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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Patch Notes & Announcements

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June 12th 2012: Tribes Ascend Version 1.0.1004.1



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 June 12th 2012: Tribes Ascend Version 1.0.1004.1 
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WitchDoctorVega
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Joined: Thu Jan 05, 2012 1:15 am
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Location: On the coast, NH
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Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
SeperateForumNameLol wrote:
At first I was excited they were finally nerfing SMGs, though probably not enough... but still it'd be an improvement. Then the patch is out and we get to check out all the new variants to find they've provided variants that are nearly all as good or better than their pre-nerf SMG counter-parts. The only thing that was actually nerfed here was the raider, and several of the variants are only variants of the just-plain-better variety.

The gladiator is still a joke of a weapon (you infact do more damage shooting right next to someone's feet than just shooting them directly in the face... and good luck with that). Frankly I'm surprised at how the developers can't see how ridiculously overpowered (plasmagun) or halariously terrible (gladiator) weapons are before being released when the majority of tribes vets are able to do so in mere seconds of seeing them in action.

The Tech now has a SMG that is comparable in power to the doombringer's chainguns (it does 120 dmg per shot, it's pretty halarious).

Balanced Tribes-gameplay in Tribes Ascend? Sadly it appears it is never going to happen.

I am disappoint.



yeah, i decided to give this a go again so i spent an hour reinstalling. after about 45 minutes of game play i spent 45 seconds uninstalling it again.
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Wed Jun 13, 2012 10:00 am
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AntiChrist

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Joined: Sat Mar 21, 2009 3:52 pm
Posts: 103
Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
Corvinna wrote:
If these changes were in fact for comp play...I'm even more disappointed then I thought I was. If Sentinels are an issue in comp play...give them a server option to adjust respawn time. Don't muck up the class for everyone else in the process. Nerfing things for one aspect of the game is a horrible idea. Not everyone plays comp, and I'm sure some casual players are going to wonder why they have to stare at a respawn screen longer then everyone else, and why, paired with that, they can't even damage a target at range efficiently. You've made the Sentinel class into a joke for normal play, where most people play heavy, especially on Capture and Hold. While I do not expect the sentinel to solo the whole battlefield...it shouldn't take 2 clips to kill a heavy and medium at range. Currently, for what I would consider mid range for a sniper rifle, it does around 225 of its 500 max damage. Which means for a heavy or medium, you have to reload. In that time, most people are aware enough to realize they are being shot at and hide, making you useless. Bottom line...if comp players have issues with certain things, give them the options to change it, don't wreck the classes for everyone else.


As a sent you should never try and take out a heavy with your rifle anyway.

I agree with the spawn time, they could have made it a server setting and that would have been a lot better (Don't see why they didn't). But your point about taking out heavies is a bit silly, that isn't and never will be a sentinels job.


Wed Jun 13, 2012 10:15 am
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Spiritus
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Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
OK, just played the patch, here is my honest feedback:

I'm confused and bothered with the game. All I do lately is just hop on the brute or infiltrator and do grenade dropoff runs at their base. I will target turrets or busy spots. With the brute I will also stand on the hills outside of the base and just target defenses. The brutes best roll is suicide offensive, the spinfusor is nice for a sort of attack on the base, and he can absorb a bunch of hits from turrets on the way in. Energy pack helps him get there.

Other than that, the game has changed so much ever since I first started, when the fun thing to do was run around in the basement of bellas with the raider pack on, or with the juggernaut. That was so much fun, I'm not sure why they changed that. Tartarus and other maps are so boring compared to that. The best tribes combat is inside, in hallways.

To be honest, I don't enjoy playing very much. I like the new system and way of earning XP, that will encourage me to play. I will log in for my win of the day. But I find the maps a bit laggier than the old ones, I find that some of the new weapons like plasma cannon are a bit overpowered and take me out of the fight too quick, and I find that the old style of play is dying.

I used to like when whiteout grenades had a lot of range, it made those fun. They aren't really effective anymore.

That is one of the classes I started on, the raider. It doesn't make much sense to me anymore. This game use to be a lot simpler.

Really it seems like a mix of overpowered stuff and severely underpowered stuff. And a lot of it depends on computer power too, I find I'll use mortars and stuff more than spinfusors or whatever because my FPS isn't so great.

Yeah, I don't really understand the game nowadays. Where are all the old maps? I find I'm always on Tartarus or Raindance. To be honest, they aren't so great compared to Crossfire, the cliff map, and bellas. At least on the other maps you can have sensible indoor fighting. Tartarus and Raindance are both spam fests and ineffective attacks on the generator. That lava map too. At least with crossfire you can get in there and hold the generator for a bit, it is a lot of fun. Bellas had the most well rounded inner base that could be spoken of, with 3 entrances, and the cliff map is also very balanced.

I was a bit tired when I wrote this, but I think it holds a few truths about the current state of the game.
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Wed Jun 13, 2012 10:32 am
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darthdude111


Joined: Sun Sep 04, 2011 12:48 am
Posts: 26
Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
Spiritus wrote:
I used to like when whiteout grenades had a lot of range, it made those fun. They aren't really effective anymore.


Why do people not "see" whiteouts the way I do? They f**k me up every time I play against someone who uses them. I turn around every time so I won't go blind, but because of the last whiteout patch, they STILL work on me. Then I am turned around and blind with no idea of what's going on. I'm not psychic...just dead. Whiteouts are one of the most under-appreciated tools in this game I think.

I vote for whiteout nerf.... at least not go blind if you have the sense to turn around


Wed Jun 13, 2012 2:53 pm
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razorman2k
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Joined: Sun Sep 20, 2009 9:03 pm
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Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
This patch is fantastic. I really gotta say that I'm very pleased with the level of support, dedication, and professionalism you guys at hi-rez have for your products. There are only 2 (there are 2 others, but I'm abridging the top two) companies that I respect in the game industry when it comes to quality, game support, and involvement in further developing their products (post-release) in the industry right now and thats YOU guys, and Trion World (Rift). You fellas are really setting a standard in the industry and it's difficult to be disappointed by you guys in the short-term because in the long-term you guys always seem to nail it. Great stuff.

P.S. I was keeping all games off of my computer till GW2 comes out, but Tribes somehow keeps finding its way back on. I need to be productive god d***!


Wed Jun 13, 2012 3:32 pm
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nomadchaser
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Joined: Sun Nov 13, 2011 4:24 am
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Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
darthdude111 wrote:
I vote for whiteout nerf.... at least not go blind if you have the sense to turn around
This is how they used to work until hirez changed it to a radius-based effect out of the blue one day. People have been gnashing teeth to get it changed back ever since.


Wed Jun 13, 2012 7:30 pm
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GT-F50


Joined: Wed Jun 13, 2012 7:48 pm
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Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
Personally I really like the sentinel nerfs. Now at least, when I bag myself a sentinel, I might have some time to escape before his previously inevitable wrath repays me in kind.

The balance changes would have seemed to me to be a step in the right direction, however it seems hirez decided to undo much of their balancing with the addition of the 27 new weapons (technician's SMG, wtf?). The raider's auto seems to have been sincerely nerfed, and the pathfinder's and sentinels nerfs were not replaced with a more effective alternative. The jackal remains ignored, which I kinda expected.

I also would like to throw out there that the chaingun and X1 LMG could use a nerf for the sake of TDM/Arena/CnH, and having another secondary weapon for the doombringer is quite encouraging.

However, somehow I get the feeling hirez knew how to balance certain wepaons, and choose not to. So my final summary of the patch is: bug fixes, easier-to-obtain weaponry, raider and sentinel nerfed, autos are now stronger except for the sentinel and raider, insane and/or inane weapon innundation, minor changes, also rage and lightweight. Actually quite substantial, but it could have been so much more, and the new weapons could have sucked so very much less in terms of balance/gameplay.


Wed Jun 13, 2012 8:14 pm
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jubei85


Joined: Wed Jun 13, 2012 1:46 am
Posts: 5
Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
razorman2k wrote:
This patch is fantastic. I really gotta say that I'm very pleased with the level of support, dedication, and professionalism you guys at hi-rez have for your products. There are only 2 (there are 2 others, but I'm abridging the top two) companies that I respect in the game industry when it comes to quality, game support, and involvement in further developing their products (post-release) in the industry right now and thats YOU guys, and Trion World (Rift). You fellas are really setting a standard in the industry and it's difficult to be disappointed by you guys in the short-term because in the long-term you guys always seem to nail it. Great stuff.

P.S. I was keeping all games off of my computer till GW2 comes out, but Tribes somehow keeps finding its way back on. I need to be productive god d***!

Hi Todd :lol:


Thu Jun 14, 2012 1:59 am
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darthdude111


Joined: Sun Sep 04, 2011 12:48 am
Posts: 26
Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
Jackal variants next patch?

:lol: teehee


Thu Jun 14, 2012 2:15 am
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SoundGuy


Joined: Sat Oct 30, 2010 7:55 am
Posts: 1102
Post Re: June 12th 2012: Tribes Ascend Version 1.0.1004.1
"We are releasing a Patch to balance some of the things discussed in Council/Forums/Feedback"

YEAH ... this was a great thing if not for ...

"We are releasing 27 new weapons which are variants of weapons (some) we are balancing"

You just can't be this <insert banned word(s)> :shock: :(


Thu Jun 14, 2012 7:15 am
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