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

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May 22, 2012: Tribes Ascend Version 1.0.980.1



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 May 22, 2012: Tribes Ascend Version 1.0.980.1 
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Cyanistic


Joined: Sat Feb 18, 2012 2:16 pm
Posts: 3783
Steam Gamer Name: Cyanistic
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
TheMrSleep wrote:
Cyanistic wrote:
The Plasma Cannon is suppose to be an insanely scary weapon.


You are entitled to your opinion. I believe that it is way OP atm and don't see a need for it unless the fire rate is toned down (it would still be scary, but not capable of killing rediculously fast). This is probably mainly an issue in CnH; in CTF the game speed is too fast so the Plasma Cannon would primarily be a base destruction tool.

Colt's more viable for attacking people running away from you and it's hitscan.
Plasma Cannon is good for indoors and mid-range
Shotgun is better for close encounters and it's hitscan.


..huh?


Thu May 24, 2012 2:51 pm
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ManandMachine
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Joined: Thu Feb 23, 2012 6:56 pm
Posts: 633
Location: In a van down by the river.
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
Plasma Canon is overpowered? Oh, hell no! It's barely a tick above the Plasma Rifle.

I would prefer the damage and range be ramped up, the fire rate turned down, so it could be a primary weapon, instead of a secondary. They could then delete the Gladiator and refund us all our Gold and XP.

As it is, the Plasma Canon isn't even as threatening as a light Spinfusor, which has better range and faster projectiles.
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Thu May 24, 2012 4:59 pm
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Cyanistic


Joined: Sat Feb 18, 2012 2:16 pm
Posts: 3783
Steam Gamer Name: Cyanistic
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
ManandMachine wrote:
Plasma Canon is overpowered? Oh, hell no! It's barely a tick above the Plasma Rifle.

I would prefer the damage and range be ramped up, the fire rate turned down, so it could be a primary weapon, instead of a secondary. They could then delete the Gladiator and refund us all our Gold and XP.

As it is, the Plasma Canon isn't even as threatening as a light Spinfusor, which has better range and faster projectiles.
I love the Gladiator though.
Those Airmail shots are just absolutely delicious.


Thu May 24, 2012 5:18 pm
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Skoffin
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Joined: Wed Feb 15, 2012 10:54 pm
Posts: 445
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
Maybe it's just me but it seems like I'm having a lot of issues with enemies being in the AoE of a weapon but taking no damage after this patch. It's as if latency has increased but my ping is the same.
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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?


Thu May 24, 2012 8:31 pm
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allmhuran


Joined: Mon Jan 30, 2012 3:57 am
Posts: 306
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
Quote:
"Fixed an issue where players with the Pilot perk equipped could change teams instantly while they were in a vehicle."


Hahaha, you gotta wonder how a perk, being in a vehicle, and the team you are on are somehow related in the code.... I often think this when I see the Tribes patch notes.

(Expected in next patch: "Fixed a bug where firing a heavy spinfusor while at exactly 23% health while standing in a shadow occasionally caused players moving at under 70 kmh on a completely different server to respawn as base turrets".)
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Fri May 25, 2012 12:57 am
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IICrowII


Joined: Fri Apr 27, 2012 11:13 am
Posts: 15
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
IMO Jackal should have a bigger damage decrease, but only vs players, leaving its base busting speed once the defenses are defeated the same while making it not just kill the defenders from full health in less than reaction time.


Fri May 25, 2012 9:58 am
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Cyanistic


Joined: Sat Feb 18, 2012 2:16 pm
Posts: 3783
Steam Gamer Name: Cyanistic
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
IICrowII wrote:
IMO Jackal should have a bigger damage decrease, but only vs players, leaving its base busting speed once the defenses are defeated the same while making it not just kill the defenders from full health in less than reaction time.

viewtopic.php?f=313&t=72224&st=0&sk=t&sd=a


Fri May 25, 2012 10:08 am
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KineticFlow


Joined: Thu Feb 16, 2012 3:55 pm
Posts: 58
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
allmhuran wrote:
(Expected in next patch: "Fixed a bug where firing a heavy spinfusor while at exactly 23% health while standing in a shadow occasionally caused players moving at under 70 kmh on a completely different server to respawn as base turrets".)
:lol:
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Fri May 25, 2012 4:25 pm
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Karakara
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Joined: Sat May 26, 2012 3:28 pm
Posts: 187
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
Quote:
Players that have an active booster will be awarded 1,200 XP daily (at approximately 10:00 GMT). This is on top of your booster’s regular rewards.


I dont think Im getting my bonus... I dont think Ive received it once.

Are other peoples bonuses working?


Sat May 26, 2012 5:29 pm
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retarios


Joined: Sun Feb 12, 2012 6:57 pm
Posts: 45
Post Re: May 22, 2012: Tribes Ascend Version 1.0.980.1
allmhuran wrote:
Quote:
"Fixed an issue where players with the Pilot perk equipped could change teams instantly while they were in a vehicle."


Hahaha, you gotta wonder how a perk, being in a vehicle, and the team you are on are somehow related in the code.... I often think this when I see the Tribes patch notes.

(Expected in next patch: "Fixed a bug where firing a heavy spinfusor while at exactly 23% health while standing in a shadow occasionally caused players moving at under 70 kmh on a completely different server to respawn as base turrets".)


AHAHAHAHAHAHAHAHA


Sat May 26, 2012 9:38 pm
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