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

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Apr 27, 2012: Tribes Ascend Version 1.0.942.1



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 Apr 27, 2012: Tribes Ascend Version 1.0.942.1 
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Icedaemon
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Joined: Sun Feb 26, 2012 4:30 am
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
If the next update is for the Brute, then the one after that, I would hope, is for the Doombringer. As I've stated before, I believe an airburst-on-command weapon such as some form of FLaK cannon would be much more fair in the hands of a doombringer, who is a big obvious target not just for enemy shrikes and cappers which the weapon is a major threat to, but also to any half-decent attackers. If the FLaK is a slow and deliberate weapon, even a large splash and full-damage airburst can be balanced.


Mon Apr 30, 2012 8:06 pm
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Spiritus
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Posts: 190
Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Icedaemon wrote:
If the next update is for the Brute, then the one after that, I would hope, is for the Doombringer. As I've stated before, I believe an airburst-on-command weapon such as some form of FLaK cannon would be much more fair in the hands of a doombringer, who is a big obvious target not just for enemy shrikes and cappers which the weapon is a major threat to, but also to any half-decent attackers. If the FLaK is a slow and deliberate weapon, even a large splash and full-damage airburst can be balanced.


Nice idea. Here's something I was playing with:

Image

DMB is on flag stand. Fires a projectile. Gun MUST be held at over a 35-45 degree angle in order to fire. Projectile travels in thumper or mortar like projectile pattern for first couple of seconds, this prevents it from being fired accurately as a flag capturer swoops in to take the flag. Projectile reaches equilibrium and begins to fire its rockets, now it is moving forward straitly. It has a motion sensor that detects objects in front of it. If it senses something in front of it, it triggers the splitting mechanism. It has a powerful pop that breaks the projectile apart, one flak area explosion that is a reaction of that first pop, then four MIRV-like explosions that follow after it. So this is a three stage explosion. It retains motion sensing capability starting the moment it is fired, so it can potentially behave like a shotgun. Or, if it is not activated right away, it can continue flying across the map as a deadly rocket. It could be set to break apart after a certain amount of time to prevent abuse on maps like crossfire, but it would not be meant to break apart mechanically like the MIRV. The mechanism would be motion sensor controlled.
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Mon Apr 30, 2012 9:16 pm
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Icedaemon
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
A motion sensor would lessen the skill level required to use it effectively. Use the same 'reload to burst' mechanism as the jackal has, with the reloading taking enough time that the weapon would, even if the burst is used at the earliest opportunity, a fire rate than the mortars.

A 0.3-0.8-second travel time prior to bursting being possible would keep it from being a close-range weapon.

A required angle of attack makes little sense and can render the weapon useless against cappers flying it at low angles. Historically, FLaK guns and other forms of AA were capable of being used against infantry if necessary. The weapon would be better for dueling than a mortar, but not by much. Having a sufficiently slow refire rate would mean that one who can evade the first shot would in all likelihood be able to take out the DMB - this weapon should essentially be better versus cappers and shrikes than the chaingun at the cost of being inferior in defending the DMB from enemies who are trying to clear the flag stand for their pathfinders.


Tue May 01, 2012 4:05 am
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BurntToShreds


Joined: Wed Jan 04, 2012 4:12 am
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
All I'm hoping for is that Hi-Rez will quit releasing weapons with glaring overpowered-ness. It's highly obvious that these weapons are so powerful because you want to get money, and you later patch them once the sales go down. The community is onto this.


Tue May 01, 2012 11:30 am
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Alpherior
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
BurntToShreds wrote:
All I'm hoping for is that Hi-Rez will quit releasing weapons with glaring overpowered-ness. It's highly obvious that these weapons are so powerful because you want to get money, and you later patch them once the sales go down. The community is onto this.


And what's worse, they don't even make those overpowered weapons actually balanced.

E = enemy
o = Projectile
Y = You

Pre-Nerf Plasma Gun:
E o Y (DIRECT HIT!)

Post-Nerf Plasma Gun:
E o Y (DIRECT HIT!)
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Tue May 01, 2012 10:19 pm
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Skoffin
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Icedaemon wrote:
A motion sensor would lessen the skill level required to use it effectively. Use the same 'reload to burst' mechanism as the jackal has, with the reloading taking enough time that the weapon would, even if the burst is used at the earliest opportunity, a fire rate than the mortars.

A 0.3-0.8-second travel time prior to bursting being possible would keep it from being a close-range weapon.


This kind of makes my point about how ridiculously long it takes for the mortar to arm.

Three seconds is an eternity and that's how long it takes. That's fine if I'm flinging them around a base but not if I want to take down a turret. Collision arming time for the mortar should be something like 1-1.5 seconds. Not three.

Cheese us price!
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"Juggernauts excel at long range bombardment...and devastate with their mortars"? Funny, last I checked nearly every weapon in the game out ranges the mortar. Increase the muzzle velocity on mortars already. Pretty please?


Thu May 03, 2012 12:02 am
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Walkerboh


Joined: Tue Dec 28, 2010 10:41 pm
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Skoffin wrote:
Something I didn't read


Heyyyyy, there's my buddy Skoffin. What happened to ya?


Thu May 03, 2012 8:13 pm
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Alpherior
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Walkerboh wrote:
Skoffin wrote:
Something I didn't read either


some guy


yeah
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Thu May 03, 2012 11:06 pm
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Spiritus
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Post Re: Apr 27, 2012: Tribes Ascend Version 1.0.942.1
Syke
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Mon May 07, 2012 7:35 am
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