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Ongoing Collection of Data on T:A

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 Ongoing Collection of Data on T:A 
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rock187


Joined: Tue Feb 17, 2009 9:07 pm
Posts: 12
Post Re: Ongoing Collection of Data on T:A
I also agree that the descriptions are very lack-luster at this point and left me in the dark about a lot of in game content until i tried it all out for myself. This wont be a big problem for us VIPers who can try a lot of classes out, but for those who are trying to decide on which classes to purchase next it can be kind of stressful.


Wed Nov 30, 2011 9:47 am
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CupMcCakers


Joined: Sat Aug 27, 2011 2:14 am
Posts: 58
Post Re: Ongoing Collection of Data on T:A
I think the above post hits the nail on the head. Each class should have a detailed description of the various roles they can fill, loudout, each weapons purpose, etc etc
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Sun Dec 04, 2011 6:44 pm
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DirtyElGringo


Joined: Wed Nov 23, 2011 9:47 am
Posts: 30
Post Re: Ongoing Collection of Data on T:A
What motivates humans:

http://www.youtube.com/watch?v=u6XAPnuFjJc

Explains why hitscan weapons are ultimately counterproductive to the enjoyment of the game - there's nothing to "master" with them.


Wed Dec 07, 2011 7:20 am
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dillbark1
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Joined: Sun Jun 12, 2011 4:38 am
Posts: 601
Post Re: Ongoing Collection of Data on T:A
DirtyElGringo wrote:
What motivates humans:

http://www.youtube.com/watch?v=u6XAPnuFjJc

Explains why hitscan weapons are ultimately counterproductive to the enjoyment of the game - there's nothing to "master" with them.




This Really explains what happens when hitscan rifles are introduced....Enjoy :)

http://www.youtube.com/watch?v=LupPoAxiwbI
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Wed Dec 07, 2011 7:45 am
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oSpace


Joined: Sat Dec 10, 2011 10:48 pm
Posts: 43
Location: NJ
Post Re: Ongoing Collection of Data on T:A
remove all hitscan.


Sat Dec 10, 2011 11:55 pm
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Jalexalen
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Joined: Mon Sep 20, 2010 10:48 pm
Posts: 30
Post Re: Ongoing Collection of Data on T:A
RedShifter wrote:
Tribes is an apt title for a series where the players get kicked off their land and replaced with settlers from the Xbox 360 continent. When do Tribes vets get their casinos?


This sums everything up nicely, thank you

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Wed Dec 21, 2011 1:25 am
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CruciformSWORD


Joined: Thu Dec 01, 2011 12:22 am
Posts: 32
Post Re: Ongoing Collection of Data on T:A
I like the list although I wouldn't mind more data concerning base damage values for everything (i.e. damage if the person is standing at the point of impact via blue plate/airmail despite the fact that this'll chage with patching). *Also* the thing missing from this thread is data on upgrading base assets. I apologize if this is listed in another thread but due to the topic of this thread I believe it belongs here. Is there any data out concerning turret's/generator's/sensor's stat changes via upgrade? Does a generator upgrade only increase the hp of the generator, or does it also increase the cap of powered deployables at the base? Does the turret receive a boost in dmg, hp and range? Does sensor receive a boost in hp and range? :?:

From what I recall, the sensor was strictly for seeing people on map and having arrow above an enemy head in T1 + T2 + T:V... I'm wondering if it can have a more important role in this game (e.g. adding deployable laser turrets that do dmg over time or homing turrets that do %hp dmg so that it's fair to attacking light armored classes but these turrets require the sensor to assist targeting triangulation). A team right now doesn't attack *JUST* a sensor because it poses no threat to a flag runner...unlike the turrets. Also people don't waste time attacking sensor or individual turrets (usually) because an attack on the generator will power down everything. But the generator is underground and if a team is doing a good job defending generator attacks, then from a base-harassing standpoint the sensor should be worth destroying by itself besides just baiting some of the base defenders outside for repair in order to soften up the resistance to the generator room. Without the sensor and turrets outside the generator is only good for drop shields/base shields, vehicle pads, and resupply stations (which they should officially be renamed because you don't customize your inventory anymore, i've come to terms with it). Now let's face it, the generator isn't worth keeping alive if the turrets are down because enemies drop ammo anyways and drop shields only impede on a flag runner so much. As is, turrets are the only things that draw base defenders out from the CQB of their caves and buildings into the broad daylight of jetpack warfare. This brings me to my last point...

Seeing heavies outside of friendly and enemy bases should not be a bad thing...Right now you normally don't see them skiing alongside runners and siege-ers because they're slow in the air. Slow to accelerate is fine and is fitting to the class but they need more energy storage. I use the Brute class who has a minor energy regen pack. Firstly why is this on a heavy. Secondly even with it on, you cant spend much time in the air during a fight. This means you're easy pickings for a light who spends next to no time on the ground. A heavy should have enough energy to use bursts of jetpack to reduce time on the ground when the spinfusors come your way and have enough left over for short bursts timed for when enemy touches down so you can get a decent angle and counter. Yes you can take somewhat of a beating but with the current version of the game you might as well be target practice for any light *or* medium class... :( They can build up great speed skiing because of their weight. And while movement in skiing is perhaps just as predictable as flying, it is much easier to actually land a hit. Also a heavy, namely the Juggernaut, should be encouraged to do midfield because he has the best mode of incapacitating base defense. Which is and always has been: the Fusion Mortar. It's great, and even though it's only on one class (can the Doombringer's missile launcher lock on to base assets? I admit I haven't tried this yet) it's is okay because spinfusors do decent damage to base assets and the Raider's grenade launcher can stand in for the mortar.
...*NOW HERE'S THE BIG BUT* Perhaps my favorite thing from T1 and most certainly the next-most innovative thing in T1 besides the backpack-ed + skiing combat was the indirect fire mechanism. Beacons that calculated trajectory for mortars and GL users for easy effect-on-target was pure genius for game developers back in '98 (the best thing since 3D spotting in BF3 and you guys did it over a decade earlier!). Also the fact that any class could carry a laser designator and target manually was also straight up beastly (would probably now be fair to give to the Sentinel, being the other long-ranged class--it could even be on a cooldown so that it wouldn't be abused). To soften up the wall of heavies bodyguard-ing the flag one had but to target and bombard. A teammate risked getting killed while planting the beacon, or giving away their position using targeting laser so it wasn't an unfair gameplay mechanic. I understand that using the airstrikes as a rewards system to appeal to players that like other games (cough-CoD-cough-"practically no strategy"-cough) can be a fun addition as an anti-personnel utility, but frankly Tribes is a game where teams need people using all sorts of different classes in junction to maximize performance and efficiency. This mechanic used in T1 and T2 was simply a brilliant example of that, and if(and I assume when) I see more things like this in future patches I'd be more than happy to fork over another $20-30 to this next-gen TRIBES you folks at Hi-Rez are developing.

Keep up the solid work, I stand behind you 100%!

p.s. Sorry about the long-winded, essay-like post and the slightly off-topic suggestion.

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Sat Dec 24, 2011 12:15 am
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Tenn


Joined: Sat Dec 17, 2011 11:21 am
Posts: 1
Post Re: Ongoing Collection of Data on T:A
Make system how you can easily see your friends in the battlefield: Like their names could be yellow colored and howering above their heads (only when ur in the same side ofc :D )

Beowulf should be slightly more powerfull... it doesnt feel like a tank atm bcs almost every class can destroy it so easily. Id say like 50% more armor and smthg like 30% more power for the secondary gun (minigun).

Base turrets should get some boost aswell.

Nerf ranger thumper... it has wayyy too much range on the explosion, should remove like 1/3 of it.

hmm thats everything i have so far :D


Thu Jan 12, 2012 8:21 am
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Illyrian


Joined: Thu Jan 12, 2012 1:06 pm
Posts: 2
Post Re: Ongoing Collection of Data on T:A
So am I only one here who thinks that projectiles from guns taking 400,000 years to travel the 30 metres to the target I'm aiming at is slightly stupid?

I absolutely agree with having to lead targets a bit etc. but seriously, the games I've played of this game seem to just involve 20 idiots boinging around all over the landscape, impossible to hit due to each individual round my gun fires needing to apparently take a 3 year annex course in progressive business management before it's allowed to hit the target.

At this time, and I am new to this game and make no attempt to deny that, this game seems random and without skill. Also seriously if a grenade explodes 2 feet from someone they should take some damage, when I've actually made the mistake of switching to the thumper it seems to actually have to directly hit someone (lol) to deal any damage.


Thu Jan 12, 2012 2:10 pm
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eckm


Joined: Fri Dec 23, 2011 2:32 am
Posts: 10
Post Re: Ongoing Collection of Data on T:A
Illyrian wrote:
So am I only one here who thinks that projectiles from guns taking 400,000 years to travel the 30 metres to the target I'm aiming at is slightly stupid?

I absolutely agree with having to lead targets a bit etc. but seriously, the games I've played of this game seem to just involve 20 idiots boinging around all over the landscape, impossible to hit due to each individual round my gun fires needing to apparently take a 3 year annex course in progressive business management before it's allowed to hit the target.

At this time, and I am new to this game and make no attempt to deny that, this game seems random and without skill. Also seriously if a grenade explodes 2 feet from someone they should take some damage, when I've actually made the mistake of switching to the thumper it seems to actually have to directly hit someone (lol) to deal any damage.


play more, get better. that will solve your complaints.


Thu Jan 12, 2012 2:59 pm
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