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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»
OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted February 08, 2012 11:38 PM

Reducing the amount of tech turrets has always been a bad idea.  Turrets are a joke right now.  They can be sniped from across the map, destroyed by a spinfusor, and are completely reliant on a generator only techs care about.  Nerfing them will only create more anger.  
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Adrius
Adrius


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Undefeatable Hero
Stand and fight!
posted February 08, 2012 11:49 PM

I dunno... I see so many "EFFING TURRETS" comments right now. Maybe just reduce their accuracy? I dunno. Reducing them to just 1 is a bit drastic I admit. I'm an Infiltrator without a Stealth Spinfusor right now so I can't hate them enough

Yeah maybe they just feel overpowered because people aren't really that tactical... they just rush in and get their heads blown off. A Mortar or Fractal can wreck a Tech's game pretty heavily.
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Adrius
Adrius


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Undefeatable Hero
Stand and fight!
posted February 09, 2012 12:44 PM
Edited by Adrius at 19:32, 14 Feb 2012.

New patch incoming.

Sounds pretty awesome. Looking forward to the skins.

Also we're kinda lonely in here . It's a fun game people and it's Free 2 Play. Try it out.

EDIT:

The Tribes: Ascend rap. Gotta go fast, Sandraker scum.

EDIT2:

*Play Infiltrator*
*Find 1 Technician*
*Sticky Grenade him while he repairs stuff*
*Escape into the shadows*
*Ignore everyone else and continue stickying the same Technician*
*Laugh maniacally as Technician rages at you in chat*
"**** YOU YOU ****ING ****HEAD!"
"B**** you just jealous of my Infiltrator swagger."

Troll level Hazama.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted February 14, 2012 07:30 PM

I used to do that a lot as an infiltrator.  The best part is when they realize they have been tagged.  
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Adrius
Adrius


Honorable
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Stand and fight!
posted February 14, 2012 07:34 PM

If I can't tag 'em directly I like throwing the sticky in the roof above them and then firing the SMG at them.

The most common reflex when getting shot at is simply to jetpack straight upward. And then boom.
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Supreme Hero
I am. Thusly I am.
posted February 19, 2012 08:32 PM

So, yeah... I've been playing this game for a while now, and made a short review of it elsewhere... as I then ran into Adrius I got reminded of this place where I spent so much time just a few years ago and decided to share some stuff with you guys. As there already was a thread I didn't have to make one.

Quote:
To start this review I'll just go through some terms and talk about modern shooters in general. Tribes is an arena team based competetive first person shooter. So, what do I mean by this? Arena based means that there will be two relatively equal teams, competing against eachother (team competetive), FPS. Arena based will also refer to the maps, that will usually have boundaries and being mirrored for both teams. This is to create as equal conditions for both teams as possible, leaving it a struggle of skill, teamwork tactics and strategy. Another example of arena team based gameplay would be soccer, starcraft or counter strike. The opposite of this would be scenariobased, where you play through a map of some sort, from finish to end. The teams will not be balanced or have the same conditions. Left 4 Dead would be an example of this, or any storybased game, such as Diablo.
Another term I will use a lot is hitscan. Hitscan is about projectile travel. Counterstrike for example is hitscan. If you are aiming at somebody and you shoot you will hit. There is no delay for the bullet to travel from your gun to the target, nor is there any downfall. An example of non-hitscan would be rocketlaunchers, that will usually fire a rocket which will travel from you to the target. When the rocket arrives the target will have had time to move, right? Hitscan will usually be easier than non-hitscan. Without hitscan it is suddenly a game of psychology as well; you have to predict where the enemy is going, and you have to guess where your enemy thinks you're going to avoid his attacks. Hitscan seems rather logical in a lot of modern shooters. Often based around real weapons, where a projectile velocity of a thousand metres a second wouldn't be impropable at all, your target will usually be rather close (less than a hundred metres) and movement speed being rather slow (usually running speed). You can skip the approximate math if you want; Let's say velocity is 1km/s, distance is 50m and the target is running 5m/s (usually the most difficuly circumstances you'll come upon in for example Counterstrike or Team Fortress 2). The travel time for the bullet would be 0.05s during which the target could move 0,25m. Seeing as a human would be a large target at that distance, and that the target might not be running i
So, onto modern shooters. They will usually be slow, heavy and down to earth. Look att BF3 or Modern Warfare 3. They are both mainly supposed to be multiplayer games, usually involving team based games (conquer bases, destroy target or the teams should, in total, earn some set ammount of points). Combat in these games are coverbased and usually close quarters. With rapid fire hitscan, assualt rifles with high damage and combat being close quarters you will kill an enemy almost instantly if you get the shot on him, right? It will end up being about attacking enemies from the right angle, finding cover and reflexes. There's a very simple reason for this. Console controllers are not precise enough to handle too difficult aiming or movement, and most modern shooters are made to sell on consoles, and then on PC secondary (maybe).
Now, finally, on to Tribes: Ascend. It's made for computers, it's free to play and it IS STILL IN BETA. Focus is on Capture the flag. So let me tell you about movement! First of there's the skiing mechanic; it turns friction off. Jumping down a steep hill without friction and you will build up a lot of speed. That will be your primary way of traversing the large, open and hilly maps. You'll find no boxes to hide behind when you're outside of the bases. Maybe the occational rock or tree. Speed is how you survive. The faster you go, the harder you are to hit 'cause, remember, it's not hitscan. To actually hit something you have to figure out where your target will be when you hit that potentional spot. To add to this you all have jetpacks to jump over hills (to retain momentum) as well as control you momentum. This is how you get the enemy flag. Try to walz in somewhere like you can in MW3 or BF3 and you will die. There's little cover, there will be people by their base and they will shoot at you. You've got to go fast.
So, there's a bunch of different classes with different strengths and weaknesses. They're well balanced, already, with dynamic to them and they're all crucial to the game. Step one is teamwork! Compose a decent team to defend your flag, being able to hunt it down if taken, attacking their base and taking their flag. Most weapons fire explosive rounds, the signet weapon of the Tribes series being the spinfusor; firing a single discuslike grenade that explodes on impact. Being close to people mean that it'll be easy to get hit, and being slow means you're an easy target. Inside there's plenty of close surfaces for things to explode on, there's short distance and nothing to build up your speed with. Being inside will make it easy to deal and take damage. Heavies are excellent here, having powerful weapons and lots of health will allow them to outgun most enemies.
The pathfinder being the fastest class i excellent for chasing or flaggrabbing. You can easily build up speed using their special packs and their light armour makes the jetpack very efficient. Doing the same with a heavy class is much, much harder since the jetpack cannot lift their heavy bodies as high and their heavy momentum makes it harder to make quick turns. The pathfinders low health, however, will make it very vurnerable. They have to have speed and be able to fly around freely.
Just pointing these two things out will allow most people to deduct that heavies can be used for defence, and pathfinders for easy flaggrabbing. With the variety of classes it is more dynamic than this, and that leaves you and your team to adapt to what the other team is doing. If they get few infiltrators, class mainly for close quarter combat with a stealth pack to make them invisible, a raider or two will be necessary for defence, since their jammer packs will reveal invisible enemies. Having a doombringer set up forcefields and mines around the base is also useful, but easily countered by artillery that will have to be taken out by a faster unit. Switching classes can be quite crucial during the course of a match and the matches ccan change severely and quickly. Keep an eye on what's going on, and use your team. If you see that your team has several infiltrators then another one will hardly be necessary. This game is dynamic. It's dynamic makes it hard. It being hard will force you to master. To master you have to be dynamic
I mentioned earlier that the game is free to play. You don't have to buy it and there's no subscription fee or anything. You can pay for stuff though. Ascend has a progressive career element with ingame benefits. As you start out you won't have all the classes nor all the unlockables and you will have no upgrades. Classes and unlockables (mostly weapons, perks and items) can be unlocked either by earning experience by playing, or by buying Tribes gold for real life money. Now, the classes are balanced, as are the unlockables, but still. In the essence of the game it is supposed to be played on equal conditions. The upgrades however can only be bought with experience which can only be earned through playing the game. You can however pay for a temporary boost, which will double your experience gain for some time. Now, while I do kind of oppose this, the game is of comercial level and quality, with a requirement for official servers and since selling an arena based FPS the conventional is impossible today, and we still want comercial level games, I do approve of experimenting and this is clearly an innovative and well thought out way of doing it. Besides, you can earn everything by playing. You can unlock all classes, unlockables and buy all upgrades without paying a single cent! Also, a lot of arena based shooters already have these career elements, and most people don't seem to mind.
I also don't mind since Hi-Rez Studious (the developers) really listen to the feed back of the community, and even though there seems to be a lot of rage about the game not being a direct clone of Tribes 2 (old fanboys who didn't get their old game remade) Hi-Rez have done an excellent work of balancing the old game with their new ideas. A worthy sequel with new and innovative content! All in all it's an excellent game that is fairly balanced (still beta, remember), already plenty of content (but not at all overwhelming), excellent difficulty curve and mechanic as well as being generally nice guys and, for being an FPS, having a wonderful community! If you have any interest in real computer FPS's then then you should try it out! It is free after all, and to get the beta you only have to sign up and you'll propably get a key within a few weeks or like them on facebook for instant access (this is what I meant with semi-open beta)! And yeah... maybe I am doing a bit of commercial for it, but the developers and the game deserve it... for now.
https://apps.facebook.com/betakeytribestest/contests/176920


Since that was written for people not actually playing the game I can go into details:

First off:
Technicians... I think they're fine. Maybe a bit too well rounded and you can never really have too many of them. That's mostly because people seem to be completely unable to handle the light turrets... which is odd, since they're kind of easy to kill off, negate or just avoid. Really the only thing that should have any trouble at all with them are pathfinders, and that's only if the base attack that's supposed to back up any flag grab let there be too many turrets by the flag.
Juggernauts: I agree with Adrius here. The mortars should have longer range, but they dominate interiors too much. Perhaps a compromise would be to reduce the splash radius, but increase the range... or simply give them an even larger spinfusor, with higher damage and slower firerate, allowing them to actually take out turrets with that, but making it weaker in closer quarters.
Doombringers: Mines are a wee bit too good. Mostly because a single doombringer can place up to four mines. Place the forcefields for crowd control and you can be sure that any grabber'll run into at least one mine, and dealing 700 damage they can almost kill a pathfinder, (unless they stay completely airbound the whole time). This may easily be adjusted by making the mines a bit more visable.
Snipers: I'd like to see a better way of handling them. Right now the only way is to climp those god damned hills and kill them off, but if the see you on the way they may just pick you off. It takes time and is hard to do for anything but an infiltrator, sentinel or raider. Then when you kill them they will usually respawn quickly and at a fairly ideal place. Usually a hill, a floating platform or in a tower. Not sure how to that though... perhaps if the juggers had longer range and the mortars were less visable or simply faster.
Raider: I'd like to see a more precise, explosive weapon. The launcher is too blunt, and the delay with the arx makes it increadibly hard to use/easy to dodge. Perhaps simply adding a thumper as a secondary weapon would do.
Infiltrators: Increased trolling abilities. Perhaps flashmines or something would be increadibly fun to see... or smoke grenades... or placed explosives which you can trigger yourself. I feel like there is quite some room for Hi-Rez to be intuitive here.
Soldier: Set the spinfusor as standard primary weapon. It's Tribes! The spinfusor is iconic and if there is any weapon one should start out with it's the spinfusor!

Then there's map balance. Some maps are increadibly easy as doombringar, while some are very hard. Arx novena most notably, as the range of the juggers can just barely reach it form any even remotely useful spot. The layout of the building makes it very easy to block the flag off almost completely with just two forcefields and two mines, since only two, narrow and straight, directions are available.
While on Drydock you'll struggle to close off even 90 degrees of the 360 degrees availabe, and the central cliff makes for an excellent sieging spot. Now I want you to understand me correctly. The doombringer is clearly the easiest class to play, but only easy to counter on some maps and extremely easy on some. I'd like it quite easy on all maps.
In general I like the maps though.

Also:
http://www.youtube.com/watch?v=6Q2EtUe1_NE

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 19, 2012 09:18 PM
Edited by Adrius at 21:26, 19 Feb 2012.

Was so damn surprised when I ran into ya ^^

Explosives that I can trigger myself? Sounds trollicious.

Put 'em on the gen in Arx Novena and when the TCNs jump up to repair it you make 'em go boom. Not sure if I'd want to sacrifice my stickies for it though... stickies are Inf primary weapon.

I'm having quite a fun time with Prisms though... Infiltrator defense is surprisingly viable. Especially since enemy Infs don't expect it... they decloak around certain "safe" corridors to regen and there I am.

...

What I want right now is the gen being more important. Sure, some people already siege the gen all the time, but that's more for kills than for actual usefulness.

I saw this post on the Hirez forums and just thought YEEAAAAH.

Quote:
Get rid of spawning in loadout.
destructible inventory stations.

Think this was how it was in earlier Tribes games. Spawn as bad soldier-esque class, need to use Inv. Stations to get loadout.

If the Gen is down... no specializations. It becomes a priority for everyone to retake their base.

I'd skip the destroying inventory stations though, too tedious.

EDIT:

Also, best TA gif:


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Supreme Hero
I am. Thusly I am.
posted February 19, 2012 10:19 PM

Yeah, I've thought about gener importance, but on the other hand Trbis is not about battling around indoors or in limited spaces. So firstly most gener rooms would have to revised. Bella omega might be good enough.
To make them more important one could simply make the turrets more important (either by making them better, or place them better(since they're mostly placed horribly)), add more generdepandant abilities (like light turrets or force fields of techs and doombringers) or add force fields like the ones in Bella Omega. Especially like it was before the latest update. There the gener was almost crucial, since it automatically cut of three out of five grabbing directions.
Also, the gener would be more important if there were more doombringers out there. Since I do play doombringer at times I know it's soOOOoo easy to defend on for example Arx Novena, but only as long as the gener is running.

But now I'm only speculating wildly.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 20, 2012 04:03 PM

*infiltrates gen room on Katabatic*
*sees 5 TCNs hugging and repairing the gen in some sort of massive enginner orgy, one of them carrying our flag (?!)*
*SPAAAAAAAM STICKIES... STICKIES FOR THE STICKY GOD!!*
*everyone blows up in massive confusion*
*Accolade updates keep coming unto my screen for 3 minutes. Flag defender and flag return and sticky kill and double kill and triple kill and quad kill and ultra kill and **** I don't even know*
*let out my most evil laugh ever and don't stop for 2 minutes*

Wow. Just wow.
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Supreme Hero
I am. Thusly I am.
posted February 21, 2012 03:12 AM

*realize enemy team is 5/8 tcn...
*tell team to go for flag...
*keep all five techs busy in gener room rest of game...

This game I also learned that there's nothing after Team Kill.
2 Double kill
3 Triple kill
4 Quatra kill
5 Ultra kill
6 Team kill
Then resets to double kill
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 22, 2012 05:02 PM
Edited by Adrius at 23:38, 22 Feb 2012.

New patch today and boy, fun stuff!

clicky

Like the sound of the utility pack for Soldiers... not sure what it does yet, but I hope it'll be something that makes the soldier more unique and not just a TCN without turrets.

Proximity grenades can likely help the soldier quite a bit with the chasing role too. Cool.

Hmm... doubt there's any place for a squishy Infiltrator like myself in the Arena gamemode... it'll likely be the Soldier's playground... best balance between speed and offence.
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Adrius
Adrius


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Undefeatable Hero
Stand and fight!
posted February 23, 2012 03:16 PM
Edited by Adrius at 15:17, 23 Feb 2012.

Shares, I am sad.

Please whisper sweet words of how Infiltrator takes skill to play.

So I can feel good about getting raped by everything on Temple and Omega redesign.

The Temple entrances are always mined and I can't remove them without de-cloaking, and even if I get into the gen-room its open design means I can get hit by sentry towers from all direction, meanwhile getting one-hitted by TCN thumpers.

Omega now has zero flanking opportunities. The Genroom is a cluster**** of mortar and fractal spamming that is next to impossible to avoid. Turrets in all directions. If I make ONE SHOT, I de-cloak and I am dead. I can't take cover outside because the base turrets can still shoot right through the roof unto my head.

Neither map have any corridors where I can hide and regenerate my energy and actually hit and run like I used to.

What do I do? I get so damn bored just keeping the flagbase clean... I really like infiltrating the gen-rooms but the combination of mines, turrets, mortar spam and lack of hidey-holes have reduced my role to feeding someone else's killstreak. I can't even go fast and cloak at the same time anymore
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Supreme Hero
I am. Thusly I am.
posted February 23, 2012 03:35 PM

Quote:
Hmm... doubt there's any place for a squishy Infiltrator like myself in the Arena gamemode... it'll likely be the Soldier's playground... best balance between speed and offence.


Yeah, I've been playing around with the soldier a bit recently and it's extremely versatile and I think it's unparalleled in 1v1 battles. Being able to use the spinfusor for speed twice and the tremendous ammount of energy you can have lets you be an excellent chaser as well, or simply to quickly climb those tall mountains and dispose of juggers. It's a bit harder to get those sentinels though, since you're screwed if they see you too soon.

The utility pack simply does a little of that and a little of this. Fully upgraded you get 10 energy(e-pack adds 35 when fully upgraded), an extra grenade, +100hp and +10% run speed.

AS for the new map I feel like it has potential. As for now it kind of renders juggers kind of useless, thus making doombringers extremely potent defenders, and with the gener-room so large and open it'll leave tech turrets and raiders weakened. It also leaves the artillery and fractals weakened since they wont cover the ENTIRE ROOM anymore.
This together with the fact that there are three turrets right by the flag, and the flag being, conveniently enough, placed inbetwixt a few pillars and a ceiling makes it very easy to cover it up as a doombringer.
This map simply begs for a completely new set of tactics, and I'm curious as to see how it plays out. I already have a few ideas to try out. Especially using the near infinite energy of upgraded soldiers.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 24, 2012 08:29 AM

Got an idea for an Infiltrator weapon...

EMP Cannon. Fires a projectile that drains the energy out of targets.

Does more damage to constructs, less damage to humans, but drains their energy as well.

Imagine fighting someone when suddenly an Infiltrator fires at your back and drains your energy, leaving you stranded on the ground as his ally rains fusor fire down on you.

Light deployables (including turrets) are one-shotted. Base Turrets get stunned by the blast.

More support role for Inf.
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Supreme Hero
I am. Thusly I am.
posted February 24, 2012 10:02 AM

Yeah, that could work... though that is a very potent weapon. Perhaps a bit too potent, but that's hard to say unless actually implemented. I've been thinking along the same lines, since the inf needs something more now. Mostly due to map balance.
Most of the generrooms needs to be remade. Most of them are easily dominated by juggers, or are simply just a large room. Corridors and almost labyrinthlike layout might be the way to go. Juggers will still be very powerful in clearing one hallway, but if there are more than one or two that might not be an issue. Raiders and infiltrators will retain their dominance due to their faster firerate and movement and will further increase the psychology behind the indoor fighting. Killing infiltrators should be about being a raider or about psychology. Not mindlessly spamming mortars around a corner.

/Uncreative rant.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 24, 2012 05:24 PM
Edited by Adrius at 17:46, 24 Feb 2012.





Also Shares at top of enemy team. Showing the internet that HC is boss.
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Supreme Hero
I am. Thusly I am.
posted February 24, 2012 05:33 PM

"Access forbidden"

"I run this s***"


Hmm... I can see that. But now, oh lord and saviour, can we see the screenshot?
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 24, 2012 05:35 PM

Picturepush is being turbo gay. Hang on.
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Supreme Hero
I am. Thusly I am.
posted February 24, 2012 05:37 PM

True, true... I've never seen a faster gay than picturepush.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 24, 2012 05:43 PM
Edited by Adrius at 17:44, 24 Feb 2012.

Visible now?

Was one of the more entertaining games of Tribes I've had. Awesome set of team-mates... good communication.
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