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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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Rembrand


Joined: Thu Jun 24, 2010 5:06 pm
Posts: 9
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
would be nice if you yuse some time windows for the differend countries.


Tue Mar 06, 2012 1:07 pm
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BurntToShreds


Joined: Wed Jan 04, 2012 4:12 am
Posts: 100
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
About the current Infiltrator Stealth cool-down:
A friend of mine suggested that the cloak should have a higher initial energy cost to activate rather than having a cool-down time, along with the cloak using less energy while activated. This would make it so that rapidly switching the cloak on and off would drain the energy faster that merely leaving the cloak on. They can switch it on and off as fast as they please, but this will end up leaving them drained of energy.


Tue Mar 06, 2012 2:10 pm
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PieParadox
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Joined: Thu Feb 23, 2012 9:59 pm
Posts: 33
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
BurntToShreds wrote:
About the current Infiltrator Stealth cool-down:
A friend of mine suggested that the cloak should have a higher initial energy cost to activate rather than having a cool-down time, along with the cloak using less energy while activated. This would make it so that rapidly switching the cloak on and off would drain the energy faster that merely leaving the cloak on. They can switch it on and off as fast as they please, but this will end up leaving them drained of energy.


That's a pretty good idea! Though I would rather it not exist since I play infil :)
Instant stealth is pretty important and the CD changes the gameplay quite drastically imo. Maybe not the "balance" but I think many players have become accustomed to quick stealth and enjoyed it.

Also, perhaps the TCN thumper should have a larger radius but lower damage- it would be more devastating in buildings and can seek out infils better. It is kind of annoying to be killed in 1 hit by thumpers to say the least.


Tue Mar 06, 2012 4:06 pm
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CavitySearch


Joined: Wed Feb 29, 2012 9:28 pm
Posts: 97
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.


You can't force a limit on how many of each class can be on a team due to how Hi-Rez is handling the game.

If classes weren't locked out and upgrades were free, fine, put a limit on how many of x class there should be. But what about that kid who loves Inf and is great at it, has 100% completed on upgrades for it, but can't play it because there's some douche who picked it already and is using it to defend? Not fair.


Tue Mar 06, 2012 4:34 pm
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Cdokk


Joined: Mon Feb 27, 2012 4:35 pm
Posts: 16
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Can't join friends games anymore. They can't join mine either. Either says they are offline when they really aren't, or that they are stuck in lobby.


Tue Mar 06, 2012 8:56 pm
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sipan


Joined: Thu Dec 08, 2011 9:24 pm
Posts: 20
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
I read over this and the previous patch notes, but nothing as to why I have a reduction in grenade count, I used to have three on my brute, now I have two?


Tue Mar 06, 2012 11:27 pm
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kohan69
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Joined: Tue Aug 23, 2011 3:06 pm
Posts: 172
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
BurntToShreds wrote:
About the current Infiltrator Stealth cool-down:
A friend of mine suggested that the cloak should have a higher initial energy cost to activate rather than having a cool-down time, along with the cloak using less energy while activated. This would make it so that rapidly switching the cloak on and off would drain the energy faster that merely leaving the cloak on. They can switch it on and off as fast as they please, but this will end up leaving them drained of energy.

+1



here's an alt for class limits: ARMOR CLASS limits. limit the teams to 5? classes per armor type.


Wed Mar 07, 2012 4:13 am
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Tykobray


Joined: Thu Feb 02, 2012 5:09 am
Posts: 7
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
I thought about the idea of limiting a class and realistically it should be kept for skrims and clan wars.. as for a public match the idea is to kind of stomp everyone so if your good at a particular class and someone else has taken it you'd have to play until the slot became free which would in end deter people. When there are alot of Doombringers in a game - if playing with friends (although 'good doombringer' players can be considerably anoying) there are ways to avoid and kill them as a propper team. But on a public server where people dont generally understand some of the concepts or work together like some of the better players, a 'good doombringer' will seem somewhat overpowered. This goes for techies and infitrators too. Its not that bad. Just kill the turrets and adjust your perks/class to deal with others. I never seem to have any trouble with those classes when using soldier or pathfinder. Techie has a thumper.. deal with it. Im yet to see a tech player do extremely well like a pf or sold does... Dmb is only class that seems problematic to me but even then its just a team based issue rather than an 'huge' imbalance.


Wed Mar 07, 2012 7:48 am
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ACutePuppy
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Joined: Fri Jul 22, 2011 1:26 pm
Posts: 307
Location: Refer to collar.
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
I just want to see tech get plasma -- a slow pace projectile, that travels with no dropoff (so far only the spinfusor doesn't) that fades over medium distance, with a low impulse. Great for indoor combat, removes thumper jumping, and a unique engineer weapon in comparison to the array of explosives.
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Wed Mar 07, 2012 11:27 am
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sharkfab


Joined: Wed Nov 02, 2011 3:19 pm
Posts: 41
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
^-- Plasma!! yes pls.

tired of seeing ppl type out "Thump, thump, thump" every time they die from them, which is 400x per game... >_>


Wed Mar 07, 2012 3:18 pm
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