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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 27, 2012: Tribes Ascend Version 1.0.942.1



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 Apr 27, 2012: Tribes Ascend Version 1.0.942.1 
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Alpherior
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Joined: Sat Jun 05, 2010 9:01 pm
Posts: 266
Location: Ontario, Canada
Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
schippie wrote:
Davee wrote:
A small but sweet patch. :)


This, good work hi-rez. Finally a buff to the brute its a good start and hopefully with the brute patch we get the rest of proper balancing. A nerf to fractals a buff to the nova colt those things. Maybe a nice new weapon :D


If anything fractals would get a damage nerf but RoF buff (keeping the DPS the same).
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ImageMain Class: Brute
(Devestator Spinfusor/Plasma Cannon/Extended Fractal/Safety Third/Potential Energy/Survival Pack)


Fri Apr 27, 2012 11:03 am
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Tamburlaine
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Joined: Sun Dec 04, 2011 2:13 am
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Hmm. I was hoping-but-definitely-not-expecting to see a projectile speed decrease on plasma too, but f*** whatever.

The HSF and LAR buffs are "Hell, it's about time." material for me. I could not comprehend the designated "chasing gun" getting slower bullets than the "dueling guns". Pleasantly surprised that the borked deployables are finally fixed.
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oh god where does this link go how did it get here I am not good with computer


Fri Apr 27, 2012 11:14 am
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bosketaru


Joined: Wed Aug 24, 2011 12:33 am
Posts: 56
Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
nasheruk wrote:
Also the plasma gun probably still needs a damage or ROF nerf

^this

Also, anyone notice the mortar has less bounce before exploding after the patch?


Fri Apr 27, 2012 12:14 pm
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DeVxC
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Joined: Mon Oct 10, 2011 10:07 am
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Good patch but if i set VGS volume to 0 it's reset to 100 please fix this.
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Fri Apr 27, 2012 12:49 pm
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tenub


Joined: Sun Nov 07, 2010 1:27 pm
Posts: 683
Location: Atlanta, GA
Steam Gamer Name: 10ub
Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
40% hitbox nerf did nothing. Just loaded up a random arena match and got 20 air mails in 2 rounds without trying. Nerf projectile speed and falloff.
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Fri Apr 27, 2012 1:12 pm
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TheAlgerian
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Joined: Mon Jan 09, 2012 11:48 am
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Didn't try plasma before the patch, but I did after on target practice, still defintely OP, you don't even have to try to hit everything at any speed in any situation.
Best thing IMO would be completely remove radius.
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Fri Apr 27, 2012 1:18 pm
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miqueloz


Joined: Tue Mar 13, 2012 7:55 pm
Posts: 267
Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Plasma is still broken. Needs a RoF/damage nerf.


Fri Apr 27, 2012 1:42 pm
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Skoffin
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Joined: Wed Feb 15, 2012 10:54 pm
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Alpherior wrote:
I just want to add right here in this thread that I f*** respect you twice as much as I used to Hi-Rez -- You didn't even wait for a Brute-specific class patch, you went right ahead and gave us the buff that weapon really needed, and I think you really just made lots of players happy...


They increased HBL by 7% with the Raid and Pillage update, all they did was match that with the HSF.

For those that say the plasma nerf wasn't expected so promptly I don't see why. They adjusted the Jackal very quickly after the Inf patch too. I figured they would iron this one out just as fast.

I just thought they would have fixed the mirv grenade inheritance at the same time. To those that say the EMP throws like a wadded up piece of paper I say try comparing a mirv throw to an emp throw both at high speed. The EMP actually flies away from your character like a normal grenade. The Mirv sticks to you or goes behind you.

But the Plasma was a much bigger issue so thanks for fixing that at least.
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"Juggernauts excel at long range bombardment...and devastate with their mortars"? Funny, last I checked nearly every weapon in the game out ranges the mortar. Increase the muzzle velocity on mortars already. Pretty please?


Fri Apr 27, 2012 1:53 pm
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Icedaemon
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Joined: Sun Feb 26, 2012 4:30 am
Posts: 221
Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
So, tested more thoroughly. First win of the day works. I played two matches as DMB and never had problems with placing deployables.

The plasma gun might be a bit OP, but far less so. Yes, there were two matches somewhat dominated by raiders, but on the one of them where the highest-ranked raider had a plasgun, he was a high-ranked player regardless, pretty skilled but not able to land every single d*** hit. On the other, it was actually me and another proper Sand Raker raider (him admittedly ahead of me in kills and points, but the gap there was smaller than the gap between me and the next fellow), using EMP grenades and Arx Busters to clear out the indoor sections of Crossfire of defenders, who had a plasma raider among them. (My first ever quatra kill bringing our flag back for the last cap)

A brute or two managed to kill me with the big spinfusor a few times... Not sure if that signifies anything since I tend to play sloppy with my lives, caring more about taking as many b****** with me than I do about surviving engagements.

All in all, this seems a solid patch.


Fri Apr 27, 2012 2:51 pm
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tenub


Joined: Sun Nov 07, 2010 1:27 pm
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Location: Atlanta, GA
Steam Gamer Name: 10ub
Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
miqueloz wrote:
Plasma is still broken. Needs a RoF/damage nerf.


No. Add a 25-40% projectile speed reduction and make the plasma disappear after some distance along the lines of 1/3 or 1/2 the distance between crossfire flag stands (since it's like almost the whole distance now).
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Fri Apr 27, 2012 2:52 pm
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