• Hi-Rez Studios
  •  Language
    • English - United StatesEnglish
  • Games
    • SMITE
      • Home
      • Refer A Friend
      • My referrals
      • Gods
      • Items
      • Player Stats
      • Teams
      • Leaderboard
    • Tribes
      • Home
      • Refer A Friend
      • My Referrals
    • Global Agenda
  • Support
  • Store
FAQ • Login • Register

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

All times are UTC - 5 hours [ DST ]


Mar 5, 2012: Tribes Open Beta Version 0.1.809.0



Post new topic This topic is locked, you cannot edit posts or make further replies.  Page 6 of 8
 [ 74 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8  Next
Previous topic | Next topic 
 Mar 5, 2012: Tribes Open Beta Version 0.1.809.0 
Author Message
gloomwing


Joined: Tue Dec 06, 2011 12:15 am
Posts: 24
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
asdfasdfqwer wrote:
There is a glitch on the infiltrator. I have 3 grenades and when I spam the throw grenade button it uses all my grenades but only 2 come out.

Same with raider, probably all?


Mon Mar 05, 2012 8:41 pm
Profile
dsiOne
User avatar


Joined: Wed Oct 12, 2011 10:14 pm
Posts: 327
Steam Gamer Name: dsi1
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
Quote:
Mirv Launcher and Mortar Launcher now use standard 50% projectile inheritance.


Next patch is going to read
Quote:
All projectiles now use standard 100% projectile inheritance.

Right?
_________________
100% Inheritance: It's 100% Intuitive and 100% Natural. || Add Targeting Lasers
Having to aim from a reference point that doesnt exist is not an intuitive or newbie friendly feature, and it will hurt the game in the long run


Mon Mar 05, 2012 8:43 pm
Profile
gloomwing


Joined: Tue Dec 06, 2011 12:15 am
Posts: 24
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
I am having a problem chaining my pack in game as raider.
here is the scenario.

complete a run (die)
change pack
use quickkeys to select loadout. I usually just hit something like 6,5,4 and then 5 again to select raider
spawn
activate pack to see if it is correct, its not
hit k (suicide)
spawn
check again its not
k
repeat forever.

only way it will change is if i get someone else to kill me. It wont work even if i use an inventory change to a completely different armor and back again. I change packs frequently depending on whether the team has a real live defense or if they are relying on turrets so this is pretty annoying for me.

oh and can we get a keyboard shortcut for stuff like this? going into the menu every time is pretty lame.

xp reporting is way off as well. I was getting 1200 to 1500 on the end of match screen but my total was going up 5000 to 10000xp


Mon Mar 05, 2012 8:51 pm
Profile
gloomwing


Joined: Tue Dec 06, 2011 12:15 am
Posts: 24
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
dsiOne wrote:
Quote:
Mirv Launcher and Mortar Launcher now use standard 50% projectile inheritance.


Next patch is going to read
Quote:
All projectiles now use standard 100% projectile inheritance.

Right?



I REALLY hope so.


Mon Mar 05, 2012 8:52 pm
Profile
GammaPaladin


Joined: Sun Dec 11, 2011 12:06 pm
Posts: 26
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
fubbles wrote:
I was able to play 2 CTF games before servers went down again. I have to say I noticed the Infiltrator stealth changes almost immediately upon arriving at the enemy base. If the CD stays the way it is now I think something else will need to be done to compensate, whether its decreasing cloak energy drain or something else. It was impossible to get near the gen room with 3 techs on a team with motion sensors and now not being able to quick stealth.

So... 3 players on the enemy team, playing the class that is explicitly the counter to yours, were able to completely shut you down between them?

Horror. Clearly this is a terrible injustice.


Mon Mar 05, 2012 9:29 pm
Profile
LordPoohbear


Joined: Wed Aug 24, 2011 9:39 am
Posts: 54
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
gloomwing wrote:
xp reporting is way off as well. I was getting 1200 to 1500 on the end of match screen but my total was going up 5000 to 10000xp


Earned badges added exp before those were cut, temporarily or otherwise.
Seems like a cool idea, too bad these stats weren't tracked (even just for the hell of it) before this patch.

The new perks sound like fun, and I look forward to seeing them used / using them myself when I can afford 'em. Is there any way we could pick any two perks from the entire pool?

Re: Juggies - THANKS!
Re: Utility Pack - THANKS!
Re: INF's - yikes, I'll just post remarks on a different forum topic

Re: all this talk about loadouts...
I'm going to make this brief, but I really admire team fortress 2's equipment screens. To make things easier, the equipment screen could be a separate menu, driven by item images and text, rapidly changing, without delays to say that things are equipped or sliding menus, just the change in icon. Several saved loadouts could be modified and auto saved as they are modified for quicker switching. An additional suggestion from the forums I will second is sequencing hotkeys, e.g. Numpad 1 then Numpad 1 would be loadout 1 for PTH, Numpad 1 then Numpad 2 would be loadout 2 for PTH, etc. I originally wrote more, but I may elaborate elsewhere in the forums.

Re: maps: more CTF pretty please! (briefly, Temple Ruins was kind of awesome, people just don't like travelling forever to get to the enemy base. That kind of size encourages vehicle use (and teamwork), makes chasing a carrier a more realistic idea, and makes suicide runs at the generator or other base defenses less significant). Also, great stuff that we have more TDM maps at least!!! :)

Minor request for next patch: Pretty please let us place deployables (light turrets in particular) in and around the enemy base in CROSSFIRE - the "red zone" is enormous. It may very well be completely illogical that a deployable item with no power cord can be dependent on a generator, but seeing how they are, then the proximity of enemy base/whtever else also seems irrelevant, and is insignificant on other maps. As it stands, the only restriction on placement, in my opinion, should come from unsuitable terrain such as the inability to place turrets on the walls/ceilings/steep hills, so pretty please, change only crossfire to make the idea of bases on these maps consistent.

In general, excellent work, and cool new additions!

p.s. what the flying f' happened to light turrets?!?!?
p.p.s. Is there any source of information about weapons and how much inheritance they have? I've heard about projectile speed, damage, rate of fire, etc., but as I understand these were user-determined, not published by hi-rez.


Mon Mar 05, 2012 9:40 pm
Profile
Pilotte
User avatar


Joined: Tue Jan 10, 2012 1:45 pm
Posts: 70
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
GammaPaladin wrote:
fubbles wrote:
I was able to play 2 CTF games before servers went down again. I have to say I noticed the Infiltrator stealth changes almost immediately upon arriving at the enemy base. If the CD stays the way it is now I think something else will need to be done to compensate, whether its decreasing cloak energy drain or something else. It was impossible to get near the gen room with 3 techs on a team with motion sensors and now not being able to quick stealth.

So... 3 players on the enemy team, playing the class that is explicitly the counter to yours, were able to completely shut you down between them?

Horror. Clearly this is a terrible injustice.


He wasn't even able to get to the gen though. That's the problem. Last I checked drop jammers and scrambler are more counters to INF that TCN. I thought TCN was supposed to counter INF. Either way the 2 second cooldown seems like another bandaid fix.


Mon Mar 05, 2012 10:30 pm
Profile
PieParadox
User avatar


Joined: Thu Feb 23, 2012 9:59 pm
Posts: 33
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
I really hate the infil CD patch... seeing as how I just bought the stealth spinfuser the day before lol.

I think that the problem lies rather in the base defense... Perhaps they can make stronger or more useful base defense... Though I'm just lobbying for my class... Perhaps the "stealth cooldown" occurs only for turret lockon(They can still shoot you as if theres a stealth CD, except the actual, visual invisiblity is still instant).

I don't really see why "stealth exploiting" the turrets are that much of a problem in the first place as the stealth class... They don't pose a problem either way imo. Competent team : spam spinfuser at turret dead or just speed past them...

Last edited by PieParadox on Mon Mar 05, 2012 10:47 pm, edited 1 time in total.

Mon Mar 05, 2012 10:44 pm
Profile
portland1220


Joined: Thu Oct 13, 2011 4:36 am
Posts: 5
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
This much downtime, what did you guys break! Could have added a new ctf map for the ones you deleted at will.


Mon Mar 05, 2012 10:45 pm
Profile
Ihmhi


Joined: Fri Jan 29, 2010 7:06 am
Posts: 305
Post Re: Mar 5, 2012: Tribes Open Beta Version 0.1.809.0
Was pleased to see the achievements (badges). Nice touch for gaining more XP.

Also this:

RSerbitar wrote:
Apart from that, no relevant changes. No physics changes, no generator changes, no team deployables, no private servers (and the promised load of flags), and so forth . . .

Instead we get fancy stuff like badges.

FIX. THE. GAME!
_________________
RIP Alliance | ApathyInc | OCD
thehuggernaut wrote:
You'll be amazed at how much more successful you'll be in-game if you take a deep breath and look at these things as tactical problems with tactical solutions, rather than balance issues


Tue Mar 06, 2012 12:11 am
Profile
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  Page 6 of 8
 [ 74 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8  Next

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

All times are UTC - 5 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.
Phpbb Style Designed and Copyrighted by Vjacheslav Trushkin for Free Forums/DivisionCore.
Terms of Service and Privacy Policy

All content © Hi-Rez Studios.