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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 6 (7) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 ]
Adrius
Adrius


Honorable
Undefeatable Hero
Inkhornate
posted March 02, 2012 06:16 PM
Edited by Adrius at 18:23, 02 Mar 2012.

I share Infiltrator tips.

Playing Infiltrator is about psychology, you anticipate player's actions and use them to your advantage. The following tips are all about that.

Tip 1 - Rhino Rape
If you see someone repairing the gen and you carry the Rhino SMG and you have a good opportunity to attack him, start by firing at his head and then start firing slightly above his head.
99% of player you encounter will react to being shot at with jetpacking straight upwards, by teaching yourself to fire this way, you will make sure to inflict maximum damage. Just make sure the enemy has his back to you or you'll get wiped out.

Tip 2 - Hit and Run
Don't think you're able to finish off that heavy patrolling the gen in one move? Who cares! Just fire a few shots at him and retreat. Do this on everyone you see, the more people you have chasing you the better.
I've had 5 people trying to hunt me down furiously, that's a 1/5 man ratio, which means I'm currently worth 5 men on the battlefield. Because of the pure annoyance factor of the Infiltrator combined with his frailty, it'll make many players chase after him looking for revenge or easy kills. It's their loss.

Tip 3 - Don't trust the fleeing Infiltrator
Shoot a disc at the enemy and then run around a corner and place a sticky on the wall, turn around and prepare to finish the enemy off with the stealthfusor.
This works in 70% of the cases because the enemy really doesn't want to let a fleeing Infiltrator disappear again, they know he'll come back and throw a sticky in their back so it's best to finish him off immediately.

Tip 4 - Effective Generator Stickying
As an Inf, seeing a bunch of careless TCNs reparing the Gen is the best sight in the world. So how do we make the most of this treat?
Stickying them directly isn't always the best option, mostly because the effect is so visible for the one being stickied.
Personally I like throwing a sticky behind the Gen and then fire a fusor shot in front of the Gen as the people react to the Sticky, this'll push them towards the sticky and finish the enemy off. If you have a bit more time, you can throw a sticky in front of the generator instead of shooting, which is pretty much guaranteed to cause havoc.

Tip 5 - Annoying TCNs even more.
TCNs have obsessive-compulsive disorder, ALL OF THEM. If they see their turret has been damaged, they'll be all over that b**** and repairing it. They have a NEED to keep things tidy. So how do we use this sickness to maximum effect?
Well, you COULD finish off the gen immediately, or you could take out their TCNs as well! Throw one sticky at the Gen and then back off and wait for a TCN to come by. Since the Generator is only slightly damaged and no one is actively attacking it, he'll think it was damaged in a failed attack and that the enemy is dead. Now you finish off both the TCN and the Gen and get extra stickies from his corpse.

A similar trick can be used against their turrets by slightly damaging them and then backing off and waiting for the TCN to come and repair it. They WILL come and repair it, they cannot resist.

An even more effective TCN killer can be used by destroying one of their turrets and then go into hiding. The problem with stickying people is that smart players don't often stand still which can make aiming hard, but do you know where people always stand still? INVENTORY STATIONS!
Destroy the turrets and retreat, wait for the TCN to calm down and approach the Inventory Station to restock on Turrets and BAM! STICKY TO THE FACE! It's hilariously easy.

Tip 6 - Infiltrating the Flagbase
If your enemy has the flag and the Generator is down, it's probably time to move up to the flagbase and get ready. Clear the defences and wait, tell your cappers to go for the enemy flag and if they fail, E-Grab at the very last second as the capper comes at you, preferably combined with firing a Stealthfusor round at the enemy flagcarrier.
This will make you the insurance if your team's cappers fail at grabbing the flag. Sure you'll probably die, but those seconds you buy your team is very often enough to secure your flag.

Tip 7 - Even more TCN annoyance mwahahahah
TCN pilots are quite common, I use them myself. It's an ideal pilot class since you can retreat and repair your vehicle if it's damaged, and if you see an enemy approaching you can simply enter your vehicle and fire at them. However... you don't see an INF approaching...
Do you know how hilarious it is to sneak up on a TCN reparing his Beowulf, hijacking it and fire the cannon at his face? Try it, rage ensues.


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Supreme Hero
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posted March 02, 2012 07:16 PM

Another thing you can do is simply shoot heavies down the pits in several generrooms (at crossfire you can just push them off the ship... it takes quite a while to get back up... about the same time as respawning and flying back... especially if they happen to be out of energy when they land). It's propably the easiest way, but you don't get those precious ammo drops with stickies and energy in them.

Currently I'm trying to work out exactly how much damage a techie can take. A stickie doesn't kill a full health, fully upgraded techie, and placing stickies on people is dangerous, since they quite often panic into you (with your stickie), or just spam grenades and thumpers randomly. A couple of shots with the pistol and a melee slice seems to do it...

And most importantly: Remember why you're there! You're not there to get as many kills as possible. You're not even there to keep their generator down. You're there, to keep them on edge, to keep them afraid and to keep the defences low. If you can make the techies plant their turrets in the basement instead of by the flag, then that good. You're also there to keep them from capping. Reverse defence, I guess. Killing the carrier is super easy as inf, unless the go around skiing like crazy, and then you just get a sentinel or a doombringer to keep the air clear. If he's grounded, then you can kill him.
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Adrius
Adrius


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Inkhornate
posted March 02, 2012 08:15 PM

You stole my Shrike.

If I hadn't had this chat bug where I can't type anything I would've shazbotted the hell out of you ^^
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Supreme Hero
I am. Thusly I am.
posted March 03, 2012 04:45 AM

I've never gotten to steal a shrike before... Plenty of tanks, but shrikers just fly so far off that you rarely run into them. Now I saw you land just on the other side of a single hill and thought that it was certainly closer than going home and buying one... I did waste some time just standing under the shrike, letting you repair it a bit though, so I just might've made it back home.
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Adrius
Adrius


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Inkhornate
posted March 03, 2012 07:57 PM

The Infiltrator sucks

He can't do anything right.
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Supreme Hero
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posted March 04, 2012 08:10 AM
Edited by Shares at 08:16, 04 Mar 2012.

Well, he does manage to do the things he tries to here, but obviously he's doing a fastpaced, direct confrontation tactic and the infiltrator is, obviously, weak in this aspect. So even though he manages to disrupt the enemy defence, return flags and defend the flag it's mostly because his opponents are obviously inferior in raw skill (aiming, reflexes, movement etc.) and everything he did in the video could've been done more efficently and easier with soldier or raider, perhaps even pathfinder.
What I'm saying is simply that even though he manages to the damage he tries to do, he does it without really using the strengths of the class, and that he actually manages to do anything is quite lucky, so using a class that specialises in the skills he actually uses would've been more optimal.

EDIT: This is a bad thing because the infiltrator is the weakest in every aspect except for the invisibility (and that most classes get 3 grenades and the inf get 4 stickies, but that's rather minor). If you don't use the invisibility to you advantage you might as well just switch class.
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Adrius
Adrius


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Inkhornate
posted March 04, 2012 08:21 AM

Oh Shares, you so crazy.

The video is seething with sarcasm.

That Infiltrator is kicking godly amounts of ass.
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Supreme Hero
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posted March 04, 2012 08:39 AM

Oh yeah, he's playing very well. No doubt about that, but in most instances in that video he's not really using the strengths of the infiltrator per se. Look at the first kill at 0:28-0:40 for example. As I said, he does manage to take out that defence, but it's hardly due to the strengths of the infiltrator, but his skill as a player. He's open and exposed to several other players there, and if any single one of them would've been playing on par with him skillwise, he would've been dead. That he's not seen and killed at 0:43 is also rather lucky.
On the other hand there's some really delicious moments, like the Heavy engagement at 1:45 that would've had to be done in another fashion without invisibility... and lots of the flag defence is pure enjoyment to watch.
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Supreme Hero
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posted March 04, 2012 02:40 PM

Now, sometimes I think about stuff. When I do I often like to write it down, but that's for my own pleasure. Now, if they happen to be of interest of anybody else, then that's a bonus, but not really the goal. So I'll leave some random thoughts about T:A here. [This was a warning, if you didn't realise.]


Shaeress' guide to Player tasks

We all know about the classes and how they work. We know what they're good for and what're they're bad for. This isn't about that. This is about what you do with them. I'll start of with the three primary tasks.

Capper: The cappers job is to go get the enemy flag. Simple as that. While usually a pathfinder, infiltrators, raiders and soldiers make decent cappers as well.

Flag defenders: These guys are here to make the cappers job impossible. Notably a doombringer can do this very well, but other heavies, infiltrators and soldiers do a decent job as well. Actually, a well made defence WILL make it impossible for the capper.

Base attackers: These guys are here to do anything to disrupt the defence and make the cappers job possible again. Notably the juggernaut, raider, infiltrators, soldiers and brutes do this very well.

These are the three basic ones. Only the first is really required, and they can bu summed up as: Capping, defence and offence respectively. There are some secondary/subtasks as well. These are not secondary as in that they are not needed, they are secondary in that they do not need dedicated players. What's a dedicated player? It's a player with a dedicated task. A player that only performs one of the primary tasks. Ona can also argue that these are subtasks, since they may be involved in the primary ones. The secondary tasks are:

Chasers: The defence will surely fail at times, and when they do, the chasers will clean up their mess. They will cut kill off the enemy capper before the enemy can cap the flag. Most notably pathfinders and sentinels, but infiltrators and soldiers can do a decent job. (Argueably flag defenders, since they are trying to make it harder for the capper)

Escorts: Since cappers usually move through rather empty areas and thus the chasers, some players will go out and meet up with the capper and kill off or just stop the chasers and allow for the capper to carry the flag home. They may also pick up the flag and carry on if they fail and the capper dies. Sentinels and soldiers are excellent for this task, while pathfinders and infiltrators can do a great job as well. (argueably attackers, since they're trying to disrupt the "defenders")

Base roamers: These guys will mostly roam their base, picking off any base attackers, but will also move out and support in any other task. These will basically try and counter the base attackers, and since the attackers will usually try different approaches and at the very least be more than the roamers, the roamers have to be very flexible and able to cover a lot of space. Most notably soldiers and technicians can do this quite well, and raiders, brutes and infiltrators can do a decent job.


Now I'll bring up some problems I've seen, in relation to these. First off, there'll usually be too many cappers. One or two will do, and the other can join up as an escort. Chasers are rare, except for the occational capper that realises he's currently useless as well as the, often overstrained, sentinels. This results in a bunch of useless pathfinders that will try and roam the enemy base. While they usually do succeed (with some help from general attack), this off course means that their team will be under represented in all other areas. Thus their base will fall and it will end up being a chasing mission where both flags are out and running for long periods and as soon as they are returned they will be taken again... or they don't brake the defence and create a nifty little queue where they systematically run to their deaths(usually by running into turrets, mines and forcefields as well as trying to engage in combat with combat superior classes (ie any other class)).
This and the bad balance of roamers will usually end up making a match rather comparable with matches of six year olds playing football... Ehum! "soccer", with everybody running towards the ball at all times. While it is entertaining to watch a bunch of small kid running as fast as they can in walking speed, bumping into each other and constantly falling over when they miss the ball, it's all rather annoying since they were all granted grown up bodies and powerful weaponry. It all ends up with a few players running around and trying to clean up the messes. It's all rather frustrating after a while.

Well, there's not that much we can do about it, except communicating with the other players. However, this can be "solved" in a few ways. Something so simple as to put a little counter by the classes in the class selection screen. If you can see how many of each class you and the enemies have at the moment, then that might affect your spawing class. Surely the seventh pathfinder in a team of ten will get second thoughts or at least feel a hint of hesitation... and if you see that the enemy has four doombringer you might not pick to be the fifth technician in your team, and instead to be the first raider or juggernaut. It wouldn't really solve it, but it would raise a bit of thought. Another thing would be to make it even cheaper or even free to unlock a few classes or simple base the price on the number of players that have bought that class. I know that when I first unlocked a class I played that, and that alone, for quite some time(I did unlock scrambler though, so it's not like there was an overabundance). The latter one here isn't really an option though, since the gold and the boosters are there for income for Hi-Rez. Another simple thing would be to make the chat available during loading times. Most of the talking is done inbetween games, and extending this period would be both enjoyable as well as adding more communication.
Of course, ranked servers, or alike, would be optimal, but that's a large change and a huge project in many aspects.
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Adrius
Adrius


Honorable
Undefeatable Hero
Inkhornate
posted March 04, 2012 04:04 PM
Edited by Adrius at 16:05, 04 Mar 2012.

Yes... the kids' soccer match is a perfect analogy.

Of all these roles, I think Base Attack is the most underused. I don't like having to go JUG but many times I have to in order to mess up the base real properly when the other JUGs just want to play genrape.

I would like to add TCN Shrike chaser to the list of chasers as well. It's quickly becoming one of my more appreciated roles.

At my base, I'm usually out of sight from enemy DMB Sabers who like to camp their own flag, and anyone who isn't travelling REALLY fast will get hunt down.

The main trick of the Shrike imo, is to never fire from behind the enemy... you must fire from above and slightly ahead of the target. Turbo in front of the flagcarrier, turn down and aim ahead. It's an easy kill.

...

Had a game today where a DMB was taunting me for failing to kill the gen all the time.

I responded by saying that if it takes 3 men camping the gen + defensive deployables in order to stop me from killing it, then that means I'm worth 3 men on the battlefield and he can kill me as much as he wants. I don't think he understood what I meant, neither did the TCNs who had put all their turrets in there.
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Supreme Hero
I am. Thusly I am.
posted March 04, 2012 04:21 PM
Edited by Shares at 16:26, 04 Mar 2012.

Yeah, I left out vehicles completely, mostly because I saw them more as tools than roles. I did the same with turrets and the gener.

EDIT: I also got the sentinel today, and boy is it just as hard as I expected it to be. I'm not sure my tablet has enough DPI for me to master a point impact weapon and use it over long distances. It'll be fun regardless.

EDIT: Yeah... there seems to be some misconception that you're doing it right if you're earning points.
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Adrius
Adrius


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Undefeatable Hero
Inkhornate
posted March 04, 2012 04:32 PM

I have SEN unlocked as well.

Can't use it for **** with my preferred finger-tip grip + high DPI style...

Pretty useful for destroying base defenses though... snipe mines, turrets and force fields and stuff. You can do a lot of good work that way.

Funny how placing a Drop Jammer can actually makes you more visible since the Drop Jammer can be seen on the radar from far away haha.

Sentinels that are smart enough to place their jammer in their base are annoying as hell for INFs. "JAMMED BY ENEMY DROP JA-OH **** **** TURRETS **** THUMPER **** EVERYTHING"
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Supreme Hero
I am. Thusly I am.
posted March 04, 2012 04:38 PM
Edited by Shares at 19:48, 04 Mar 2012.

Yeah, the jammer is especially a bummer in crossfire, since they'll propably be standing on the ship anyway. Just two drop jammers can cover the entire ship and they're easily replaced and if you take out the sentinel he'll just spawn on a platform with an excellent over the ship where you've had five seconds of respawn time to kill the jammers off.
Besides, those claymores can really take you by surprise when you walk around a corner.

EDIT: Perhaps I should make a similar list of battle styles... hmm.

EDIT2: I just ran into the only thing I've been dreading... a pack of decent snipers, working in a team. Four or five of them. I tried many differenct approaches, but it didn't work at all. Played a couple of maps against them and still nothing. They set up camp together, in the normal sentinel fashion. Now, when people usually set up camp the soldier is best for the job. He can get anywhere quickly as well as being very, very potent in 1v1, but trying to even get close to their tower, or the ship on Crossfire, is rather hard as a medium, since they'll just kill you with a few shots on you, and they will get them. Thus I simply tried infiltrator, but with five snipers comes ten drop jammers so sure, you could get close to them, but then what? They were five to one, still had the upper ground and there were claymores everywhere. Sure, I got one or two every now and then, but there were more left and they always spawn closer to their buildings. Quite often in them, even. Already in position when I respawn in the other end of the map. As I tried raider it was a little easier, but several times they picked me off before I reached their tower. Then there was Crossfire, where trying to get close to them got impossible, as small turrets, thumpers and SMGs were added to the defence, along with the previous snipers, claymores and drop jammers. Trying to even touch their ship was a death sentance. So I went jugging and sure, I managed to fire a mortar... A mortar.

Now, in hindsight, I think there is a way to deal with it, and it's simply to attack the generator. It should work pretty well on all maps but Crossfire, but I'm still not sure what to do about it on crossfire, because really, my only idea is to go doombringer and just keep my flag safe... So... Uhm... any suggestions?
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Adrius
Adrius


Honorable
Undefeatable Hero
Inkhornate
posted March 04, 2012 07:57 PM
Edited by Adrius at 20:00, 04 Mar 2012.

Beowulf, immune to sniper fire.

Pilot TCN gets a 9750 HP Beowulf for 2000 credits.

Might be a fun idea
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Adrius
Adrius


Honorable
Undefeatable Hero
Inkhornate
posted March 04, 2012 08:05 PM

This page is deliciously red and black.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 04, 2012 08:42 PM

Here's some yellow for you.
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Supreme Hero
I am. Thusly I am.
posted March 04, 2012 09:10 PM
Edited by Shares at 21:12, 04 Mar 2012.

Yeah, a tank or two would propably put them of for a while. Silly me! I always forget about them tanks! They'd still always be in the right spot, but that's more of an issue with spawn locations and the sentinel on it's own, rather than an direct balance issue. Hmmm...

And thanks for the yellow... I guess. Or... you know? C-c-c-combo breaker!
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Adrius
Adrius


Honorable
Undefeatable Hero
Inkhornate
posted March 05, 2012 09:41 AM

Patch day.

Quote:
Sonic Punch, fully unlocked, creates a shock wave with each melee swing that pushes back nearby players, and can force a flag fumble.xxx.

So much... trolling potential.

Quote:
CTF Temple Ruins has been removed from the public queue pending technical and design improvements.
CTF Bella Omega has been removed from the public queue pending design improvements.

THE GODS LISTEN TO THE MORTALS.

PRAISE BE, HIREZ!

Quote:
Fixed an issue where Shrikes were taking double or more damage from light turrets.

Yay!

Quote:
Fixed an issue where the Infiltrator’s Stealth Spinfusor was not doing extra damage to armored.

Wait... so now I can perhaps one-shot turrets with fusor? Woohoo.
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 05, 2012 11:18 AM

Light turrets?  Are Shrike pilots so bad these days they get in range of tech turrets?
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Adrius
Adrius


Honorable
Undefeatable Hero
Inkhornate
posted March 05, 2012 11:57 AM
Edited by Adrius at 12:02, 05 Mar 2012.

Pro Shrike pilots get close to ground all the time to roadkill flagcappers.

...

I'm really excited about Sonic Punch... Infiltrator flag retrieving must be really awesome now. Punching flags out of people's hands when they think they're safe, eff yeah!
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