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

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Feb 22, 2012: Tribes Open Beta Version 0.1.789.1



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 Feb 22, 2012: Tribes Open Beta Version 0.1.789.1 
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Ravemind


Joined: Sun Apr 26, 2009 6:20 am
Posts: 29
Steam Gamer Name: Frivolous Sam
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
The new CTF map is f*** awesome. The new area mode and it's maps are f*** awesome. The new flag grabbing music is unbelievably f*** awesome.

If you guys can get a hotfix or two out for all the incredibly bad bugs and issues that this patch brought quickly, I'll probably buy a booster as a glorified donation.

In short, I like where this is going.
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Thu Feb 23, 2012 6:36 am
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fischsemmel


Joined: Thu Nov 03, 2011 7:44 pm
Posts: 76
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
castleofargh wrote:
new bella kind of pushes to a heavy+tech domination. i hate that as a principle, i like it as it creates a different gameplay on each map.
from the beginning i ve been annoyed that the turrets can aim down below at the entrances. now with all the deployables inside there is no way to get in if they got like 4 or 5 little ants tech workers. (ok we could with coordination, but hey it s a public server we re talking about)
did i mention that i hate that map?


You are correct when you say "kind of."

No techs or heavies are going to cap the flag, which is how you're going to win.

So they've got half a dozen techs and a couple jugs/raiders camping the gen room. So what? Forget the gen room and bam, suddenly your flag o way outnumbers their flag d. And as soon as those techs come up top to repair the base assets you blew up, the gen room is exposed and the rank 0 gen (since you weren't dumb enough to feed the people down there credits by trying to run in there and then dying, right?) is instantly killed and then YOU are camping it with your heavies... or ignoring it and STILL outnumbering the enemy flag d.

All of this requires no coordination whatsoever. It just requires that players not be dumb.


And for real, man. Those 5 techs or whatever who are camping down there are, quite simply, working as a team to defend that gen room. You can't really expect that you should be able to punch through without the same. And if you could get 3-4 teamates as jugs to bomb in there with mortars and mirvs, you would annihilate the techs and their turrets and then the constant explosions would keep them from re-placing their deployables.


It's not rocket science, people.
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Thu Feb 23, 2012 10:27 am
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castleofargh


Joined: Sun Jan 29, 2012 2:26 pm
Posts: 83
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
BUG//////////////////////////////
Quote:
Fixed an issue where players were able to place deployables in volumes that were not permitted, this is most noticeable with the Doombringer's Force Field being placed near the flag stand at certain rotations.


i ve seen forcefields not near the flag but exactly on the flag all morning.

REQUEST/////////////////////////
it would be nice to have the class displayed on the endround board. we can see everything but not the class of the players. it would be enlightening for most i m sure.

THANKS/////////////////////////
and hi-rez guys, thx for listening! the forum often seems like devs don't care that much , but each time we speak of something important, we can be sure to see it addressed the week after.
can't remember the last company who was not only listening to consumers, but reacting that fast.
it's gonna be a great game.



LAME WHINE////////////////////
@fischsemmel. it sounds so simple, like most parts of the game. but then why can we see most people defending the flag, still at the flag and doing nothing when there is no flag on the stand?
why do we see pathfinders flying at high speed above the flag stand when the team already has the flag? why do you have a guy spamming orders to defend the generator when you re losing 4 to 1 and you re flag just got grabbed? why does "that dude" you killed last spawn run after you crying for vengeance, when he s letting his flag go in the other direction?
all those stuff sounds so nuts and i ve seen them all a few hours ago. most people here don't get what a ctf game is and also don't get that 1class doesn't mean 1 and only one action.
my point in my last post is that when you rush you often arrive alone and feel like you re up against the entire team. it takes time to travel the map, if you fail somewhere before concluding your action you will almost earn no reward.
on the other hand, when you spawn you always can see someone from your team around and it feels more secure. you don't have to spend 15 to 20 seconds traveling. and you often get extra bonuses for a kill because it was close to a flag or a generator.
i m not talking about what the game should be, i m talking about what the lambda player will be inclined to do.
i m not worried at all about what scrims will be (amazing!! ) but about pub play.
time will tell if techs will reproduce more than rabbits and turn the game into a camping festival.


Thu Feb 23, 2012 11:00 am
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fischsemmel


Joined: Thu Nov 03, 2011 7:44 pm
Posts: 76
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Your examples of bad play are somewhat true, although really what is a tech down inside a base defending a gen going to do when it's 4-1 and his flag is already halfway back to the enemy base? Switch out and chase? Why would a doomie standing on the flagstand leave it and try to "do something else" when any moment his flag might be dropped and returned, or captured, and then the stand needs defense? Etc.

That aside though, it's frustrating to play with random people, sure. But it's not like the other team is always (or ever) organized, either.

And I really don't think there is any problem with techs or camping. I've been seeing fewer and fewer techs in games, I have not ONCE in the last week seen this huge 10+ turret deployment in my base that everyone on the forums likes to complain about all the time, and only maybe 1 in 10 games I play runs out of time without one team or the other having gotten 5 caps. If your experience (experience, not perception) with 30+ hours of play in random games over the last week has been substantially different, I would be shocked.
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Thu Feb 23, 2012 11:35 am
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Windrush


Joined: Fri Dec 09, 2011 2:42 pm
Posts: 3
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
castleofargh wrote:
i ve seen forcefields not near the flag but exactly on the flag all morning.


I gathered a few images of this happening on bella and sent a bug report.


Fri Feb 24, 2012 11:24 am
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NetRat
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Joined: Thu Dec 01, 2011 11:36 pm
Posts: 59
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Played arena last night and loved it! It probably helped that I finished each game with between 20 and 30 kills (ex T1 dueler).

Few interesting notes from the arena games: able to call in orbital strikes is really fun! I killed 3 players at once that were wolfpacking a friendly.

Also, one guy was cycling through the classes and spawn as a Doomy. He targetted and killed me with a missle because I was engaged with someone and given the small map, didn't have time to turn and take it out. Beyond that, heavies tend to get pwned because they are slow and can't fly much.

With the addition of more maps, arena could only get better. Great job HiRez!!
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NetRat


Fri Feb 24, 2012 4:47 pm
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Immune


Joined: Sat May 30, 2009 9:39 pm
Posts: 138
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Having tons of fun with Arena. Only complaints are the Bella Gen room, and tactical and orbital strikes in arena, they really need to go imo.

Other than that, keep up the awesome work, love where the game is going ^_______^


Fri Feb 24, 2012 7:14 pm
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Spiritus
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Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
I think that Kabbastic has been totally destroyed. I truly do not understand the reason for the change, the map was a piece of artwork and now it is terrible. I'm not sure why you would have done so much work to make it as nice as it was and then just ruin it and make it plain.

I accidently voted it as my favorite in that email you sent out asking about the maps. It is because it was my favorite. It gave the raider class a purpose. It was truly the best map for a raider. And in the vast majority of games it was completely balance, now it has become a cesspool.

I don't normally play brute but I've started playing it on that map. I either turn on looted or spare third and then just pour fractals into those two large rooms. I usually kill at least 2-3 people every time I run through. Other then that I just take pot shots at people and then die. Rinse repeat.

It just boggles my mind why a good map would be ruined. It offered variety for every class and now is just a big spammy mess. The artwork has been destroyed and a good thing ruined.

Furthermore, to address the other map, that map is quite large and this is fine. I would recommend that the two bases be located even deeper down in a valley so that heavies can have some sort of purpose shelling them from afar. It is also brutal to travel without a bike. Some changes should be made to allow heavies to serve more purpose, right now path/soldier/engineers/raiders serve way more purpose then the other classes, and it is very hard to raid the generator and not much purpose on a big map. Repairing the gen should take way longer on that map.

Arena is amazing, it should not be screwed with. It is very well balanced and always fun in it's current state.
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Fri Feb 24, 2012 7:29 pm
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Mewizkuit
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Joined: Thu Jan 05, 2012 4:52 am
Posts: 522
Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Since the servers are down, thought I'd give my opinion on the patch notes, and then add on any changes after trying the game. I'm just going to cover the things I think are significant enough to talk about, rather than every single patch note.

So first, I'm wondering, why is it Open Beta now? I mean, I guess it basically already was. Did you guys just decide to change it so it would attract more people? I can understand that. However, changing from closed to open beta implies that the game is close to ready for release, and I'm quite sure that it's not. It doesn't have to mean that, so whatever. Just thought I'd ask.

Okay, Arena. This. Pisses. Me. Off. Not because I hate the idea of this game mode. In fact, this is a fantastic idea. The reason it pisses me off is because this is exactly what Team Death Match should have been. Rather than making an entirely new mode with new maps, why not just change TDM to be like this? It would have left more room for another game mode, like an attack/defend type of mode. Right now, Arena looks like it's basically TDM without a flag, which isn't different enough to warrant an entirely new game mode. If anything, it should have just been a server option to remove the flag from TDM, and that would have been fine (or better, a server option to add the flag, with the flag being off by default). I'm just really disappointed that something like this happened when there was so much potential for more. But anyways, that's my biggest complaint with the patch.

I'm quite excited to see how these new Soldier items function. Utility pack sounds pretty cool, not sure what a Proximity Grenade will do, but it doesn't sound like a bad addition.

I'm interested to see what these new suits and the changes to the old suits look like. Hopefully they are more true to the originals, and keep more of a team color rather than being all over the place. As I've said before, I'd still prefer a single model per armor type, but this might work if it's done well.

Ah, the motion sensors. I see that you fixed them going off when their owner destroyed them, but have they been fixed to not go off when others destroy them? I don't mean trip them, obviously, but being shot really shouldn't activate them, or there's really no way around them. It's unclear if this fix also changed that or not.

Infiltrators becoming visible at high speeds is an interesting idea, I never thought of that. It's a good way to stop them from flag capping without deterring their infiltration abilities. I also noticed that it says graphic settings no longer make it possible to see stealthed Infiltrators. Does that mean they are totally invisible now? That would make them a lot more useful (unless the Motion Sensors still can't be destroyed without going off, in which case the Stealth Pack is still totally useless for base infiltration).

A higher delay on Light Turret placement was a great addition, it will help a lot with TDM (and the new Arena mode) and will stop Techs from placing them while in combat to support them instead of planning ahead like they should be. Still, I think Generator power shouldn't work at all when there is no Generator on the map (aka TDM and Arena). That would be the best fix. Either way, this makes a positive impact even on CTF mode. On a related note, glad the AoE fix for inventory stations was fixed. That was proving to be quite troublesome.

I have no idea how this projectile spawning change is going to affect me, but I heard a lot of good things about it prior to the patch, so hopefully its good. I just hope it doesn't look strange.

Okay, this LAR change. Of all the fixes this weapon needed, this was probably the last thing that should have been done, not the first. It still needs either a lower damage output and the removal of the burst firing, or it needs a more significant delay between bursts and a change of name (such as to the Burst Rifle). That's my opinion, anyways. It seems to me like the best way to fix it.

Pretty much everything else not mentioned seem like small positive changes to me. Good job on that. I'd really like to see more of these kind of fixes before any more huge things are done.

Also, I'm disappointed at the lack of bringing back the "testing before purchasing" function that we had before the big customization patch. I really hope you guys haven't forgotten about it and are just having trouble implementing it or something.


Sorry about the huge wall of text. I'll add onto the end of this post once I try the patch out.


EDIT: Okay, these Arena maps. This is why I really wanted to see TDM without the flag. These Arena maps are not where I want to fight. These are generic FPS combat maps, and they turn Arena into "FPS game with jetpacks". Combined with the 5 player per team limit, it's basically everything I don't want in an Arena mode. I can see why some people would want to play this, but why can't we just have TDM without the flag? Is that so much to ask? The worst part is, I'm probably going to be playing this new Arena mode the most, just because I dislike the other game modes more.

The Utility Pack and Proximity Grenade are both good ideas, although I think the Utility Pack should have less of an energy bonus, 15 or 10. I also think one of the upgrades should be switched with the default so that it doesn't feel the same as the Energy Pack before upgrading it (so for instance, making it start off just giving a +1 grenade ammo bonus, and having the first upgrade increase the energy instead).

These new suits look far better. However, the BE Raider went from too complicated to too simple. Not that I don't think they should all look simple, but it still seems out of place with the other skins, just for a different reason now. Either way, I like it a lot more. The BE Doombringer and Brute also look too simple, but I'm not complaining.

So the Infiltrators are fully invisible now! Seems like a good change, I'll have to wait and see how it turns out in a match, but it sounds like a good idea so far.

The new bullet projectile firing feels great, this is fantastic! It doesn't look silly either, since the projectiles show up a little ways away from you. Great job on that!
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Last edited by Mewizkuit on Sat Feb 25, 2012 6:56 pm, edited 4 times in total.

Fri Feb 24, 2012 9:59 pm
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faeryl
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Joined: Sun Feb 12, 2012 2:52 pm
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Post Re: Feb 22, 2012: Tribes Open Beta Version 0.1.789.1
Spiritus wrote:
I think that Kabbastic has been totally destroyed.
I trust that you mean "bella omega", which got its basement erased and its generator room moved to ground floor?
as an infiltrator loving to destroy generators and discupting any attemp to repair them, that was the map i preferred... several corridors in which i could run and hide to get my energy back / loose ennemies, it was the easiest map to do a good job...
new version?
well, no place to hide, no place to run, just a room that gets spammed by big AoE attacks from both camps, pure suicide for any infiltrator trying to get his job done...


apart from this, the update is really good.
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Fri Feb 24, 2012 10:10 pm
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