grants more energy.
Another idea might be a heavy utility pack, that grants 300 health, 10% run speed, +1 grenade, 20 energy. Maybe even in that order and with those values.
Brute also needs and alternate primary. Maybe the chaingun or a Heavy Plasma Gun. Alternatively the stickies can be improved and the primary can be an area control weapon. A flamethrower, for instance.

Vehicles
Havoc... 'nuff said about that vehicle.
Beo main cannon needs a nerf. As it is now it can easily defend the flag and siege the enemy flag stand from a position behind the own base on several maps. For the enemy offence to climb up there and destroy it themselves is rather unreasonable. Lowering the projectile speed would be one way, making it similar to the way a base turret fires (massive damage, huge splash and slow projectiles).
Shrike should have a slightly slower cruising speed, while having stronger burst jets (both up and forward). It should also be affected less by gravity and retain momentum better, allowing you to glide sideways. The main weapon should also be replaced with a more accuracy based weapon, maybe even a heavy auto, like a fast projectile gatling, making it more like an attack helicopter than a bomber. A reduced splash would also allow less skilled players to stay grounded to avoid most damage, as to make a decent shriker less dominant in the pubs, while still being a very skillbased vehicle with lots of potential in the right hands, even in PUGs and pro games.
Bikes should also retain more momentum, as to be able to glid sideways. Their projectiles could actually use a bit more splash and have a bit of projectile downfall to allow for arced shots. Making it a bit harder to use in a lot of circuamstances, but allowing a decent player to actually shoot at people under more circumstances. It should also have a bit more health and maybe not be considered armoured (it currently dies to two light spinfusor discs... same as a light turret or a light armour suit).


Other alternate ideas:
A more prevalent melee weapon, maybe even a primary. It has the same damage as the normal melee, but with a faster RoF and larger hitbox, being a large schwooping attack. Preferably on the pathfinder (because it would be awesome with the thrustpack) or the inf (because it fits). It could for example be a laser edged dai-katana (because it seems oddly fitting) with a 1300 damage, slow schwoop with a hitbox that covers 180 degrees around you with about 3 metres range (the normal melee seems to have about 1.5-2 metres).
Directed forcefield for doombringer. It would project a forcefield temporarily in front of the doombringer, following his movements and turning around with him (kind of like the shield gun in Unreal Tournament 2004). A hit to the forcefield will not knock back the doombringer nor drain health, but will instead drain energy or ammo, depending on wether it's a weapon or a pack. Could be a secondary, a primary (if a conventional secondary weapon is added) or a pack.
Shielded assets.
EMP launcher that drains energy from a target and may disable any electrical device (any asset or deployable) for a short time. Duration depends on the target (the generator should be down shorter than a light turret, for example). It would also bring down the shield for shielded assets and remove mapbased energy fields (like the one on Sunstar) for a short while. May or may not also deal damage to assets, deployables and vehicles, but only drains energy from players.
Make the EMP grenade an EMP grenade. Large splash, low damage and a short lasting aftereffect (like the white outs). It will drain all energy and remove regen for X seconds. Will also have the same effects as the EMP launcehr. As it is now the energy drain is just a convenient little bonus, but it's primarily a damage dealing grenade. The only time the energy drain matters is for infs and for shielded brutes/raiders with potential energy.
Alternate secondary rocket launcher for doombringer. Laser guided with fast projectiles, like the HL2 one, or like the saber, but you can always fire missiles and they will lock on instantly at anything you aim, but will "unlock" when you stop aiming at the target, but with slow projectiles (like the AVRIL in UT04).
Raindance gener room revised. A larger gener room would be preferable for me, but it is a classic map, added as a classic map and a lot of veteran fans consider it pretty much holy, so the changes should be as minimal as possible. For example moving the inventory stations outside would make a huge difference, as would a tiny (mansized) entrance in the roof. Make the building old and worn (it's been around for a while now and seen thousands of battles throughout the tribes-games, after all) and add a hole in the wall or the roof. That part of a wall fell sometime during all of these battles wouldn't be impossible... rather likely actually.
More mapbased energy fields, like on Bella Omega and Sunstar.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 03, 2012 12:58 AM

Quote:
Proximity nades should have damage and splash equal to the explosive nitron, making it a very, very powerful air-duel grenade, rather weak indoors and very mobile target. Also fix the detonation triggers.

I bought and upgraded those to max in some weird spontaneous Soldier rush I had. Couldn't get 'em to work properly at all... so yeah, I support that.

Quote:
An improved visor pack implemented as a secondary pack. It will allow for more HUD data, such as distance measurements and trajectory indicator for the mortar.

Not sure... sounds like something that would be considered as "noob equipment" for people who can't aim without extra help.

Not sure if I'd sacrifice a health regen pack for that.

Quote:
Secondary pack is a supergravity pack that will increase your mass by (for instance) 200% while active and make you fall faster (beware of fall damage). Drains energy quickly.

Super awesome idea.

Quote:
It could for example be a laser edged dai-katana (because it seems oddly fitting) with a 1300 damage, slow schwoop with a hitbox that covers 180 degrees around you with about 3 metres range (the normal melee seems to have about 1.5-2 metres).


____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted May 03, 2012 01:05 AM

Quote:
An improved visor pack implemented as a secondary pack. It will allow for more HUD data, such as distance measurements and trajectory indicator for the mortar.

Not sure... sounds like something that would be considered as "noob equipment" for people who can't aim without extra help.

Not sure if I'd sacrifice a health regen pack for that.


Yeah, but it kind of depends on how much the improved visor would show. If it targets people or show their markers earlier it can be very helpful. If it shows class, health and energy it can be very, very useful (especially energy for duels) and it could also more or less work as a personal radar, letting you see markers through hills, with distance marked out would mean that I could shoot people over hills for example.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 03, 2012 01:09 AM
Edited by Adrius at 01:12, 03 May 2012.

Would rather have that functionality worked into the default system instead

Like, just zooming in on a marker would automatically give you distance and class information.

Quick-zoom on **** to find out more about it.

EDIT:

In my earlier INF days with stickies and fusor I often used the marking system for the purpose of quickly finding out what weight class my enemy was. It meant a lot, like... 1 sticky kills lights... 1 sticky + fusor kills mediums... 2 stickies + fusor kills heavy

Nowadays I just jackal everything.

Anyway, getting that info through just zooming would've made me able to transmit less useless information to my allies, like "Heavy hostile spotted in enemy gen room", doesn't help anyone but me.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted May 03, 2012 02:17 AM

So I decided to get all nostalgic and stuff and changed my art tablet into mouse mode and started Tribes up... four minutes my hand was already hurting... Now I just wonder how I went on with just that for over six months. 40 minutes later I was starting to get MAs again and people calling me a hacker (always flattering) and my entire arm was vibrating with pain... good times.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 03, 2012 09:46 PM

Is it just me or can a TOO GOOD sniper just ruin an entire game?
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Shares
Shares


Supreme Hero
I am. Thusly I am.
posted May 03, 2012 10:00 PM

Nope, it's pretty much agreed upon among all players above a certain skill level.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 05, 2012 08:50 PM
Edited by Adrius at 21:36, 05 May 2012.

That server is always filled with high-ranked people. I kinda don't know any of them but whatever, usually turns into good games.

My only problem is the super-powerful JUGs on the server. They rip up absolutely everything with their machinegun, I can't do **** against them ^^

EDIT:

Brute getting love next? I dunno...
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0892 seconds