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Ongoing Collection of Data on T:A

Moderator: Limyc



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 Ongoing Collection of Data on T:A 
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kalbuth


Joined: Mon Feb 08, 2010 5:54 am
Posts: 117
Post Re: Ongoing Collection of Data on T:A
JoshuaWaller wrote:
Nozsho wrote:
2) Personally, I REALLY hate seeing/colliding into a Doombringer or Juggernaut standing ON their own flag in CTF (not near, ON). I can understand placing force fields, mines, claymores, etc. around the flag (even if it is annoying as a Pathfinder), but I feel as if it ruins the fun if someone can just stand of the flag and prevent fly-by captures.


The HoF is a time honored tradition of the Tribes series, and a valid defensive role. Removing that would be paramount to removing the spinfusor.

^- That :) I discovered the role of Heavy On Flag yesterday, no much reason to take it out of the game
+ the guy can be pushed aside with explosives (don't know the effect of the "Heavy" perk,though, not tested yet)
This enhance offense support roles like Jug or RDR who have to flush HoF and flag defense before capper comes in. More teamplay == good gameplay


Mon Mar 19, 2012 6:32 am
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antisyzygy


Joined: Thu Dec 22, 2011 4:59 pm
Posts: 31
Post Re: Ongoing Collection of Data on T:A
facekhan wrote:

They don't need a weapon that kills heavies in 3 shots before they have even needed to touch the ground themselves.

Playing against decent Pathfinders with boltcaster right now is insane. They have near completely displaced raider, soldier, and brute as combat classes. The infiltrator does not even have a prayer against a pathfinder right now since stealth spinfusor does 700 and boltcaster does 910.

The game has devolved in the last few weeks to Pathfinders, Doom (defense), Jugg (spam) and all the other classes are nearly pointless.


This.

I feel like the brute is the left out class right now, forced to spam grenades for kills, and can't even take on a pathfinder in the field. For a direct combat class, they are not effective. The shotgun does nothing at the ranges that you fight people in the field, especially light armors that can just jet > spinfusor, jet > spinfusor, and you barely get a shot off since they rarely come down to the ground. Sure, you can blue plate them if you are lucky and/or skilled but this isn't a great option for a heavy class like the brute nor for all players.

Doombringer likewise sucks now because his heavy bolt does less damage then a soldier spinfusor, which makes absolutely no sense. I don't use the chaingun, so I can't comment on that. His missile launcher sucks as well, as it never locks onto anything and can't even effectively take out vehicles. Even making the missile launcher great at taking down vehicles, but not so for flying characters, would balance it some. Explain it as a shaped charge or something.

The raider likewise feels totally neglected.

Jugg I think is fine.

In light of the recent cloak and dagger patch, and previous patches. They fleshed out the soldier and infiltrators, but every other class is lagging behind and getting screwed, or has crappy load out selections for the roles that they are supposed to cover.


Wed Mar 28, 2012 3:52 pm
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Trilancer


Joined: Wed Sep 14, 2011 7:59 pm
Posts: 20
Post Re: Ongoing Collection of Data on T:A
Hopefully this hasn't been reported here (too lazy to read right now) but has any Techies, had problems deploying turrets? I found a BUG where my turret is ready for dispensing BUT it won't deploy! I have to hit up an inventory station 1, sometimes 2 times before I can deploy it...
This happens in CTF, I dont use Tech in TDM so I can't say for sure!?


Wed Mar 28, 2012 11:50 pm
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misterblort


Joined: Thu Aug 19, 2010 10:04 am
Posts: 19
Post Re: Ongoing Collection of Data on T:A
Trilancer wrote:
Hopefully this hasn't been reported here (too lazy to read right now) but has any Techies, had problems deploying turrets? I found a BUG where my turret is ready for dispensing BUT it won't deploy! I have to hit up an inventory station 1, sometimes 2 times before I can deploy it...
This happens in CTF, I dont use Tech in TDM so I can't say for sure!?

not really..
I do have the problem that I sometimes have to click a few times before it deploys but that's about it..


Wed Apr 04, 2012 9:38 am
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webas


Joined: Sat Mar 31, 2012 6:14 am
Posts: 6
Post Re: Ongoing Collection of Data on T:A
eckm wrote:
Illyrian wrote:
I think you need to learn the difference between a high level skill based system and bad game design.

If a game has a massive flaw in someone's opinion, playing it more often won't change that.

I am somewhat disappointed that the first response I got on a beta testing forum that seems full of people who pride themselves on being smart team players was so stupid and unhelpful.


Happy to help. It takes more than someone's opinion to make a 'massive flaw' real. Watch good, even mediocre players and you'll see that it is in fact because you are so bad that the projectile weapons seem "slightly stupid".

I repeat: get better at the game and you'll see why you're wrong.


You are very wrong. Its many times harder to hit player which is in air, and heavy hitting weapons are with splash damage, so whenever you run out of energy you get killed in one/two hits.


Sat Apr 07, 2012 7:04 am
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nvts8a
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Joined: Sat Nov 05, 2011 3:45 pm
Posts: 78
Location: Detroit, MI
Post Re: Ongoing Collection of Data on T:A
webas wrote:
You are very wrong. Its many times harder to hit player which is in air, and heavy hitting weapons are with splash damage, so whenever you run out of energy you get killed in one/two hits.


Yes but light armor classes with light hitting weapons SHOULDN'T run out of energy.

Remember in Mario cart where even though Bowser was faster than everyone else, f*** Toad still won because he could turn better and accelerated faster? It's balance.

If you're having problems killing a class, get better or try a new class.
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Tue Apr 10, 2012 10:30 am
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NVranya
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Joined: Fri Apr 06, 2012 4:30 am
Posts: 122
Post Re: Ongoing Collection of Data on T:A
Trilancer wrote:
Hopefully this hasn't been reported here (too lazy to read right now) but has any Techies, had problems deploying turrets? I found a BUG where my turret is ready for dispensing BUT it won't deploy! I have to hit up an inventory station 1, sometimes 2 times before I can deploy it...
This happens in CTF, I dont use Tech in TDM so I can't say for sure!?


Yes, I have noticed this as well.
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Wed Apr 11, 2012 8:37 am
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Stojan


Joined: Thu Mar 29, 2012 5:33 pm
Posts: 2
Post Re: Ongoing Collection of Data on T:A
Trilancer wrote:
Hopefully this hasn't been reported here (too lazy to read right now) but has any Techies, had problems deploying turrets? I found a BUG where my turret is ready for dispensing BUT it won't deploy! I have to hit up an inventory station 1, sometimes 2 times before I can deploy it...
This happens in CTF, I dont use Tech in TDM so I can't say for sure!?


I've also encountered this problem with the other classes with deployables (Sentinal, Doombringer). I've no time for your shenanigans Forcefield, you're green, I'm clicking madly, DEPLOY! We've got cappers to stop.


Wed Apr 11, 2012 12:51 pm
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Belezair


Joined: Sun Jan 15, 2012 12:20 am
Posts: 5
Post Re: Ongoing Collection of Data on T:A
I'm not wanting (hopefully) to sound like I'm mearly complaining about the current setup vs previous, but I am curious if I'm remembering things incorrectly.

In t2 I don't recall Light armor units being able to destroy turrets unless the generators were down (due to shields on turrets) or they used the plasma (I miss the plasma) But here from almost an entire map away, so long as a light unit has line of sight his spinfusor will take down the turret in anywhere from ~6-10 shots depending on upgrades.

Just feels a bit wrong in my mind. Again though not wanting to complain just curious if this is the way it will be or if in the future it might change.


Wed Apr 11, 2012 8:37 pm
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lHEXENl
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Joined: Sun Apr 08, 2012 12:41 pm
Posts: 96
Post Re: Ongoing Collection of Data on T:A
facekhan wrote:
They don't need a weapon that kills heavies in 3 shots before they have even needed to touch the ground themselves.

Playing against decent Pathfinders with boltcaster right now is insane. They have near completely displaced raider, soldier, and brute as combat classes. The infiltrator does not even have a prayer against a pathfinder right now since stealth spinfusor does 700 and boltcaster does 910.

The game has devolved in the last few weeks to Pathfinders, Doom (defense), Jugg (spam) and all the other classes are nearly pointless.


I disagree. I've been sporting the Soldier class since I started playing a couple weeks back and have not found it to be underpowered at all. Granted, I treat it more as a flag runner than anything else, but you can still hold your own with the hitscan weaponry, provided you have decent aim and can lead your targets effectively. I play with the Assault Rifle and Eagle Pistol exclusively and feel I can take on almost any opponent in open field. Line of sight, hit scan weaponry is seriously underused in this game in my opinion, mostly because of how dynamic and spot on your aim has to be.

I know I'm a n00b, but doesn't the Boltcaster have a slower ROF and a slower projectile than the Spinfusers?
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Thu Apr 12, 2012 1:22 am
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