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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Raider ARX Balance

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 Raider ARX Balance 
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Varzoth


Joined: Tue Jan 24, 2012 9:53 am
Posts: 23
Post Re: Raider ARX Balance
Frostiken wrote:
The Jackal does more damage to base assets than the Arx. How lame is that?


This is possibly the worst part of it all, wth is a light class doing with a better version of the same weapon. surely to balance it should be weaker esp with the added benifit the jackal has of remote detonation.


Sun Apr 22, 2012 12:45 pm
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Fallwind


Joined: Mon Oct 10, 2011 1:36 pm
Posts: 740
Post Re: Raider ARX Balance
Varzoth wrote:
Frostiken wrote:
The Jackal does more damage to base assets than the Arx. How lame is that?


This is possibly the worst part of it all, wth is a light class doing with a better version of the same weapon. surely to balance it should be weaker esp with the added benifit the jackal has of remote detonation.



When I saw the numbers on the jack I hung up my raider shoes.
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Sun Apr 22, 2012 1:28 pm
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spacecowboy87


Joined: Tue Dec 06, 2011 12:10 am
Posts: 105
Post Re: Raider ARX Balance
Fallwind wrote:
When I saw the numbers on the jack I hung up my raider shoes.


This. I've been able to play inf lately in a similar fashion to how I would play raider. A little less head on, but I can clear rooms with it in no time. Jackal should be a raider weapon, hands down. And the Arx needs a major buff against base assets, as asset destruction is supposed to be the primary purpose of it.


Sun Apr 22, 2012 2:14 pm
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spacecowboy87


Joined: Tue Dec 06, 2011 12:10 am
Posts: 105
Post Re: Raider ARX Balance
With that said, I feel like the scrambler portion of the raider loadout lacks a distinct purpose. Its intended for asset destruction, but the arx just lacks the punch. The jackal is just a slap in the face to this. Scrambler could be useful for more stealth-ish flag capping, except the lack of an on-impact explosive makes this less viable. Its possible to boost with the Arx, but it isn't the most reliable tool for that. Of course, the jackal would be great for it. The raider loadout is better for direct combat as well. Of all of the classes that got combined during the epic update, I feel like scrambler + raider was the most forced.


Sun Apr 22, 2012 2:22 pm
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Frostiken
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Joined: Sat Dec 25, 2010 12:42 am
Posts: 1045
Post Re: Raider ARX Balance
Ironic that the SJP in Tribes 2 was one of the more useful packs... especially on a tailgunner.


Sun Apr 22, 2012 3:02 pm
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spacecowboy87


Joined: Tue Dec 06, 2011 12:10 am
Posts: 105
Post Re: Raider ARX Balance
Frostiken wrote:
Ironic that the SJP in Tribes 2 was one of the more useful packs... especially on a tailgunner.


Found this description from a wiki, as I was not a tribes 2 player.

Quote:
When activated, the Sensor Jammer Pack disrupts the other team's sensor network within a 50-meter radius. Even when unactivated, the Sensor Jammer Pack still passively jams sensors. Any players or vehicles within the jammer's radius will be undetectable (even to motion sensors) and will not have a "friend or foe" identifier. These can be very useful for tailgunners of Bombers and Havoc Transports, since they can prevent turrets from firing at the vehicles. The Sensor Jammer also disables all enemy Cloak Packs in this area, as does the Jericho Mobile Base.


50 meters seems big for what the sensor pack in ascend jams. And what is this "passive jamming" being referred to?


Sun Apr 22, 2012 3:25 pm
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nukularpowar


Joined: Mon Apr 16, 2012 8:43 am
Posts: 10
Post Re: Raider ARX Balance
Once I got used to the Jammer pack, no way I'll go back to shield. But that is offtopic.

Agree that ARX should definately be better vs base assets than the Jackal :p


Sun Apr 22, 2012 3:32 pm
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-AEnubis-
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Joined: Fri Aug 05, 2011 2:40 am
Posts: 4858
Location: NA East
Post Re: Raider ARX Balance
The MA bonus is usually applied for all direct hits, which if stuck directly would also increase the Arx damage vs assets before the armored target bonus is applied.
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Sun Apr 22, 2012 3:54 pm
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spacecowboy87


Joined: Tue Dec 06, 2011 12:10 am
Posts: 105
Post Re: Raider ARX Balance
-AEnubis- wrote:
The MA bonus is usually applied for all direct hits, which if stuck directly would also increase the Arx damage vs assets before the armored target bonus is applied.


I think "bonus" is the wrong word for that. Because with the "bonus" I do 576 with the arx against base structures (not gen) vs 600 for direct hits on infantry. This still pisses me off considering its designed to be an anti-base asset weapon...

Damage against infantry is fine imo. I should be more effective against assets though, considering the relatively low ammo reserve.


Sun Apr 22, 2012 3:59 pm
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Frostiken
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Joined: Sat Dec 25, 2010 12:42 am
Posts: 1045
Post Re: Raider ARX Balance
spacecowboy87 wrote:
50 meters seems big for what the sensor pack in ascend jams. And what is this "passive jamming" being referred to?


Passive meaning you yourself, with the pack, never showed up on sensors. Only yourself. Active was for area.

50 meters is pretty large, but Tribes 2 maps were massive, Temple Ruins would've been considered on the smaller side.

It was also a bit slower-going so you had time to organize offensive actions - Havocs full of heavies, shrikes flying escort drawing turret fire... was probably my favorite game. The T1 elitists didn't like it because it was 'too slow' and they wanted epic flag grabs, I just liked it for the experience of pure teamwork.


Sun Apr 22, 2012 4:28 pm
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