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Member
(06-01-2012, 05:39 PM)
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#902
Wait, so can or can't you get headshots with all bullet guns anymore? Felt like I got them all the time with the SMG before, then some patch came out and I just got another one after a couple of weeks. Thought that they had disabled them, and I've sprayed a lot of bullets since then so I find it unlikely that I'd get so few headshots.
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Member
(06-01-2012, 10:36 PM)
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#904
It's just nice how much playstyle variety is. I've happily rotated between Brute and Technician, buying a few things for each. Paid the $30 months ago to get in the beta, and I've still used less than half of my GP.
Recommendations for which class I focus on next? |
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Member
(06-01-2012, 10:55 PM)
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#905
Pathfinder ;)
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Member
(06-01-2012, 11:03 PM)
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#906
Depends on what you want to do and what game type. Soldier is a nice class in general due to its versatility. Raider is strong at dueling and attacking bases, and with the plasma is beastly indoors. Sentinel is your classic sniper and great for spotting and finishing off flag carriers.
Doombringer generally guards the flag or generator; his chaingun and high HP also makes him a force when faced with individual opponents. The Juggernaut can bombard the enemy base or sit back on defense and disrupt attackers. Infiltrator does what his name suggests, sneaking in and harassing enemies and disrupting their defenses. Pathfinder carries/chases flags and shoots people in the face with a shotgun. |
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sparkle this bitch
(06-04-2012, 05:09 AM)
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#908
If you like Tech, go with DMB. Another heavy defense class. You don't have to be good to help your team, just get Super Heavy perk and sit on the flag. So its not a bad class to play if you're still learning, but want to help the team. With Brute, I'd tried Raider. More of a fast version of them with better weaponry I think. If you want something different. Pathfinder or Sent.
Last edited by shintoki; 06-04-2012 at 05:24 AM.
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Member
(06-04-2012, 05:29 AM)
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#910
Yeah the rifle is likely more effective in more cases, but the shotty is fun to use for how absurdly powerful it is in close-range. It's a shotgun, so it should be (and should accordingly also be limited at a distance), but that thing is comically devastating against anyone in your vicinity.
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sparkle this bitch
(06-04-2012, 05:57 AM)
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#911
If it one shotted light classes. I'd consider using it, but damage does make up for the lack of range. |
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Member
(06-04-2012, 06:18 AM)
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#912
Every auto in the game is going to be much more effective in dueling situations than almost any other weapon, but the Pathfinder and Brute shotguns can be quite powerful as well, and fun to use to switch things up. And of course, anyone just starting with the Pathfinder won't have the rifle unlocked, and it's pretty expensive as well both XP and gold-wise. The shotgun till then is a good alternative weapon to use, and a solid finisher. |
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Member
(06-04-2012, 06:50 AM)
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#913
But it can be frustrating as hell if your team isn't willing to help you. Also, the mines are very, very helpful. Most of the points I get as DMB is from mine kills. And you need points to have an Inventory Station nearby. |
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Member
(06-06-2012, 05:43 AM)
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#917
Huge changes coming up. Not sure how I feel about them, but I'm cautiously optimistic that it will mean good things in the end.
I like the idea now of being able to build up XP and immediately upgrade a new weapon. Having to use a weapon to upgrade it would slow that down, though they're still providing an option to "max it out" for XP. We'll see how expensive that is... They do make a good argument though, that you'll be progressing on up to 7 items simultaneously. That'll be doubly helpful considering that they'll continue adding new weapons and other stuff, apparently. It also continues to reward you with unlocks if you're switching classes frequently. http://forum.hirezstudios.com/phpbb/...?f=234&t=73546
Quote:
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Member
(06-11-2012, 08:33 PM)
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#924
Patch seems interesting. Here's the nerf on autos:
- Increased damage fall-off on all SMGS. (That's a Nerf, damage is falling off faster). - On all automatics, the final upgrade that reduces reload time by 30% being reduced to 15%. - On all automatics, a minor decrease in clip size, varied depending on the weapon and slot. - On a few select automatics, a minor damage reduction (mainly around the Raider's Automatics as compared to Soldier's AR.) Still, the nature of autos versus explosive weapons gives them a natural advantage in a duel that can't really be overcome, outside of the Plasma Gun. This nerf may make a difference in various situations, but it the hands of players with good aim, I imagine autos will still be devastating as every fight will still be air-based. |
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Member
(06-11-2012, 08:38 PM)
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#925
Patch Preview video: http://www.youtube.com/watch?v=mfsmv8qizzE
Tribes PK announcement video: http://www.youtube.com/watch?v=L9I7xPcftqo
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sparkle this bitch
(06-12-2012, 02:16 AM)
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#928
Major Highlights
The system for upgrading weapons has been modified. Players will now automatically receive weapon upgrades as they play a particular weapon, without having to spend XP on the upgrade (allowing you to save your XP for other items). A progress bar on the weapon’s menu page will provide information as to when the next automatic upgrade occurs. If you are impatient and have excess XP, an option is still provided to immediately master an item using XP. Note that previously purchased upgrades are still owned. 27 new weapons have been added to the game, 3 for each class (details below). Two new Capture & Hold maps have been added (Tartarus and Sulfer). Weapon/Balance Items 27 New Weapon Variants have been added across all classes. Weapon Variants have new skins and slight statistical trade offs for the weapon they are a variant of. One weapon variant has been added for each free Primary, Secondary, and Belt item that comes with a class. Weapon variants are all unlocked between 4800xp - 18000xp. Exception: The Titan Launcher (a variant of the Saber Launcher) is a good bit more than a statistical change. NEW SLOT 2 PERK: The perk Lightweight has been added. Lightweight reduces your mass by 30%, creating stronger disk jumps, but more than triples the delay before health regeneration takes effect. This perk is intended for advanced chasers. Automatics, SMGs, and Pistols: Reduced reload time reduction upgrade from 30% to 15% on: Soldier’s Assault Rifle Pathfinder’s Light Assault Rifle Technician’s TCN4 Infiltrator’s Rhino Raider’s NJ4 SMG Raider’s NJ5 SMG Sentinel’s Falcon Auto-Pistol Increased damage fall off by 5% and brought closer the range at which falloff starts on: Infiltrator’s Rhino SMG Technician’s TCN4 SMG Raider’s NJ4 SMG Raider’s NJ5 SMG Increased damage fall off on Sentinel’s Falcon Auto-Pistol by 5%. Reduced clip size by 2 on Sentinel’s Falcon Auto-Pistol. Adjusted starting ammo pool. Reduced clip size by 3 on Pathfinder’s Light Assault Rifle. Adjusted starting ammo pool. Reduced clip size by 4 on Soldier’s Assault Rifle. Adjusted starting ammo pool. Reduced clip size by 6 on Infiltrator’s Rhino SMG. Adjusted starting ammo pool. Reduced clip size by 8 on Raider’s NJ4 SMG. Adjusted starting ammo. Reduced clip size by 6 on Raider’s NJ5 SMG. Adjusted starting ammo. Reduced damage by roughly 6% on Juggernaut’s X1 LMG. Reduced damage by roughly 7% on Infiltrator’s Rhino SMG. Reduced damage by roughly 6% on Raider’s NJ4 SMG. Reduced damage by roughly 7% on Sentinel’s Falcon Auto-Pistol. Decreased effectiveness of Raider’s Shield Pack. More energy is required to absorb each point of damage taken. Decreased detonation time by 26% and increased radius by 3% on Brute’s Gladiator. Increased falloff by 20% on Sentinel’s BXT1 Rifle (a nerf). If you die as the Sentinel class, you will now incur a 5s longer respawn time, regardless of what you are respawning as. This is a fix we are still actively working on, and is intended to be improved upon over time. Reduced the number of credits awarded for Generator Defense to 200. Increased credit reward for killing Shrikes to 700. Increased reward for emergency flag grabs to 500. Increased reward for flag defense to 300. Reduced damage on Raider’s EMP grenade by roughly 45%. Increased energy drain by roughly 113% (more than double). Mass reduction while enraged on the Rage Perk has been reduced from 35% to 10%. Heath granted at the start of Rage increased from 25% to 50%. Note that Rage, a slot 1 perk, can stack with the new Lightweight perk. Fixed an issue that was allowing players to flat impact walls at high speed, and instantly move 180 degrees in the opposite direction with no speed loss or damage taken. This allowed for some game breaking front-to-front routes, and created a number of other gameplay related issues. This fix will have a heavy effect on rock-bouncing, a skill and strategy emerging from competitive games. We built in some tolerances to this fix that allow free bouncing at certain angles, and bleed less speed depending on the angle of impact. We will continue to adjust as needed. Rock bouncing is a feature we love, but the bug needed to be fixed for other extreme cases that were not to the benefit of the game. Reduced inactive reload time from 5 to 3 seconds. Inactive reload time is how long it takes for a weapon to reload automatically when not in hand. Slightly increased the default pickup radius for all flags. Decreased by 20% the pickup radius bonus provided by the Reach Perk. Reduced the grace area for the spotting command. You now have to aim closer to the intended target to trigger spot. Additional Items The starting points in Team Deathmatch has been raised from 100 to 125. Fixed an issue in which Custom Servers were not sorting correctly in some cases.. /speclist (run from chat window) will list all spectators in a match (can be run by anyone). Music is auto-disabled when the in-game browser is open, and reenabled at the previous volume when it closes. Variety of map cleanups and bug fixes. Fixed an issue where the Rage perk overlay effect would not play if the player began regenerating health. |
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Member
(06-12-2012, 02:49 AM)
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#930
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Member
(06-12-2012, 06:48 AM)
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#931
Quote:
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Member
(06-12-2012, 07:27 AM)
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#933
The way it was, if you got someone down to low health around your base and died, you could almost instantly pop back in and finish the person off with one shot since he wouldn't have time to regenerate and you'd know his exact location. I've done so myself and it must've been extremely annoying.
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Member
(06-12-2012, 10:50 AM)
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#934
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Member
(06-12-2012, 11:28 AM)
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#935
Ive already added everyone (US East) who added themselves to the list.
Add me in-game and Ill add you: Brose And add yourself to the list! |
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Member
(06-12-2012, 03:48 PM)
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#938
Quote:
Can't wait to get home and try out the new patch! |
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Member
(06-12-2012, 03:58 PM)
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#939
Beh, the tech got crappy guns. :<
Really don't see the need for a longer repair range. The standard range is enough to make attackers choose between hitting you or the thing you're repairing since the splash won't take both, longer range isn't really needed. Unless someone is mortar spamming, in which case you won't be repairing anything anyway. Plus the lower repair rate makes it even more pointless than the standard in that scenario. The new SMG could be nice though, if a bit dull. |
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Member
(06-12-2012, 04:40 PM)
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#942
http://www.tribesascendwiki.com/Motion_Sensor |
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lil' bit tasty
(06-12-2012, 04:44 PM)
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#943
I also maxed out the thumper for my tcn, I love this thing so much. |
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Member
(06-12-2012, 05:01 PM)
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#944
Thumper is lots of fun, but it can be troublesome in more open maps. I'm going to try out the new, slower TCNG rifle. Keep in mind that if you place it on a Flag in CTF, experienced flag runners will likely spinfuzor your mine in an attempt to clear the flag for pickup. Also, when it detonates, if you're close enough it'll do damage to you as well.
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Member
(06-12-2012, 05:42 PM)
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#945
I'm intrigued by the new Raider SMG and its faster rate of fire. NJ4 isn't exactly slow so the new one must be quite spiffy. So far I've only tried the new TCN SMG and the Pathfinder's Dueling Spinfusor, the latter of which I like a lot. Gives Blue Plates that extra spark and should be particularly fun to use in Arena. I was surprised the Soldier didn't get a new fusor variant. The auto nerf is pretty amusing though since they seem to have also added in newer, better auto weapons. And the extended fractal grenade is just lol. Guess what the new hot weapon is at point A on Outskirts in C&H? |
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Member
(06-12-2012, 05:46 PM)
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#946
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Member
(06-12-2012, 05:52 PM)
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#947
Haha no, the "extended" part refers to the fact that the duration is actually longer. The "trade-off" is trivially less damage.
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sparkle this bitch
(06-12-2012, 06:04 PM)
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#948
I think this is a Temp solution, till an eventual forced spawn in base or something like that. |