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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sat Mar 03, 2012 5:16 pm 
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So I finally played a few matches of this and did surprisingly well. Still gotta learn how to ski better though, I run out of energy too often. All those hours of playing TF2 seem to have helped me predict shots.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sat Mar 03, 2012 6:00 pm 
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You'll only get better with time.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sat Mar 03, 2012 11:17 pm 
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I have started playing as a sniper and technician a bit now. The movement of the players are really erratic which makes it difficult to get a shot in properly. Even with open line of sight. I've gotten pretty good with beam rifle though. And with some unlocks done to the technician I can be fairly effective there as well, but it is a difficult class to play.


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sun Mar 04, 2012 4:39 pm 
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Mete wrote:
So I finally played a few matches of this and did surprisingly well. Still gotta learn how to ski better though, I run out of energy too often. All those hours of playing TF2 seem to have helped me predict shots.


you're only pro if you get 10,000 sanics


gotta go fast

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sun Mar 04, 2012 5:20 pm 
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The tech is a difficult class to play sometimes, yeah, but it's important to remember to check what other classes your team has and fill a role if there is none. Like, if your team already has two Technicians, then you should see what else you can do besides repairing the base.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sun Mar 04, 2012 5:21 pm 
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Yeah, I know. But the turrets can be difficult to use.

I got a 20 000m headshot today with the beam rifle. Was pretty awesome.


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sun Mar 04, 2012 6:44 pm 
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If you ask me, Technician is one of the easiest classes in the game. You get automated defenses and half of your job consists of staring at base assets with the repair gun. You can be a good shot with the Thumper or SMG, of course, but it's far easier to get results as a new player when you're a Tech as opposed to most other classes.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Sun Mar 04, 2012 6:46 pm 
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Quite true, but you can be daisies effective in a defensive role if you know where to place the turrets and I don't :P


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Mon Mar 05, 2012 11:14 pm 
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It just got a big patch today. Two new perks were added and badges were added as well. Badges are basically achievements that earn additional XP for completing them.

On a crappy note. The techs turrets got buffed and the Infiltrator's cloak got nerfed. Specifically, the Tech turrets got a serious fire rate upgrade. The Infiltrator now has this delay thing, since people were exploiting constantly cloaking and decloaking to avoid turrets. I have to say that this sucks for the entire game overall, not just the Infiltrator. The Infiltrator needs that cloak to sneak into the generator room undetected. This cloak delay combined with the deadly turret buff means that Infiltrators cannot do their (loosely defined) jobs, and that makes it more difficult for the rest of the team to get past the enemy defenses and grab the flag.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Tue Mar 06, 2012 9:24 am 
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The Tech thing was not an intentional buff. They weren't supposed to gain any increase in damage output against players. The Infiltrator thing, at least as far as the patch notes read, was an extremely short-sighted "fix" to Infiltrators being able to pulse their Stealth Pack on and off to become undetected by turrets without paying for the constant energy drain associated with that.

The reference to it in the notes says "Fixed an issue where users were able to stay perpetually hidden from turrets by rapidly enabling and disabling stealth". It completely ignores the corollary "...by giving the Stealth Pack a 2.5 second cooldown when deactivated", implying that they're either pointlessly but intentionally trying to misinform their own beta testers, or this was simply the best solution they thought of and they didn't consider its impact in player-to-player interactions.

All you'd really have to do to fix this is give the Stealth Pack an initial energy cost and make it drain less energy. Let people turn it on and off as fast as they like - they'll run out faster than if they just left it on and the rest of us won't have to suffer for it.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Tue Mar 06, 2012 10:49 am 
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Yeah, that's a much better fix. Where on the Hi-Rez site do we talk about this? I could never find the forums.

How do you feel about the Infiltrators being half de-cloaked when going 173 km/h? I think it makes sense. If you're going THAT FAST, then people should at least be able to see your blur, right?

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Tue Mar 06, 2012 10:58 am 
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The Infiltrator cooldown is probably a quick and dirty fix. It will most likely take a bit of work to adjust the code to allow for an initial spending of energy. I think it will be fixed in the next patch.


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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Tue Mar 06, 2012 12:24 pm 
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BurntToShreds wrote:
Yeah, that's a much better fix. Where on the Hi-Rez site do we talk about this? I could never find the forums.

How do you feel about the Infiltrators being half de-cloaked when going 173 km/h? I think it makes sense. If you're going THAT FAST, then people should at least be able to see your blur, right?

http://forum.hirezstudios.com/phpbb/viewforum.php?f=313

Don't care about the speed cap. Yes, it's a band-aid fix to stealth capping, but 170 km/h is plenty fast enough to get into the enemy base. There are much more important issues surrounding the Infiltrator that have my attention like the long delay on throwing Sticky Grenades that makes them nearly impossible to hit people with, the baffling melee hit registration, and the Stealth Pack energy costs being so high that using your jetpack is made almost impossible, even though a lot of maps require jetting to navigate base exteriors.

As for the re-stealth cooldown, it daisies well better be fixed in the next patch. It's unbelievably short-sighted. I have to wonder if Hi-Rez did any internal testing at all here, because one would think that Light Turrets suddenly firing twice as fast and players being able to join teams regardless of how many players are already on them would be something that would get noticed pretty quickly.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Tue Mar 06, 2012 1:01 pm 
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They just announced that the turret fire rate was decreased and the ability to get onto a team with more players than another was removed. I also moved my post to the topic about the latest patch.

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 Post subject: Re: Tribes Ascend: GOTTA GO FAST
PostPosted: Fri Mar 09, 2012 1:20 pm 
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http://www.youtube.com/watch?v=pjyUy5f3VIw LLama Island Parody Trailer also Release date April 12, 2012

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