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

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Apr 24, 2012: Tribes Ascend Version 1.0.941.0



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 Apr 24, 2012: Tribes Ascend Version 1.0.941.0 
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sheepishness


Joined: Mon Feb 06, 2012 8:09 am
Posts: 13
Steam Gamer Name: colabus
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
I wondering perhaps the plasma doesn't need a nerf as much as the hitbox may need to be reduced? I'm getting way more mid-airs than I normally do. Also, I would increase the plasma effect on base assets, I don't think the plasma is as effective as the Arx Buster for the generator.

New grenade seems cool too, I don't mind the patch. The vets can simply ban it from their PUGs for now.


Tue Apr 24, 2012 7:55 pm
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SFJake
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Joined: Sun Mar 04, 2012 11:11 pm
Posts: 381
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
Like its just affecting the vets. Already the games are more empty than usual even if its only slightly. 14vs14 never used to happen at 7 PM.
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Tue Apr 24, 2012 8:30 pm
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Therabec


Joined: Tue Jan 24, 2012 10:13 pm
Posts: 18
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
Am I the only Tribes vet from the late 90s/early 2000s who is really pleased with the game and the changes and updates? I was missing the Plasma gun, though I'll admit I'm not going to jump to purchase it. With my boost active now I may work toward it, but I'm not much of a Raider user. Sure the game may have been released a bit quickly, but as time goes on HR has been doing better and better, and I appreciate the hard work. With patience, I'm sure the Brute, Soldier, and various other classes that need a new weapon/item will get some love, and I'm anxious to see what's next.

I haven't had this much fun with an online shooter for a while. With TF2 and BF3 being the only others I'd hop onto, I find myself hitting Ascend more. That's really saying something when I play a hell of a lot of games. Sure there is some stuff from T1/2 that I miss that I hope to see, but some stuff in both games were pretty unnecessary at the same time, so whatever. I'm just happy to have a worthy successor.


Tue Apr 24, 2012 8:43 pm
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WhitebirdAlpha
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Joined: Mon May 30, 2011 12:16 pm
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Steam Gamer Name: Whitebird(白鳥)
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
Therabec wrote:
Am I the only Tribes vet from the late 90s/early 2000s who is really pleased with the game and the changes and updates? I was missing the Plasma gun, though I'll admit I'm not going to jump to purchase it.

From what I've seen and heard, this isn't the plasma gun you remember. The old one had a slower moving projectile and a smaller hitbox. The new one seems like a lower damage Spinfusor with a hitbox almost twice the size of the projectile itself.
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Tue Apr 24, 2012 10:07 pm
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Therabec


Joined: Tue Jan 24, 2012 10:13 pm
Posts: 18
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
From what I remember of my T2 days, nobody really used the plascannon anyway. I'm sure I'll see tonight when I play a few matches. If it's OP as hell, I'm sure it'll get changed.


Tue Apr 24, 2012 10:47 pm
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HVFlateric


Joined: Sat Mar 12, 2011 9:36 am
Posts: 734
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
I'm still just stunned really. We ask for strikes to be pricier, nerfed and generally removed from the game for breaking teamplay, what do they do, buff it. More auto weapons. Oh goodie, NOT! Not addressing the core issues, adding new and WAY OP weapons, not even touching the current weapons and improving balance.

So what we need to do is ask for another even more powerful calldown strike that will instantly killeveryone on the opposing team and say costs only 1000 more than orbital! Ya thats what we want!

(Maybe now they'll nerf the d*** things that don't belong in the game at all in the first place. God knows asked for them to be nerfed has resulted in buffs everytime so far)

Back in beta early days we asked for the strike to be seen far less and do less dmaage and they gave us orbital strike instead and buff the SMG as well.

Come on HIREZ, seriously, we are not asking for these changes to make your life hard. No suggesting well thought out changes and improvements that even include coded examples because we have nothing better to do.

We dump hours into these constructive and d*** good suggestions in some cases because we WANT THIS GAME TO SUCCEED! I assure you this is in fact the case.

But generally we get zero response, no progress and in alot of cases the reverse of what we are suggesting.

I am persoanlly surprised that so many have stuck it out this long, perhaps like me they hope you'll start to see the light and make some kinda gesture towards improving this game.

Each patch I find it harder to see any point.

The games gets less and less Tribes like with each patch.

Man it's like trying to get through to the most stubborn 6 year old ever at times.

But for the love of this game we keep trying.

So much potential here that gets harder and harder to see. The servers are getting more empty earlier each day, don't dlow this, it's been to long we need a REAL tribes back.
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Wed Apr 25, 2012 12:21 am
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Aneremon


Joined: Fri Feb 17, 2012 11:17 am
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Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
Disgusting patch. Useless, overpowered weapons and NO DECENT FIXES AT ALL. And, it took TWO WEEKS to release. HiRez, are you even trying?


Wed Apr 25, 2012 4:34 am
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Icedaemon
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Joined: Sun Feb 26, 2012 4:30 am
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Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
Antagonizing whining will not help anyone. It will only dilute the messages of the people who are trying to objectively point out the new patches' flaws.

There are many videos and screenshots out there which clearly show the absurd size of the plasma gun's hitbox. This needs a fix, desperately. When the jackal's airburst was reduced, the damage to base assets was increased. We can see what they were thinking, but this sort of sideways change instead of a downgrade still left the new weapon as an overpowered tool of destruction. One could hope the next patch actually includes downgrades to the overpowered weapons instead of mere lateral modifications.

It does seem to me that most people on this forum, believe that weapons with steeper learning curves are allowed to potentially be more powerful. This seems sensible to me. Ease of use and raw power ought not to go hand-in-hand as they do with most SMGs and the plasma gun.

I used to be a raider player, though I will probably from now on mostly stick to doombringer owing to the deluge of new raiders.

In regards to this patch's bugfixes, this "Fixed an issue where player deployables weren’t able to be properly placed in certain situations, resulting in ammo consumption when it wasn’t deployed." did not work for me - I still lost a forcefield when I was trying to place it owing to being affected by knockback from an enemy shot as I was clicking.

I would like to think that these would be the best ways to fix the following weapons. These are by no means the only fixes that would be prudent, but they are the ones where I am rather certain the change would help balance and make the game more interesting and/or fun.
NJ4 SMG - Try implementing burst mode instead of continuous fire. This differentiates the NJ4 from the other SMGs (especially important now that Raiders get two of them), decreases the DPS and requires more skill to use properly. As stated earlier, I mostly played raider and DMB. I considered the SMG a more reliable tool than the chaingun. This should not be.
Plasma gun - Drastically reduced hitbox, for reasons stated by others quite enough for me not to bother pointing them out. While there are plenty of people who would like to see the clip reduced, I would instead opt for a very long reloading time.
TCN4 - More spread. This makes it a weapon more oriented to indoor combat, which should be the place where a technician is expected to be. Technicians who want to be backup chasers can always use the Sparrow.
Saber Laucher - Reduce lock-on delay by about half a second and increase projectile speed. Currently, it is only a viable choice when the enemy has a Beowulf or a rather subpar player as the capper/shrike pilot/biker. Switching to the launcher is rarely prudent.
Jackal -Noticeably slower rate of fire. Keep the damage to base assets as-is. Currently, the weapon is far too versatile, able to do anything the ARX buster can do and several things it cannot. A sufficiently slower rate of fire would turn it into a more tactical weapon, which would be interesting to see in a high-paced game.

As a sidenote, isn't the NJ5-B more of a carbine rather than an SMG?


Wed Apr 25, 2012 6:25 am
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ZombieTomHanks


Joined: Sun Nov 06, 2011 3:40 am
Posts: 37
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
I don't remember the T2 plasma gun, but the plasma gun in t1 was much slower.


Wed Apr 25, 2012 10:47 am
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Spiritus
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Joined: Fri Dec 23, 2011 5:17 am
Posts: 190
Post Re: Apr 24, 2012: Tribes Ascend Version 1.0.941.0
Aneremon wrote:
Disgusting patch. Useless, overpowered weapons and NO DECENT FIXES AT ALL. And, it took TWO WEEKS to release. HiRez, are you even trying?


You are allowing your opinion to get in the way of objectivity. This is the problem with whiners, you need to be more stoic in your approach. Maybe you have something constructive to add; please add it. However it is absurd to just label these weapons useless, they will probably see much use. There were some decent modifications and fixes. Really the only valuable thing that anyone could deduce from this post is that you think the weapons are overpowered.
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Wed Apr 25, 2012 10:50 am
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