• 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 - Feedback & Constructive Discussion

All times are UTC - 5 hours [ DST ]


Forum rules


Please click here to view the forum rules

Defense?

Moderator: Cyberlink



Post new topic Reply to topic  Page 1 of 6
 [ 57 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next
Previous topic | Next topic 
 Defense? 
Author Message
SPiRALFACToR


Joined: Mon May 03, 2010 5:52 pm
Posts: 72
Post Defense?
why is it so easy to dismantle for cappers?

i just started playing PTH a few days ago and started getting 250+ routes through and i already see why games 18 out of 20 times go 5-0 or 5-1.

it only takes a few disks to remove all a HoF's mines and FF's and if there is a lot of defense i just preload a tac strike on the fly.

the only real threat to me is a decent SEN, even then alot of maps you can just fly under the radar or to fast for the average sen. good ones i give props to because to me, they are the only worthwhile defense.

imo we need more maps with stands like temple ruins and sunstar that give decent coverage to tac strikes and disk spam, while leaving orbital strikes ability to destroy everything.


TLDR: why are deployables so weak and flagstands so open. it seems to me it promotes too much lonewolfing in a team based game...


Sat May 12, 2012 8:30 pm
Profile
FelixTG
User avatar


Joined: Mon Mar 01, 2010 1:11 am
Posts: 2245
Post Re: Defense?
T:A steers away from requiring teamwork to get a flag in order to attract more cod players.
_________________
Youtube -- Beowulf Feedback Thread
L.L. wrote:
A generation which ignores history has no past - and no future.

Image


Sat May 12, 2012 8:33 pm
Profile
illerFFN
User avatar


Joined: Wed Apr 14, 2010 6:52 pm
Posts: 1174
Post Re: Defense?
Would love to see some hard data/charts of just how many COD players they've actually attracted to this game. B/c everyone I know who plays it came from Unreal or TF2 or Tribes or Mechwarrior or Quake or Heavy Gear or ...etc etc, list goes on.

COD players don't have to venture outside of COD b/c a new one comes out every single year.
And when that's not enough, they also have BattleField which has free vehicles or some crap.

Last edited by illerFFN on Sat May 12, 2012 8:58 pm, edited 1 time in total.

Sat May 12, 2012 8:50 pm
Profile WWW
VashTHT


Joined: Thu Jun 03, 2010 1:28 pm
Posts: 1184
Post Re: Defense?
SPiRALFACToR wrote:
why is it so easy to dismantle for cappers?

i just started playing PTH a few days ago and started getting 250+ routes through and i already see why games 18 out of 20 times go 5-0 or 5-1.

it only takes a few disks to remove all a HoF's mines and FF's and if there is a lot of defense i just preload a tac strike on the fly.

the only real threat to me is a decent SEN, even then alot of maps you can just fly under the radar or to fast for the average sen. good ones i give props to because to me, they are the only worthwhile defense.

imo we need more maps with stands like temple ruins and sunstar that give decent coverage to tac strikes and disk spam, while leaving orbital strikes ability to destroy everything.


TLDR: why are deployables so weak and flagstands so open. it seems to me it promotes too much lonewolfing in a team based game...


This has been an issue since closed beta.

get in line, grab a support ticket, sit down with the rest of us, and realize many of us have already just stopped posting on the forums due to this.

The game should not be "released," it is NOT balanced.
_________________
Image
... it got a nice ring to it, don't ya think?


Sat May 12, 2012 8:54 pm
Profile
DibbzTheLoner
User avatar


Joined: Mon Mar 05, 2012 8:30 am
Posts: 1616
Location: Australia
Steam Gamer Name: Dibbz
Post Re: Defense?
SPiRALFACToR wrote:
18 out of 20 times

That amuses me. ^^
_________________
This signature is green. I like the colour green.
Wait, why are you still reading? It should be obvious that this signature is pointless and just here to be green.
Stop reading already! You're procrastinating too much!


Sat May 12, 2012 9:26 pm
Profile
DHBSiberian


Joined: Mon Jun 27, 2011 8:55 pm
Posts: 181
Post Re: Defense?
pretty much Hirez is going after the cowboy cap crowd..

they dont seem interested in supporting true defensively strong maps with covered flags.

even the new map Tartarus has a wide open flag area that can be snatched at massive speed without fear of D.

/facepalm.

what can you do.. :evil:


Sat May 12, 2012 11:19 pm
Profile
Xaraxitor


Joined: Sat Jul 09, 2011 7:25 pm
Posts: 376
Location: Sitting at computer.
Post Re: Defense?
Jump for joy when the next machine gun shooter game comes out, as fast as this game attracted that crowd, they will jump ship just as quick when the next game comes along, maybe then Hi Rez will address the problem with machine guns when they realise they are losing all their patronage!

Diablo 3 and Max Payne 3 out within a week, lets wait and see...


Sat May 12, 2012 11:25 pm
Profile
illerFFN
User avatar


Joined: Wed Apr 14, 2010 6:52 pm
Posts: 1174
Post Re: Defense?
Funny point about Tartarus: Googling routes on it will result in several videos where none of the routes are the same, meaning the entire map is one big route and all you need to win instantly is 3 nitrons & Ego. Its flagstand is the biggest joke ever


Sat May 12, 2012 11:28 pm
Profile WWW
FreaK367
User avatar


Joined: Fri Jul 08, 2011 8:53 pm
Posts: 587
Location: England
Steam Gamer Name: FreaK
Post Re: Defense?
Ahh, I miss Bella Omega, the map as a whole sucked, but the bases ruled, good sizes, indoor flags where Strikes couldn't touch defense, base force fields that gave the generator atleast a little importance, reasonable turret locations. Talking about the old old Bella, I know Hi-Rez drastically changed the map about 3 times before just scrapping it altogether. Silly thing was... they mainly changed the bases, which were alright, it was the rest of the map that sucked, virtually no good routes, bad terrain, aesthetically boring etc...

Defending was fun on the early Bella Omega, before Hi-Rez, patch by patch opened the flag up completely to make capping easier, which I think contributed to the end of the map.
_________________
Image
Desired:
Bind VGS commands to keys.
Full XP Refund for free/gold. (cheap)
Large Automatic Nerfs
Decent Plasma Gun Nerf
Large Jackal Nerf


Sat May 12, 2012 11:50 pm
Profile
Pharlan


Joined: Tue Jun 02, 2009 2:28 am
Posts: 66
Post Re: Defense?
Yep, T:A is just a very poor cousin to Tribes. All the maps are made for speed, all the deployables are made to be popped if they are nudged. Bases pretty much don't matter, they are made to be skated through and are almost completely worthless. Even if someone can figure out a decent base setup, it can still be completely dismantled with a single tac strike since everything is out in the open.

Defense in T:A= Paths to Chase and Sents to guard the routes. HOFs, even with the extra fatty equipped, are still easy to bump off the stand.


Sat May 12, 2012 11:54 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  Page 1 of 6
 [ 57 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next

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

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.