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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»
blizzardboy
blizzardboy


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Nerf Herder
posted February 25, 2012 12:55 AM
Edited by blizzardboy at 00:57, 25 Feb 2012.

I do for the most part. I played Planetside and Halo for awhile though, and went to some 12+ person Counterstrike LANS where'd we'd literally play all night and then go to a nearby restaurant to eat stacks of pancakes and kegs of energy drinks before playing more.

Word of caution: I sucked then also
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted February 25, 2012 01:38 AM

I bet you are still better than me.
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blizzardboy
blizzardboy


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Nerf Herder
posted February 25, 2012 04:55 AM
Edited by blizzardboy at 06:59, 25 Feb 2012.

*respawns*

*puts away the assault rifle and pulls out the thumber*

It's JUMP N' SHOOT time.

edit: I seem to have an intuitive grasp of managing my jet pack energy effectively and taking advantage of skiing when I can. Now I just need to hone my ability to hit the broad side of a barn. I occasionally get some nice hits with the thumper but I have yet to use the assault rifle even remotely effectively. The speed in the game makes it feel more like dogfighting with planes than actual ground combat. I have to lead my shots more.
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Adrius
Adrius


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Stand and fight!
posted February 25, 2012 01:32 PM
Edited by Adrius at 13:35, 25 Feb 2012.

You'll likely notice a sudden, extreme difficulty leap when you hit rank 6-8.

That's when you get moved up from the kiddie pool to the big boys' league.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted February 25, 2012 03:14 PM

I never found the higher ranks to be a problem.  Then again, I started playing when the closed beta was first released.  

Then again, I never really gave a flip about being the top of the leader board.


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blizzardboy
blizzardboy


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Nerf Herder
posted February 25, 2012 08:22 PM

I'm generally falling around middle to middle-bottom on the scoreboard. I can feel myself getting better. I'm saving up my EXP to unlock the Brute class so that I can be united with my weapon of destiny: the shotgun.
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Adrius
Adrius


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Stand and fight!
posted February 25, 2012 08:43 PM
Edited by Adrius at 20:47, 25 Feb 2012.

The Pathfinder has a very good shotgun as well.

The Brute shotgun is kinda outmatched by the Nova Colt. With it, you have the Heavy Spinfusor for close combat and the Nova Colt for long range and airborne enemies.

Light armored enemies in particular get absolutely mutilated by the Nova Colt. I don't see it in use very often which is quite weird.

Not many capable Brutes out there I guess... most just spam fractals

Been thinking of unlocking it myself... fun playing an offensive heavy that actually takes some skill to use.
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blizzardboy
blizzardboy


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posted February 25, 2012 09:44 PM
Edited by blizzardboy at 21:45, 25 Feb 2012.

It seemed like a good well-rounded class to break into. I have no idea how you're suppose to damage their base or anything (maybe that's only in Capture the Flag?) I've just been slugging it out in Deathmatch so far to build up my exp and get better working with the game physics.
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Adrius
Adrius


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posted February 25, 2012 09:51 PM
Edited by Adrius at 22:23, 25 Feb 2012.

Yeah, TDM is best in the beginning... it's more forgiving, nice place to get the initial skills.

Capture the flag is very different, and it's what the game is built around really.

The Brute's main signature is his very strong area-of-denial equipment.



Throw Disco Grenade into generator room and PARTY ALL NIGHT LONG.

EDIT:

Anyone else getting this bug where you suddenly can't type anything in the chat? Sometimes I can only use VGS.

Annoying.
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blizzardboy
blizzardboy


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Nerf Herder
posted February 25, 2012 11:32 PM

I occasionally have this bug where the server crashes. Neat stuff.
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Adrius
Adrius


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Stand and fight!
posted February 26, 2012 01:24 AM
Edited by Adrius at 01:26, 26 Feb 2012.

Playing a bit of Brute.

Feels weird not being able to smoothly cloak my way past all the turrets and **** ^^

Heavy Spinfusor has a very nice feel to it. A bit underpowered though, same strength as a TCN thumper it seems.

Never had any need to use the Auto Shotgun so far. I wouldn't purchase the class for that weapon alone, B-boy.

Feels EXTREMELY nice to just walk over the motion sensors I dreaded as an INF and just look the TCN straight in the eye and be like "CUTE TOY, B****!" and then spinfusor his face.
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Adrius
Adrius


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Stand and fight!
posted February 26, 2012 02:28 AM

Tribes Ascend guides for the interested.

General
Advanced
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blizzardboy
blizzardboy


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Undefeatable Hero
Nerf Herder
posted February 26, 2012 03:19 AM

Going straight for an 18000exp class is rough. I really hope the reason I started sucking big time is that I have no upgrades When I hit somebody with my thumper I take like 1/4th of their life away, and people bring me to half.
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Adrius
Adrius


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Stand and fight!
posted February 26, 2012 03:23 AM

Well the thumper is a secondary weapon, while you're probably being hit by a primary so...

None of the weapon upgrades affect damage against enemies btw.
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Shares
Shares


Supreme Hero
I am. Thusly I am.
posted February 26, 2012 09:17 AM

The thumper(comparing with spinfusor) has larger splash, higher projectile speed but lower damage and range as well as a dropping trajectory. It's easier to use the thumper at short ranges, but with the lower damage it's better if you can use the spinfusor.
Still really bugs me that the spinfusor isn't a starting weapon. The thumper is rather weak(low damage, very limited range) and the assault rifles requires consistent and very accurate aiming. Seems a bit rough for players just starting out.
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Adrius
Adrius


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Stand and fight!
posted February 26, 2012 02:37 PM
Edited by Adrius at 14:39, 26 Feb 2012.

*Flag gets bugged on Temple Ruins, enemy flag disappears permanently*
*Climb on top of the big rock in the middle and play Lion King for 20 minutes*

Had fun anyway. 4500 XP received for screaming SIIIIIMBAAAAAA.

Tried to organize a group photo with everyone in front of the volcano but the Butchers were too hostile.
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blizzardboy
blizzardboy


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Nerf Herder
posted February 27, 2012 03:51 AM
Edited by blizzardboy at 08:04, 27 Feb 2012.

I'm not sure if I'm going to stick with the game. It's fun but too hard imo. I'm pretty much stuck in the 50-60 percentile.

Some tips I've learned:

- Don't attempt to play like a Jedi Knight unless you are one. When I'm not impersonating James Bond and skiing as fast as possible while attempting to hit people in the head I can hit other people a lot better. Follow them to where they're about to land and shoot my heavy spinfusor. That means I get hit more also, but I'm tankier than the far more common Pathfinder class, so whatever, and either way it's better than zipping around missing nonstop.  

- Don't spar with people that are on the top of the scoreboard. Avoid.

- Fractal grenades are awesome.

- It's easier to hit somebody coming toward you than moving away from you.

- If a group of 3 or more are headed in your direction and you have your pants down, don't bother running away. You're ****ing dead. Try to do some damage before you die and you might get Assist credit if other people show up.

- For **** sake Bliz: don't switch to your automatic shotgun if your target is already airborn. Too much delay.


I thought a heavier class would be easier to play but I'm not sure about that. Less jet power means you've really got to make the most of what you got. You can afford to be somewhat wasteful with a light class.
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Adrius
Adrius


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Stand and fight!
posted February 27, 2012 08:17 AM
Edited by Adrius at 08:18, 27 Feb 2012.

Too hard? Well yeah Brute is a class that requires skill

You're not like the Doombringer that can just set up his forcefields and mines and watch lights get reduced to smear against his defences.

You're not like the Juggernaught that can just chug mortar round into bases and completely annihilate everything.

You've got a just slightly empowered Spinfusor and a grenade that got nerfed heavily.

Brute needs a Heavy Plasma Rifle. The only thing that the Brute has going for him that is unique right now are the Fractals, which is not enough imo.
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blizzardboy
blizzardboy


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Nerf Herder
posted February 27, 2012 08:33 AM
Edited by blizzardboy at 08:37, 27 Feb 2012.

At some point the 3 of us (4 if Omega the I-Bet-I-Suck-Even-More-Than-You-Do Technician joins) should play. I don't seem to get any lag even when I play on the Euro server. You'll just have to back me up so I can steal your kills and pretend to look good.

I'm prolly gonna switch to Capture the Flag tomorrow. I'll update this thread with my frustration and profanities.
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Shares
Shares


Supreme Hero
I am. Thusly I am.
posted February 27, 2012 11:57 AM

Shares' Guide to Doombringer and slight rant about balance and the metagame:

First off: Doombringer is a static defence class. He relies on his static defences and if you can't get them, don't bother playing. A nonupgraded Doombringer gets a grenade and a forcefield. An upgraded can get four mines and two forcefields. These are the things that really matter. The Doombringer is just anti-vehicle without them. Get the second forcefield and the mines. Just do it! Without these things he's a weak brute with only the saber launcher going for him, and the saber's circumstancial.

Purpose: The Doombringer relies on his forcefields. This means that he relies on the gener. This does not mean that he should be a dedicated generdefender. Juggers, raiders and techs can do it better, while raiders and techs can do other things as well. The Doombringer should watch the flag. The gener is a tool for this, not a purpose. The same thing could go for the base turrets. They help you defend the flag, but setting up a defence to protect a turret? Well... that's just a waste of defences for something that isn't necessary AND can be done better by somebody else.

Placement: You got the mines? I'll assume you can place two or three as well as the two forcefields. The forcefields are not be the main damage dealers. They are easily spotted, destroyed and avoided. Use this fact. By placing two forcefields you can most of the time deduct which way the flag grabbers can go. You know where? Put mines there. Don't put all the mines on the flag. One, at most. Why? mines are easily killed, and the flag is the most obvious place. Instead place that mine elsewhere and stand at the flag, blocking it. Most of the time the grabber will have to touch the ground while passing by. If you have a brain he will have to pass by either a mine, or a forcefield. If he can pick out your mine, then he can pass by safely. If he's going fast, then he'll (most likely) have one shot to take out that mine. If you're blocking the flag, he will waste that shot on you (you can take a punch... he can't). Now he'll have to either be very skilled or he will either run into at least one forcefield OR a mine. Most of the time a pathfinder won't be killed by this, but severely damaged. If he's a bit hurt before the grab or if you can get some extra damage done then he'll die. Worst case scenario is that you've hurt him badly (a single sentinel shot taking him out, a tech turret by the flag or made it easier for the chaser(s)).
In short: Use the forcefield to trick them into your mines. Try to block or absord damage with your body.

Now you might be thinking; "So all I do is stand there?" and the simple answer is yes. Or you're a grabber who's confused as how to counter this and then the simple answer is you don't. You see, T:A is a game mostly about team work and player management. If there's 20 players on two team and you, as a single player, can distract four of their players, then that's a win. Even if you keep on dying without getting any kills or doing any damage. Why? Because then it'll make the rest of the game a battle of 9 players against 6. However, T:A is also a fairly balanced game. Keeping 4 players distracted for more than a few moments is hard. Really hard. Now, this means that even if you can just keep one enemy busy for the entire game and keeping an even score with him, then you've evened out. If you can tip the scales just slightly it's a good thing.
The doombringer is a dedicated defender. He'll spend time preparing for an incoming grabber, he'll have time to think, place mines and fields and often have time to look around and spot the incoming grabber. If the grabber is reckless, you might even get a saber missile out, but I wouldn't count on it.
The incoming grabber will spend time on climbing hills, building speed and choosing angles. In essence it's a single player versus a single player, depending entirerly on skill, preperations and psychology. Now, both of these players have dedicated tasks, so don't expect to be able to easily counter them on your own. That would be an imbalance. A skilled grabber can fly over the flag, just gracing it, thus avoiding both forcefields and mines, leaving the spinfusor to move the doombringer out of the way. Is this easy? No. If you expected it to be, then you're playing the wrong game.

Now, the other counter is simpler. A dedicated defender versus a dedicated attacker should be an extremely skillbased struggle, as is with the Doombringer Vs Grabber, and the easy way of doing it isn't skill. The easy way is numbers. Get a jugger to lay a bit of siege on that base and the doombringer is fairly useless. It would take ages for the doombringer to go up a hill and pick of a jugger, and when it finally comes down to it, the jugger is better adapted for that 1v1 battle. The doombringer will have to have a buddy more adjusted for the task to do it (A soldier for example). Another attacker can swoop in, distract the doombringer and take out the mines for the grabber. An infiltrator can take out the gener and open up the forcefields for the grabber. See? Teamwork! Grabbers are required players. You cannot win a game without somebody trying to get the flag. You can win a game without chaser, defenders or attackers, so forcing a dedicated grabber doesn't count as player management... that'd happen regardless. If you do force a dedicated attacker, then you're balanced. If you force two dedicated attackers and still manage to damage a few grabs, then you're tipping the scales in favour of your team.
I've thought doombringer was an easy class. The simplest, maybe. But really, it's easily countered and rather weak at doing anything but defending a single point. If people are to stupid to realise this, then it's not imbalance, it's stupidity. I could be a tech that gets killed by an infiltrator ALL the time, then it's not because the infiltrator needs to be balanced. It just means you have to make it a battle of skill, teamwork or psychology. Countering infiltrators is all about psychology (or being a raider) and countering a doombringer is all about psychology(or being a jugger... or a raider... or a soldier... or a brute...).
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