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

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Mar 6, 2012: Tribes Open Beta Version 0.1.811.0



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 Mar 6, 2012: Tribes Open Beta Version 0.1.811.0 
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NoxZA


Joined: Wed Feb 29, 2012 9:05 pm
Posts: 6
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
^I'm sure this will be changeable variables in Custom Servers, so no need to worry about it now.


Tue Mar 06, 2012 10:01 am
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DasKemp


Joined: Tue Feb 21, 2012 8:27 pm
Posts: 208
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Two questions that have gone unanswered and hopefully can be answered lol:

1) Any idea when another Arena map may be added?

2) Will the blurry/fuzzyness of the Arena maps be cleaned up?


Tue Mar 06, 2012 10:20 am
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DasKemp


Joined: Tue Feb 21, 2012 8:27 pm
Posts: 208
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
HiRezStew wrote:
DogmeatX wrote:
Does badge XP get affected by Boosters? If not why not?


The presentation is a little poor today, but boosters do affect the badge XP.

For level 1 badges, you get 500 XP as a free user, 750 if VIP and 1500 if VIP/Boosted.

Level 2 badges are 1000/1500/3000.


Is there anywhere you can track your progress on these badges?


Tue Mar 06, 2012 10:21 am
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RabbitBlack


Joined: Tue Jul 19, 2011 11:16 pm
Posts: 53
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Quadbyte wrote:
A quick question:

Pre-0.1.809 you were able to destroy an Mk4 Gen with just 5 sticky grenades, right now this isn't possible..
However nothing was mentioned in the 0.1.809 patch notes.. (I saw no changes written for generator health, or sticky damage to assets)
Can you clarify whether this is intentional or not?



this is a bug, 5 stickies will still destroy the generator but when you spam click the grenade button, some of your grenades will go missing. so you end up only throwing 4 or something. same thing happens with mines, grenades too.

viewtopic.php?f=314&t=62215

viewtopic.php?f=314&t=62204


Tue Mar 06, 2012 10:30 am
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NiXXeD
User avatar


Joined: Tue Oct 11, 2011 12:02 am
Posts: 657
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
HiRezStew wrote:
Fixed a bug in team joining that allowed for imbalanced team sizes in matches.

This was an *improvement*. It's silly to sit at the join screen being forced to wait for another person to join the opposing team so you could join a friend. Several times last night I joined a friend, and we noticed teams were bad and we both switched together.

It's pointless clicking just sitting there spamming on the team you want.

Please consider putting this back! Forced exact team sizes are silly!

While you're at it, the pre-game time needs to be put back.


Tue Mar 06, 2012 10:58 am
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NiXXeD
User avatar


Joined: Tue Oct 11, 2011 12:02 am
Posts: 657
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
FaCE wrote:
in terms of CTF: imo there need to be class limits, like no more than 3 tcn/2 inf,sentinel per side. or some hard limit on the number of deployables within a certain range. tcn and inf are both really obnoxious.

in terms of non-CTF gametypes: tcn is amazingly overpowered... smg + shotty/hitscan pistol + 'nades + turret(s) + medium armor is incredibly strong with no drawbacks i can think of.

i have no idea how you could balance the tcn for all gametypes short of giving it a disc launcher instead of smg, maybe.


While I agree that silly team balance is sort of an issue, we don't need more hard rules. Even if the limit is 3, last night I was in a game that played 3 DMB 3 TCN the rest mixed. That alone was enough to shut down the majority of the opposing (low rank) team. I was able to get caps myself but then we'd lose our flag.

As players rank up, and the matchmaking is made better, the games will improve naturally.


Tue Mar 06, 2012 11:01 am
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DasKemp


Joined: Tue Feb 21, 2012 8:27 pm
Posts: 208
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
wouldn't a fix just be to allow you to switch teams at the end of a round? As far as I know, there is no way to switch teams in between round 1 and 2.


Tue Mar 06, 2012 11:03 am
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Kebee


Joined: Sat Nov 05, 2011 5:59 am
Posts: 4
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
DasKemp wrote:

Is there anywhere you can track your progress on these badges?



Check your Profile, its all there


Tue Mar 06, 2012 11:47 am
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s0vere1gn


Joined: Sun Nov 27, 2011 6:01 am
Posts: 4
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
FaCE wrote:

i have no idea how you could balance the tcn for all gametypes short of giving it a disc launcher instead of smg, maybe.


Image


Tue Mar 06, 2012 11:58 am
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DasKemp


Joined: Tue Feb 21, 2012 8:27 pm
Posts: 208
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Kebee wrote:
DasKemp wrote:

Is there anywhere you can track your progress on these badges?



Check your Profile, its all there


yeah i found that after i posted. thanks though. very cool stuff--i'm really enjoying this open beta...can't wait for a full release! speaking of which..any time range of a full release?


Tue Mar 06, 2012 12:34 pm
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