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New Perks and Tweaking Current Ones! [Repost]

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 New Perks and Tweaking Current Ones! [Repost] 
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NotCyanistic


Joined: Fri Jul 13, 2012 3:16 pm
Posts: 255
Post New Perks and Tweaking Current Ones! [Repost]
New Perks and Tweaking Current Ones!

Currently there's a small amount of perks and I feel we should take the time to both tweak the ones we currently have and create new ones to enhance the gameplay of Tribes: Ascend even further.

Some ideas will suck some ideas won't. It's encouraged to suggest anything that comes to mind and criticize anything you disagree with in this thread and explain why. We want to come up with perks that everyone likes, right?
(Be sure to note that any of my input will be in italics rather then normal text if it's in someone's suggestion)
Before I even list the perks, make sure to note/check out the following link for information on all the current in-game perks:
http://www.tribesascendwiki.com/Perks
Oh and also:
viewtopic.php?f=234&t=67549
This is previous "new perk" thread. A few perks from there will be placed here as well, giving credit to the original creator.

First, let's get a list of the current perks:

Primary Perks

Ultra Capacitor I (Starter perk)
Reach
Bounty Hunter
Close Combat
Looter
Safe Fall
Safety Third
Stealthy
Wheel Deal
Rage


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Secondary Perks

Determination (Starter perk)
Egocentric
Pilot
Potential Energy
Quick Draw
Super Heavy
Survivalist
Ultra Capacitor II
Mechanic
Sonic Punch
Lightweight


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Alright, so let's start off with tweaking the current perks.

First up:
- Mechanic - (Tweaked by DibbzTheLoner)
Currently Mechanic is it is now is rather broken. Anyone with eyes can see that. So with that said, DibbzTheLoner came up with quite the good fix and new perk (which you can see in the new perk section) Currently here's how Mechanic is:
Repair tools can be used to damage enemy generators, base defenses, and vehicles. When used on turrets, the repair gun will disable them from shooting. The final rank of this perk gives a 25% damage reduction when multi-crewing vehicles.
Upgrade 1: +5% Repair Rate.
Upgrade 2: +5% Repair Rate.
Upgrade 3: +25% Protection Multi-Crew

Here's his much improved version of Mechanic:
*Repair tools can be used to damage enemy generators, base defenses, and vehicles. When used on turrets, the repair gun will disable them from shooting. The final rank of this perk gives a 25% damage reduction when multi-crewing vehicles.
*Upgrade 1: +10% Vehicle Repair Rate.
*Upgrade 2: +10% Vehicle Repair Rate.
*Upgrade 3: +25% Protection Multi-Crew

--Also the current damage rate for repair tools against enemy structures/vehicles should be doubled. Currently un-repairing enemy vehicles, deployables and assets is NOT a viable tactic due to how pitifully low the damage is...
It currently deals 210 DPS to Mk.0 Base Turrets, and 547 DPS to Mk.4 Base Turrets. And that's with the Improved Repair Tool.
You need to sit there un-repairing Base Turrets for a full 24 seconds to destroy them with the Improved Repair Tool, and 32 seconds with the regular repair tool.
Considering how difficult and dangerous that is, and the fact that it requires a perk, it's just plain crazy-useless.

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My not much to fix there huh? :D

Right, well with that said I believe it's time to focus more on the more anticipated and interesting part of this thread. The part where you can judge and voice your opinion on what perks you think should be implemented and which ones should not and for what reason!

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First up:
- Roadblock - (Submitted by Cyanistic) (Inspired by delayedreflex) (Tweaked by -AEnubis-) (Named by Thaif)
Okay so with the removal of the damage reduction on the safe fall perk regarding vehicles, this is an obvious perk that was going to be mentioned. The name is obviously crappy so suggest your own would you?

The aim of this perk is to make you stand more of a chance against vehicles to an extent. It's aimed to not make you anti-vehicle but make you resistant to them. Here's the stats:
*Reduce runover damage 25%
*Upgrade 1: Reduce runover damage 25%
*Upgrade 2: Reduce runover damage 25%
*Upgrade 3: Now vehicles take light crash damage when running into you.

.

Second up:
- Martyrdom - (Submitted by Cyanistic) (Inspired by GustavoM & Santiak)
This perk can actually be very useful in certain cases and can make aftermath kills much easier. If you're unfamiliar with this term, Martyrdom basically means you drop a grenade right before you die, which in games instead, you'd drop it when you die.
A little thing to note is that your grenade will fall with whatever momentum you have, so if you're going forward in the air, it'll drop while moving forward.
So on and so forth. So with that said, here's the stats:
*Drops the current grenade or mine you have at the time.
*Upgrade 1: Expands the range by 5%
*Upgrade 2: Expands the range by 5%
*Upgrade 3: The ammo packs you drop does not benefit your enemy.

It is probably worth noting that mines will fall with your momentum like other grenades would, not fall flat down.
It's also probably worth noting that Upgrade 3 will not prevent your team from getting ammo from your death. Only enemies.

This can be useful for quite a few classes:
The Infiltrator or Raider would drop incredibly powerful grenades making it more dangerous to kill them upclose
The Juggernaut would shoot a slightly slower spinfusor disc causing for interesting kills and exploding heavies on death.
The Brute would be more ideal for holding onto the flag or even being suicidal.

Upon discussion people have also complained that it'd make grenade spamming idiots even stronger, which is bad. So let's fix that really quick.
The perk will only take affect if:
You haven't tossed a grenade in the last 15 seconds.
You have a grenade left in your slot.
This prevents spamming and dropping two grenades at once.
If you wanna use this perk then you should really hold onto that last grenade and be strategic about where you want your enemy to kill you.

All in all, I think this one is a particularly great perk and I'd love to see it in the game.
Lemme know what you think.

Third up:
- Fury - or - Adrenaline - (Submitted by Cyanistic) (Inspired by GustavoM)
This particular perk can turn the tables on defenders or attackers if they aren't careful, this perk gives the player a percentage of their health back and energy back on the final upgrade when a teammate dies close to them. It's a variation of Rage. While rage focuses on the flag and defending it. This focuses more on defending your base or strengthening your attack.
(This does not count suicides.)
The stats are:
*When near a teammate's death you instantly regain 10% of your max health
*Upgrade 1: You regain instantly 15% more of your max health.
*Upgrade 2: You regain instantly 15% more of your max health.
*Upgrade 3: You now get your energy refilled by 25%

This can total up to giving you 40% of you health back in a second and
I also came up with an alternative:
*When near a teammate's death you slowly regain your health back. Damage does not stop this regeneration.
*Upgrade 1: The regeneration is now quicker.
*Upgrade 2: The regeneration is now longer.
*Upgrade 3: You now get your energy refilled at a faster rate

This can make the defense stronger then it seems when you look at it as well as an offense. It encourages defending as a team or attacking as a team rather then trying to solo everything. I know I can't be the only one to say this would incredibly spice up the game in a good way.
This perk should be primary in my opinion because I wouldn't want rage and fury to be a possible combination. It just seems too powerful.
However it can make HoFs more so deadly then I'd intend, so I'm considering having it being a secondary instead to prevent hofs from using it with Super Heavy, which is vital.

Fourth up:
- Blackout - (Submitted by Cyanistic)
This one is a more infiltrator type of perk.
Essentially the idea is, you punch the enemy and it causes them to black out. Similar to a white out, however you still have your hearing. Think of it as a raider grenade that can work on one person.
*Punching an enemy will kill their vision temporarily and at the last upgrade drains 50% of their energy.
*Upgrade 1: .5 extra second of no vision.
*Upgrade 2: .5 extra second of no vision.
*Upgrade 3: Now darins 50% of their energy as well.

Now it depends on a combinations to truly spark it's potential. So with that said if it's a primary perk, it can work with Sonic Punch to not only shove the enemy into an area, he can't see where he's being shoved either which can lead to a completely confused and lost enemy. Or, you can hook it to the secondary perk and be able to equip it with Close Combat. Making your enemy even easier to take down.

Fifth up:
- Deception - (Submitted by Cyanistic) (Inspired by SanDaru)
This perk is something interesting i thought up. It was originally supposed to be a single upgrade perk like Capacitor but I felt it needed a buff.
Please note that there is 2 versions of this perk.
Edit: This perk was originally "Thief" However I scrapped that and threw it in the trash section of the thread.
*You have the capability to shoot ammo nuggets, making them explode slightly and do damage to anyone surrounding except teammates.
*Upgrade 1: Enemies who pick up your ammo nugget will not benefit from it.
*Upgrade 2: Ammo Nuggets dropped by an enemy you kill, you receive automatically.


The damage for the first upgrade would stack with whatever damage you deal to the player, such as a 910 direct hit with a thumper will aid you a bit further and give you... 1000 damage. Seems fair enough right? 90-100 damage.
However, I know that the base perk might be a bit to gimmicky so here's an alternative, which is getting even closer to the one and done perks.
*Enemies who pick up your ammo nugget will not benefit from it and you gain 15% more ammo from drops.
*Upgrade 1: Ammo Nuggets dropped by an enemy you kill, you receive automatically.


Sixth up:
- Wrench Monkey - (Submitted by DibbzTheLoner)
*Repair tools repair 5% faster. The final rank of this perk allows you to repair player deployables 50% faster.
*Upgrade 1: +5% Repair Rate.
*Upgrade 2: +5% Repair Rate.
*Upgrade 3: +50% Deployable Repair Rate.

--Results in deployables being repaired 72.5% faster than without this perk... currently due to the %-based healing of repair tools deployables take a ridiculously long time to repair only a small amount of damage.
This is the new improved version of mechanic, which makes it much more kind to anyone with deployables and technicians alike. I really do like the outcome of this and it doesn't improve the repair rate as far as I can see and it removes the ability to damage enemy assets and gear.

Seventh up:
- Nano Reload - (Submitted by Miaw) (Idea by Cyanistic)
This perk is a one and done perk, mostly tweaked and made awesome by the lovely Miaw
You no longer manually reload your weapons, instead all of your weapons come equipped with automatic reload, which causes the weapon to "Cool-down", and it even reloads when the weapon isn't held in your hands.

Nano-Reload is intended to make switching weapons in combat better, instead of using 1 Automatic weapon and constantly spamming your target.
This perk is mostly targeted at explosive combat, where most of the explosive weapons have a 1 size clip. This allows you to say... use the Soldier Spinfusor+Thumper combo, while you sacrifice your auto you can get more explosives out in a short amount of time.
Note: Reloading any weapon bigger than a size 1 clip will cause the ammo counter to go up, instead of reloading the entire clip

Eighth up:
- Persistence - (Submitted by Cyanistic)
When your jetpack runs out of energy to use, it'll use your health instead.

This perk can be quite useful and one of the main things everyone is probably going to think:
"Wait a moment, won't this ruin Potential Energy??"
Don't fret. I thought it would too but that's not the case at all.

Potential energy allows you to hurt yourself for a burst of energy which can be used for shield packs, jammer packs, so on. When using Persistence you have to be out of energy to benefit. You'll begin to lose health and yes, this perk can kill you if you aren't careful. Not only that but your energy wont regenerate until you stop using your health for fuel. Another thing to note is that packs that require energy are programmed and created to absorb energy, so it wont take your health as an alternative energy source.

This can make a great perk for anyone who needs that's bit of energy but want something different then Potential Energy

Ninth up:
- Angry Fixer - or - Problem Solver - (Submitted by Miaw) (Tweaked by Cyanistic)
*You now gain the ability to melee base turrets to activate them, only if their health is above 30%.
*Upgrade 1: Decreased health threshhold by 5%
*Upgrade 2: Decreased health threshhold by 5%
*Upgrade 3: Now works for Radar Sensors


This perk is interesting as it now allows TCN's (Or anyone else who carries the perk) To get base turrets and sensors online earlier. The final upgrade could also be something like this:
Alternative for Upgrade 3:
*You may now activate the generator when it is above 30%

With this upgrade, you have to melee the base object when it is above a certain health percentage, this allows someone to get it online earlier(As stated above..) However it is also risky, as you now have to get close to the base object, which could potentially kill you from mortar spam or disc spam.


- Mirror Punch - (Submitted by Cyanistic) (Idea by (the lovely) Miaw)
Upon use will allow you to reflect all projectiles except sabres with your melee attack. It's quite difficult to pull off but the projectile will do double damage as well as knockback. Setback being you can only melee every 2 seconds. Recommended for skilled players.

This perk can be very powerful on people with good reflexes and absolutely terrible with those who don't. Such as cappers or HoFs that are about to be hit. Not only this but it can open up some interesting play. Such as standing on a hill and letting a base turret shoot at you only to time your melees just right and use it to attack the flagstand. Luckly, the cool down would prevent spamming it and also disallow meleeing for a few seconds.

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So far this is all I can come up with an I look forward to the replies in this thread.
Remember to suggest your own as well and state how you feel on the new perks or tweaked perks.


Also, Trash Section:
Quote:
- Bouncy - (Submitted by Cyanistic)
*More knockback from weapons and cause you to bounce when hitting the ground from fall that'd damage you on the final upgrade.
Upgrade 1: Knockback increased.
Upgrade 2: Knockback increased.
Upgrade 3: You now are a human bouncy ball. Upon hitting the ground from a fall that'd damage you, you'd bounce with the same force or half of it you were falling from.

Now. First and foremost. This perk can be both good and bad. It's essentially the opposite of Super Heavy and let's be honest, It's pretty comical. However it can allow you to get out of sticky situations and possibly open up new routes at the expense of health. Indoors, you might not wanna use it, outdoors, it'll give you a chance to fly away from the knockback of someone hitting you with a disc or such.
Do not confuse you bouncing for taking no fall damage either. You still take 100% of the damage unless you equip safe fall with it. As all the other perks, I'm not sure if this should be a primary or secondary perk, however, I'm leaning on secondary.


Quote:
- Thief - (Submitted by Cyanistic) (Inspired by SanDaru)
This perk is something interesting i thought up. It was originally supposed to be a single upgrade perk like Capacitor but I felt it needed a buff.
*Meleeing an enemy will restore 25% of your energy and steal theirs
*Upgrade 1: Energy sapped increased by 25%
*Upgrade 2: Meleeing an enemy will snatch grenade ammo from them and give you one.
*Upgrade 3: Ammo Nuggets dropped by an enemy you kill, you receive automatically.

Alternatively:
*Meleeing an enemy will restore 25% of your energy and steal theirs
*Upgrade 1: Half the damage you deal when meleeing is transferred to your health.
*Upgrade 2: Meleeing an enemy will snatch grenade ammo from them and give you one.
*Upgrade 3: Ammo Nuggets dropped by an enemy you kill, you receive automatically.

The 3rd upgrade keeps this from being solely an infiltrator perk. It can be quite useful for people who don't have time to go grab ammo. Literally every class can benefit from this upgrade. It also encourages meleeing on infiltrator and on other classes.
I think I'll have this perk be a Primary to avoid it being used with Close Combat which would pretty much regenerate all of your health simply by meleeing someone. It could be pretty bull.


Quote:
- Rage - (Tweaked by Cyanistic)
Now, while this is a nice perk and I do enjoy using it I feel it could be tweaked to be buffed a little bit. The range at which you get enraged is quite small in my opnion make you have to be a little too close to the flag then a chaser should be, assuming you're a chaser choosing this perk.
Because of how it is currently, a lot of people just use safety third instead. This is what we don't want. So like I said, my idea to better the perk is to make the enrage-area larger then it is currently. If we wish to make it even more powerful we could also make the overall energy drain on everything when enraged slightly lower.
That's how I feel about this current perk.

Quote:
- Safe Fall - (Tweaked by Cyanistic)
This perk may be in need of being split up into two perks or ehancing it to make it more widely used. As it is now... I.. Don't think anyone even uses it.
Here, let's look at it's upgrades:
*Reduces fall damage by 40%.
*Upgrade 1: +20% fall reduction.
*Upgrade 2: +20% fall reduction.
*Upgrade 3: Also reduces vehicle runover damage.

As you can see all it does it reduce fall damage and it seems to have a hidden little perk: It reduces vehicle runover damage. By what percent? No clue. It doesn't say.
However my suggestion is to remove that vehicle runover bit and recreate a perk revolved around that. It'll be listed later on in the thread, don't worry.
Now, with that said let's look at what I feel would be better for this perk:
*Reduces fall damage by 40%.
*Upgrade 1: -30% fall damage.
*Upgrade 2: -30% fall damage.
*Upgrade 3: Reduce Mass by a percentage.

Although I'm unsure what percent it should be I feel this is a proper buff to this near useless perk.
You get less mass on the final upgrade and you're immune to fall damage completely, allowing pathfinders or other classes to be even lighter at the cost of other perks they could be choosing instead. However, if this idea isn't a good one I have a quick alternative I had just thought of:
[size=85]*Reduces fall damage by 40%.
*Upgrade 1: -30% fall damage.
*Upgrade 2: -30% fall damage.
*Upgrade 3: Fall damage you would have taken instead of being ignored is now converted into health and half of the damage taken converts into energy.

I'm not very sure if this should remain a Primary Perk or if it should be a Secondary Perk, or even if this is a good idea. I'm looking for feedback heavily on this idea, so please voice your opinion.

Quote:
- Stealthy - (Tweaked by Cyanistic)(Help by DibbzTheLoner)
Okay this perk is one of the more useless ones. The current stats are as shown:
*Sensors detect you at 50% less range, allowing you to get closer before being marked.
*Upgrade 1: +10% sensor evasion range.
*Upgrade 2: +10% sensor evasion range.
*Upgrade 3: +20% time for turrets to target you.

Now there are many ways to go about this so I'll just give my remade version of it:
*Reduces your weapons & attacks to be 30% more quiet and +10% time for turrets to target you.
*Upgrade 1: Your weapons and attacks are now 30% more quiet.
*Upgrade 2: +15% more time for turrets to target you.
*Upgrade 3: Your indicator (the red V) will not show regardless of radar, however this only applies when you're behind something, enemies will still see your indicator in the open.

This one is an overhaul of this perk, it recreates it to be more effective and more of a choice among infiltrators and even other team-members that dwell in the enemy base. I'm not too sure if it should stay a primary perk, however, with all these new upgrades and an overhauled "Stealthy", it makes it seem as if it should be a secondary.
In any case, it's catered more towards Infiltrators to make their fights a little bit easier as well as people who are attacking the base that aren't infiltrators.
It especially helps in situations such as stabbing, shooting the gen, and even making sure your stickies/arx rounds don't alert the player until it dishes out damage.

Last edited by NotCyanistic on Sun Jul 22, 2012 1:04 pm, edited 3 times in total.

Sat Jul 21, 2012 11:19 pm
Profile
Putmalk


Joined: Sat Apr 14, 2012 12:08 am
Posts: 92
Post Re: New Perks and Tweaking Current Ones! [Repost]
Just some thoughts...

I like Roadblock, but it's unfair for a vehicle to take damage when ramming someone with the perk without any warning.

I absolutely hate Martyrdom, for one simple reason: If it didn't work in Call of Duty, why would it work here? What is it's purpose? To p*** people off for standing near a dead body when it dies? We should not be rewarding players for deaths.

While fury is a good idea, it's entirely broken. Once again, you're penalizing players for killing others. There's no reason not to run Fury if it would be implemented the way it is suggested.

I don't understand Blackout's purpose also, except to cause confusion. It would be entirely useless.

Deception is useful, but where does this capability come from? What button would you press to shoot ammo nuggets? I don't understand the focus for ammo nuggets here. I do like the upgrade 2 of the perk, but it seems like it would be better on another perk (Looter, perhaps?)

Wrench Monkey should be Mechanic. (Mechanic should not have the ability to disrepair). Instead, Mechanic should allow you to heal teammates at 10% (7% Long Range Repair Tool) health per second.

Nano Reload...no, just no. And what does "cooldown" mean? You can't use it? Then what's the point of the perk?

Persistence just sucks, because you'll completely chew through your health quickly and cause a lot of unintentional suicides.

Angry Fixer is okay, but it doesn't make much sense...

Mirror Punch is absolutely and utterly useless. No.
_________________
I only go for one win a day (1200 XP) and then do the most random and insane things to keep myself happy when playing Tribes Ascend. :)


Sat Jul 21, 2012 11:46 pm
Profile
NotCyanistic


Joined: Fri Jul 13, 2012 3:16 pm
Posts: 255
Post Re: New Perks and Tweaking Current Ones! [Repost]
Putmalk wrote:
Just some thoughts...

I like Roadblock, but it's unfair for a vehicle to take damage when ramming someone with the perk without any warning.
Well, safefall is going to get complete immunity to ram/splat damage. *Shrug*

Putmalk wrote:
I absolutely hate Martyrdom, for one simple reason: If it didn't work in Call of Duty, why would it work here? What is it's purpose? To p*** people off for standing near a dead body when it dies? We should not be rewarding players for deaths.
Baww~
Worked perfectly fine in CoD. Just stay away from the bodies. Further more, this perk has it's own restrictions. If you throw a grenade a certain amount of time before you die, you wont drop your grenade. Along with that, if you have no grenades around the time you die, you don't drop any either. Stop standing so close to players when you kill them and this would not be an issue.

Putmalk wrote:
While fury is a good idea, it's entirely broken. Once again, you're penalizing players for killing others. There's no reason not to run Fury if it would be implemented the way it is suggested.
Rage penalizes players for taking the flag by giving a boost to the defenders so they can take the flag back. It's the same thing just in a different situation.

Putmalk wrote:
I don't understand Blackout's purpose also, except to cause confusion. It would be entirely useless.
Infiltrator Perk, basically. It's essentially a whiteout but without the whiteout. It can be useful for attacking players and finishing them off or disrupting a HOF's defense. It gets to jump on players better.

Putmalk wrote:
Deception is useful, but where does this capability come from? What button would you press to shoot ammo nuggets? I don't understand the focus for ammo nuggets here. I do like the upgrade 2 of the perk, but it seems like it would be better on another perk (Looter, perhaps?)
If I recall I do have an alternative RIGHT below that.
Furthermore it can mean good for indoor defense or offense. If you leave nuggets around, you can either use them or they can be used against you in an surprise attack.
I prefer the alternative which replaces the main ability and the first upgrade, leaving the second upgrade alone.

Putmalk wrote:
Wrench Monkey should be Mechanic. (Mechanic should not have the ability to disrepair). Instead, Mechanic should allow you to heal teammates at 10% (7% Long Range Repair Tool) health per second.
Wrench Monkey fixes Mechanic and Mechanic turns into a vehicle friendly perk. Also healing teammates in a regenerating game is retarded.

Putmalk wrote:
Nano Reload...no, just no. And what does "cooldown" mean? You can't use it? Then what's the point of the perk?
Ask Miaw,

Putmalk wrote:
Persistence just sucks, because you'll completely chew through your health quickly and cause a lot of unintentional suicides.
Well s***, maybe you should pay f*** attention to your health and energy when you choose this perk. It's not like it eats it all away in a second. Obviously the drain is lowered so that it's more useful.

Putmalk wrote:
Angry Fixer is okay, but it doesn't make much sense...
Oh right, sorry. I forgot this game was built on sense. Has to be realistic, got it.
/sarcasm

Putmalk wrote:
Mirror Punch is absolutely and utterly useless. No.
Not at all, but it is a very hard to use perk. Much like lightweight.


Sun Jul 22, 2012 9:18 am
Profile
Eldiran


Joined: Thu Mar 15, 2012 5:26 pm
Posts: 256
Post Re: New Perks and Tweaking Current Ones! [Repost]
I dislike Roadblock, Martyrdom, and Deception. They all sound no fun to play against.

Blackout sounds pretty cool, but I don't think it could compete with Close Combat for a perk slot (why blind when you could kill outright?).

I don't really understand how Nano Reload is supposed to work.

I really like Angry Fixer.


Sun Jul 22, 2012 11:37 am
Profile
NotCyanistic


Joined: Fri Jul 13, 2012 3:16 pm
Posts: 255
Post Re: New Perks and Tweaking Current Ones! [Repost]
Eldiran wrote:
I dislike Roadblock, Martyrdom, and Deception. They all sound no fun to play against.

Blackout sounds pretty cool, but I don't think it could compete with Close Combat for a perk slot (why blind when you could kill outright?).

I don't really understand how Nano Reload is supposed to work.

I really like Angry Fixer.
Close combat requires you to nail them in the back, and that can be risky. With the Blackout perk, you could nail them and just deal with them while they're blinded. You trade damage for disorientation. Plus, if you hit a sentinel and turns out they have close combat on, they're basically screwed over anywho because they can't see you anymore nor fight back properly.
Roadblock could be removed from the list. Seeing as safe fall is going to make you immune to splat and ram damage.
Martydom is easily avoidable and makes your opponent easier to face in the long run. Just be sure not to be near their dead bodies when you die.

And lastly, as for deception... Which one?


Sun Jul 22, 2012 11:47 am
Profile
Eldiran


Joined: Thu Mar 15, 2012 5:26 pm
Posts: 256
Post Re: New Perks and Tweaking Current Ones! [Repost]
NotCyanistic wrote:
Close combat requires you to nail them in the back, and that can be risky. With the Blackout perk, you could nail them and just deal with them while they're blinded. You trade damage for disorientation. Plus, if you hit a sentinel and turns out they have close combat on, they're basically screwed over anywho because they can't see you anymore nor fight back properly.


That's a very good point, I forgot Close Combat required a backstab. Although close combat against a SEN is going to be an autokill no matter what in the next patch, isn't it? (Due to the backstab doing 2x damage)

Quote:
Roadblock could be removed from the list. Seeing as safe fall is going to make you immune to splat and ram damage.
Martydom is easily avoidable and makes your opponent easier to face in the long run. Just be sure not to be near their dead bodies when you die.

And lastly, as for deception... Which one?


Martyrdom may be easily avoidable in most circumstances, but when you're facing down a Brute in your generator room, there's no winning move there. It's just going to be annoying and will promote even more Brute fractal spam. (Not to mention there will be twice as many "CODTribes" threads on the boards...)

I dislike both Deceptions, I think. Causing your enemies to receive no benefit would be really irritating; some of the most essential perks are specifically about getting benefits from ammo drops. I don't care for the "fake ammo drop explosive" part either, but I don't necessarily mind the auto-loot idea.

The problem with Roadblock, Martyrdom, and Deception is that they all discourage normal (and perfectly reasonable) tactics and they can't be properly predicted. You can't plan around them until you've been screwed over by them.


Sun Jul 22, 2012 12:50 pm
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NotCyanistic


Joined: Fri Jul 13, 2012 3:16 pm
Posts: 255
Post Re: New Perks and Tweaking Current Ones! [Repost]
Eldiran wrote:
NotCyanistic wrote:
Close combat requires you to nail them in the back, and that can be risky. With the Blackout perk, you could nail them and just deal with them while they're blinded. You trade damage for disorientation. Plus, if you hit a sentinel and turns out they have close combat on, they're basically screwed over anywho because they can't see you anymore nor fight back properly.


That's a very good point, I forgot Close Combat required a backstab. Although close combat against a SEN is going to be an autokill no matter what in the next patch, isn't it? (Due to the backstab doing 2x damage)
It'd deal 1800 rather then 1350. Close combat provides 60% protection. So that turns the 1800 back to 900. Plus a little more... So you could probably punch them and shoot them with your pistol to kill them, or other various options.

Infact, with the point you brought up, it encourages close combat rather then blackout.
However, once again, if they're moving around and you happen to miss, then you deal a crappy amount of damage to them and you're quite possibly screwed over, because I"m sure they'd have the falcon ready. Blackout can allow you to punch them deal damage and possibly hide away.

*Shrug*

Eldiran wrote:
Quote:
Roadblock could be removed from the list. Seeing as safe fall is going to make you immune to splat and ram damage.
Martydom is easily avoidable and makes your opponent easier to face in the long run. Just be sure not to be near their dead bodies when you die.

And lastly, as for deception... Which one?


Martyrdom may be easily avoidable in most circumstances, but when you're facing down a Brute in your generator room, there's no winning move there. It's just going to be annoying and will promote even more Brute fractal spam. (Not to mention there will be twice as many "CODTribes" threads on the boards...)

I dislike both Deceptions, I think. Causing your enemies to receive no benefit would be really irritating; some of the most essential perks are specifically about getting benefits from ammo drops. I don't care for the "fake ammo drop explosive" part either, but I don't necessarily mind the auto-loot idea.

The problem with Roadblock, Martyrdom, and Deception is that they all discourage normal (and perfectly reasonable) tactics and they can't be properly predicted. You can't plan around them until you've been screwed over by them.

Just because a game has similar elements to other games doesn't mean it's the same game with a few changes. That's what people aren't understanding. I'd say let them being stupid like that.

I can kinda see your point on roadblock and deception though. Perhaps I'll go through it and edit them to be better then as they are now...
Or perhaps remove them all together.

As for the brute fractal spam issue. I touched up the original perk. Apparently I didn't add the bits that'd fix spamming idiots and such.
Quote:
- Martyrdom - (Submitted by Cyanistic) (Inspired by GustavoM & Santiak)
This perk can actually be very useful in certain cases and can make aftermath kills much easier. If you're unfamiliar with this term, Martyrdom basically means you drop a grenade right before you die, which in games instead, you'd drop it when you die.
A little thing to note is that your grenade will fall with whatever momentum you have, so if you're going forward in the air, it'll drop while moving forward.
So on and so forth. So with that said, here's the stats:
*Drops the current grenade or mine you have at the time.
*Upgrade 1: Expands the range by 5%
*Upgrade 2: Expands the range by 5%
*Upgrade 3: The ammo packs you drop does not benefit your enemy.

It is probably worth noting that mines will fall with your momentum like other grenades would, not fall flat down.
It's also probably worth noting that Upgrade 3 will not prevent your team from getting ammo from your death. Only enemies.

This can be useful for quite a few classes:
The Infiltrator or Raider would drop incredibly powerful grenades making it more dangerous to kill them upclose
The Juggernaut would shoot a slightly slower spinfusor disc causing for interesting kills and exploding heavies on death.
The Brute would be more ideal for holding onto the flag or even being suicidal.

Upon discussion people have also complained that it'd make grenade spamming idiots even stronger, which is bad. So let's fix that really quick.
The perk will only take affect if:
You haven't tossed a grenade in the last 15 seconds.
You have a grenade left in your slot.
This prevents spamming and dropping two grenades at once.
If you wanna use this perk then you should really hold onto that last grenade and be strategic about where you want your enemy to kill you.

All in all, I think this one is a particularly great perk and I'd love to see it in the game.
Lemme know what you think.


Sun Jul 22, 2012 1:04 pm
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Miaw
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Joined: Sat Dec 17, 2011 8:29 am
Posts: 103
Location: (Unknown)
Steam Gamer Name: Miaw
Post Re: New Perks and Tweaking Current Ones! [Repost]
Nano Reload was to change the way reloading works to the older tribes ways, where the weapons would reload at the same speed, even if you switched weapons. This makes Explosive+Explosive combinations even better, simply because Auto's dominate a "Tribes" game.. as a downgrade, auto's take different reload approach.

The perk was MAINLY directed at Soldiers, as they continue to be outclassed by Raiders.
But maybe not with these new updates, the Twinfusor may give the Soldier what it needs.

I need a catnap now. *Zzzzzzz*
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Sun Jul 22, 2012 1:12 pm
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Eldiran


Joined: Thu Mar 15, 2012 5:26 pm
Posts: 256
Post Re: New Perks and Tweaking Current Ones! [Repost]
NotCyanistic wrote:
It'd deal 1800 rather then 1350. Close combat provides 60% protection. So that turns the 1800 back to 900. Plus a little more... So you could probably punch them and shoot them with your pistol to kill them, or other various options.

Infact, with the point you brought up, it encourages close combat rather then blackout.
However, once again, if they're moving around and you happen to miss, then you deal a crappy amount of damage to them and you're quite possibly screwed over, because I"m sure they'd have the falcon ready. Blackout can allow you to punch them deal damage and possibly hide away.

*Shrug*


Fair enough; I could see Blackout being useful enough to justify.

Quote:
Just because a game has similar elements to other games doesn't mean it's the same game with a few changes. That's what people aren't understanding. I'd say let them being stupid like that.


Yeah, agreed...

Quote:
I can kinda see your point on roadblock and deception though. Perhaps I'll go through it and edit them to be better then as they are now...
Or perhaps remove them all together.

As for the brute fractal spam issue. I touched up the original perk. Apparently I didn't add the bits that'd fix spamming idiots and such.

...


That looks a good deal better. I'm not entirely convinced I'd want Martyrdom to be in the game, but at least with those restrictions I could deal with it if it were added. (I'd probably still complain about not getting the ammo drop benefits though)


Sun Jul 22, 2012 1:23 pm
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NotCyanistic


Joined: Fri Jul 13, 2012 3:16 pm
Posts: 255
Post Re: New Perks and Tweaking Current Ones! [Repost]
If my memory serves me right, I just shoved that last upgrade in martyrdom because I couldn't think of anything else...
I don't like it there either. Perhaps it should just be a one-and-done perk?


Sun Jul 22, 2012 1:33 pm
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