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

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Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0



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 Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0 
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Numidium


Joined: Sun Nov 27, 2011 4:31 pm
Posts: 9
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
You can spam 5 low power shots at maybe 100 damage each, at most, and then you might be able to kill a light or medium enemy if you hit all of your shots. And I gotta say, I have a hard time hitting every shot with the PR, maybe it's because I'm really bad at aiming, but I doubt it. And even if you hit every shot, you'll need 2 mags to kill a heavy and probably more than 5 shots to kill an upgraded medium enemy. Taking out of the equation that it doesn't even damage turrets and tanks.

Setting it back to how it was before the patch is perfectly fine, I didn't see countless Sentinels suddenly on the top of the scoreboards because the PR was so OP. The old PR required a pretty big amount of getting used to and playstyle rethinking already, but it was still kinda versatile.

BTW, I was the guy who dedicated himself to playing nothing but Sentinel in every situation, and with the PR, I could actually do that after a bit of getting used to it. Maybe Sentinels are not supposed to have the highest score or the most kills, if that's the case or if that's what the devs want, count me out of here. With the old PR you could kill heavies in some cases, I guess that was just too powerful.

I'm probably exaggerating quite a lot, but having spent 20 bucks on Sentinel just to find the class' main weapon for me broken and useless in my hands after this patch, I'm pretty d*** frustrated.


Thu Feb 09, 2012 4:13 pm
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Beeman1991
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Posts: 6347
Location: British Columbia
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Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
Numidium wrote:
You can spam 5 low power shots at maybe 100 damage each, at most, and then you might be able to kill a light or medium enemy if you hit all of your shots. And I gotta say, I have a hard time hitting every shot with the PR, maybe it's because I'm really bad at aiming, but I doubt it. And even if you hit every shot, you'll need 2 mags to kill a heavy and probably more than 5 shots to kill an upgraded medium enemy. Taking out of the equation that it doesn't even damage turrets and tanks.
Most lights are going to do a nitron jump or some such nonsense at a certain point
That, combined with any flagstand damage pretty much puts them in 1shot range
As for the rest of your targets... what do you think the sniper is supposed to be there for? It's great at harassing, taking out lights and stomping FC's, why does it need to own mediums and kill heavies at beyond their max viable range? and turrets and tanks? Really? I thought the idea was to balance the weapon, not turn Tribes into Sniper Central


Setting it back to how it was before the patch is perfectly fine, I didn't see countless Sentinels suddenly on the top of the scoreboards because the PR was so OP. The old PR required a pretty big amount of getting used to and playstyle rethinking already, but it was still kinda versatile.
Yeah cuz killing heavies in duels before reloading was soooo balanced
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Thu Feb 09, 2012 4:19 pm
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Numidium


Joined: Sun Nov 27, 2011 4:31 pm
Posts: 9
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
Beeman1991 wrote:
Numidium wrote:
Most lights are going to do a nitron jump or some such nonsense at a certain point
That, combined with any flagstand damage pretty much puts them in 1shot range
As for the rest of your targets... what do you think the sniper is supposed to be there for? It's great at harassing, taking out lights and stomping FC's, why does it need to own mediums and kill heavies at beyond their max viable range? and turrets and tanks? Really? I thought the idea was to balance the weapon, not turn Tribes into Sniper Central


Yeah cuz killing heavies in duels before reloading was soooo balanced


So you're saying a Sniper should be unable to kill anything but damaged lights then, great, take away any flexibility the class had and push it into that confined "support" role where you chip away at dudes all game and get over 10 assists when you're lucky. If the Sniper was supposed to be like you say they'd be essentially useless, cause any other class can kill heavies and mediums at medium range. The Sniper is supposed to kill enemies beyond their effective range, that's why he's got a long range precision weapon that supposedly deals a lot of damage to a small point of impact. Assassinating heavies was not exactly easy, and if the heavy has even one single armor upgrade, killing him in one mag is impossible. Harassment is not the same as assisting your base defense structures in killing pathfinder on half health. At that point, you could replace the Sniper with a long-range turret and have the same effect. Tribes is not gonna turn into Sniper Central, as I said, it wasn't before, I rarely saw other Snipers top their ladders or kill counts, its not like the PR was a magic tool of ownage that anybody could use. I don't know what class you play, or if you've been beaten by a Sniper in a 1on1 situation, but I don't see how you can claim that flexibility for Sentinels is a bad thing.


Thu Feb 09, 2012 4:40 pm
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Beeman1991
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Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
Numidium wrote:
Beeman1991 wrote:
Numidium wrote:
Most lights are going to do a nitron jump or some such nonsense at a certain point
That, combined with any flagstand damage pretty much puts them in 1shot range
As for the rest of your targets... what do you think the sniper is supposed to be there for? It's great at harassing, taking out lights and stomping FC's, why does it need to own mediums and kill heavies at beyond their max viable range? and turrets and tanks? Really? I thought the idea was to balance the weapon, not turn Tribes into Sniper Central


Yeah cuz killing heavies in duels before reloading was soooo balanced


So you're saying a Sniper should be unable to kill anything but damaged lights then, great, take away any flexibility the class had and push it into that confined "support" role where you chip away at dudes all game and get over 10 assists when you're lucky. If the Sniper was supposed to be like you say they'd be essentially useless, cause any other class can kill heavies and mediums at medium range. The Sniper is supposed to kill enemies beyond their effective range, that's why he's got a long range precision weapon that supposedly deals a lot of damage to a small point of impact. Assassinating heavies was not exactly easy, and if the heavy has even one single armor upgrade, killing him in one mag is impossible. Harassment is not the same as assisting your base defense structures in killing pathfinder on half health. At that point, you could replace the Sniper with a long-range turret and have the same effect. Tribes is not gonna turn into Sniper Central, as I said, it wasn't before, I rarely saw other Snipers top their ladders or kill counts, its not like the PR was a magic tool of ownage that anybody could use. I don't know what class you play, or if you've been beaten by a Sniper in a 1on1 situation, but I don't see how you can claim that flexibility for Sentinels is a bad thing.

I'm talking about taking 1 shot and killing something
Have you been paying attention to any comp matches? In the 4chan vs Reddit match, the snipers completely wrecked FCs
You can still kill heavies (I did it pre-patch without exploiting the d*** gun and I'm terrible at sent), it just takes a while and isn't a guaranteed kill
You shouldn't be 5shotting heavies from across the map anyway... That's completely stupid
Your role is to kill people beyond the reach of teammates and harass. You can get that kill on the wounded light/medium where your teammates cant
You can pepper potential FC's before they make it to the flagstand
You can set up claymores in key positions to wound enemies before you hit them with your rifle
The class already has amazing flexibility between the two sniper rifles, the falcon SMG, the claymores/nades and the choice between an EPack and the drop jammer. Your inability to utilize that is not an excuse to buff the class, or any weapon it has
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Thu Feb 09, 2012 4:50 pm
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Nextra


Joined: Sat Nov 19, 2011 4:02 pm
Posts: 12
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
The game currently stays on a black screen for me when starting and will freeze so hard, that it can not be killed without rebooting. I had no problem running the game pre-patch.

I'm using the latest NVidia beta patch (in an attempt to resolve the issue, used whql before) and have already rolled back the PhysX update, which caused an immediate crash while it was installed.

AMD Phenom II X4 955 BE
NVidia GeForce GTX560 Ti
8GB DDR3 Ram
Windows 7 Home 64bit


Thu Feb 09, 2012 4:56 pm
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Numidium


Joined: Sun Nov 27, 2011 4:31 pm
Posts: 9
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
My inability to utilize that? I'm not doing bad after the patch. But since you're apparently the authority on what the Sentinel is supposed to do, and you, the sacred noble you are, didn't "exploit" the "d*** gun", I have to bow to your judgement here. Whatever your opinions on the supposed role of Sentinel, you can't deny that this "exploit" fix nerfed the PR quite heavily, and when you nerf a weapon through a bugfix, as a dev, you're supposed to buff it again. The drop jammer is pretty useless. What are you gonna do, put it up in your base? It'll get shot once by an infiltrator and its down. Put it on the flag? Please, what's it gonna do, reveal all the infiltrators capping the flag? Hide our flagstand heavies from Sniper, oh wait, I forgot, Snipers aren't supposed to kill heavies, my bad.

I honestly doubt that you're one to tell me what I should and shouldn not be able to do as Sentinel, especially when you say you're terrible at it. Which you probably only said to make it seem as though it's so easy to kill heavies. It's not.

Oh and responding to your first few sentences, yeah, I have seen the 4chan vs. reddit match, if you call that a "comp match". I know how strong the Sniper was. You just said that exactly that is my role. What's your point.


Thu Feb 09, 2012 5:03 pm
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Beeman1991
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Location: British Columbia
Steam Gamer Name: beeman1991
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
Numidium wrote:
when you nerf a weapon through a bugfix, as a dev, you're supposed to buff it again.

lolwut? So by removing something that the weapon wasn't designed to do at all, that let sentinels take out heavies without reloads, they should have buffed the weapon even though it was otherwise working as designed?
I want whatever you're smoking bro
I'm sure you made a good point in there somewhere but I was too distracted by this nonsense
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Thu Feb 09, 2012 5:06 pm
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ZoomZon


Joined: Mon Nov 21, 2011 8:50 pm
Posts: 271
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
Yep, I'm just about done playing Sentinel. All of the "bonuses" of the phase rifle are now, in reality, absolutely useless (by firing even one shot with the PR you're basically shooting yourself in the foot. pun intended). Hell, it should be the other way around - the PR should be the default, and you should be able to unlock the BX1.

Additionally, Sentinels (before this "fix") were largely balanced by the fact that the scope on both sniper rifles is extremely weak (you can't zoom in very much). This made landing shots against an enemy that's even a moderate distance from you extremely difficult. And, if they're moving at extremely high speeds, it just became even more unlikely. Sents were NOT great long range (which is a good thing. it would be extremely annoying if you got consistently killed by someone across the map). At optimal ranges, a good sentinel can kill unskilled players fairly easily, but a good sentinel CAN NOT easily kill an equally skilled player of another classes. Which is exactly how it should be.

The fact of the matter is, if you want to kill flag carriers now (or heavies that are slowly waddling to your base), there are easier / more-reliable ways to do it. As for me, I'm either going to start using another class as my primary, and for the rare occasions I do play SENT, I'll be using the BX1.

Hopefully they do a big refund of credits / XP before the beta period ends and allow everyone to spend them again. I'm assuming that more changes are to come anyways.

(Also, what's up with the PR using energy AND bullets to shoot?)

Last edited by ZoomZon on Thu Feb 09, 2012 5:22 pm, edited 1 time in total.

Thu Feb 09, 2012 5:16 pm
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Numidium


Joined: Sun Nov 27, 2011 4:31 pm
Posts: 9
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
Beeman1991 wrote:
Numidium wrote:
when you nerf a weapon through a bugfix, as a dev, you're supposed to buff it again.

lolwut? So by removing something that the weapon wasn't designed to do at all, that let sentinels take out heavies without reloads, they should have buffed the weapon even though it was otherwise working as designed?
I want whatever you're smoking bro
I'm sure you made a good point in there somewhere but I was too distracted by this nonsense

Did you read the patch notes? It said they removed an exploit that concerns the FIRE RATE of the Phase Rifle, not the fact that damage stayed consistent. By completely removing auto fire, while they could've slowed it down or taken away the damage consistency, they would've fixed the issue that the patch notes said they'd fix. Now they removed both. So it got nerfed more than was probably intended. That's what I'm saying. And once again, killing heavies without reloading was not possible before the patch either. If they got an armor upgrade, you can't do enough damage to kill them in one mag. And you can't do it either if they decide to move out of your field of view, which most of them can do. You're trying to make it seem as if killing heavies was easy before the patch, don't be ridiculous. Cause that's actually nonsense.


Thu Feb 09, 2012 5:19 pm
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lawlertron


Joined: Sun Jan 01, 2012 8:07 pm
Posts: 517
Post Re: Feb 9, 2012: Tribes Closed Beta Version 0.1.759.0
Fractals needed a hard nerf. This isn't hard enough, but at least noobs can't just suicide bomb their way into the generator room by throwing fractals everywhere that destroy everything and everyone in their path.

Don't like the Super Heavy and chain gun nerfs and I think they might make flag defense a non-viable strategy, again, like before last patch.

As much as I liked going 25-1 as Tech. and wrecking heavies like they were made of paper...the Thumper obviously needed a nerf.

We'll see.


Thu Feb 09, 2012 6:39 pm
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