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[Tribes] Ascend. - Updating OP, steamgroup listed for coordinating matches together!
Posts
As a defender, I sure do like having that radar also, when I can't rely on my teammates (again, pubs) to help me cover all incoming routes.
Maybe not critical, but having the gen is far from useless. I wouldn't devote more than one defender to it though, except perhaps for the initial rush.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
Because claymores, turrets (light and base), mines, motion sensors, force fields and radar are awesome, mostly.
Works really well!!!!
I switch to Raider with the jammer pack to detect stealthy infiltrators though
Haven't played it in months, looking forward to seeing what's changed.
Kinda depends. The starting gear for a SLD is great for flag/base defense or light offense (distract/clear), starting gear for PTH is great for capping, and starting gear for JUG is great for assaulting a base. If you want to do something outside of these roles then yes, you will have to wait or pay, but the free stuff you start with is very effective in the correct places. I guess it is kind of like a demo, but free players can be perfectly effective in certain roles after very little play and without having to buy anything. Overall I find it to be pretty reasonable.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
I mean really, you can't complain that you're not getting enough content with a free game. If they gave you all you wanted, why would you ever pay? As it is, many, many players are going to be only too happy to wait and never pay a dime. For those that want to pay and support the game? Decent rewards. It's not like my spinfuser hits harder than yours ever will because I paid for the game. You'll get there too, but you chose to go the free route. And that's going to take longer.
Otherwise, the game wouldn't exist. I think they've hit a much better balance here than SMNC, to be honest. I don't feel the need to pay a red cent in SMNC. They're going to have a tough time come launch. I'm usually the first to justify plopping down money for games like this. $30 for a pack that gets me a 30 day boost and enough gold to unlock most the stuff I want? Sounds good to me. I can't get more than a couple characters and a few skins for that in SMNC.
On the one hand, a lot of people will pay just to support the game. On the other hand, why not make it so that your paying players feel like they got something worthwhile with their purchase? I'm also of the belief that the devs can effectively just ignore any complaints about pricing that also contain, in the same paragraph, a rant about how they don't want to spend money on anything.
As an aside, I'd really like to see some new/better vehicles. Even an unlock system associated with it. The grav cycle is hilariously easy to deal with. The tank is ridiculously cumbersome and can be soloed by someone who knows how to conserve energy for flying, and the shrike is completely inconsistent.
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
I'm quite happy to pay money for Tribes (I just did), it just feels sort of funny this way, like when someone tricks you because they know your tendencies so well and it's for your own good anyway.
It's something like "Free Tribes? Heck yes!" -> "This is as much fun as I remember it, but I wish I had mines!" -> "That was money well spent, now I like this game even better!"
It's a different order of operations from just deciding you want to play the new Tribes game and then buying it.
My personal Tribes:Ascend wishlist:
1. Defend and Destroy
2. Generator powered shields on base turrets
3. The ELF gun
I would assume it would be released when they actually design a map where it would even be useful. Could you imagine using this thing in the CTF maps they have now! lol
new class system is weird... disappointed that spinfusor unlock for medium armor is so damn expensive
servers seem a tad on the laggy side
shrikes are WAY easier to control than they were two months ago, and are pretty fun now
Typically, the transport is used because the map is so gigantic that it makes going across as a fatty very difficult.
In order for that thing to be useful, they need to stop making these boring, small maps.
Being able to play pro ladders with some friends sounds like great fun without the current whitelisting system.
I think that would help the game a lot.
The one with the bridges has some great skiing routes and even though its not "huge", it does require some more travel because you can't come up the gut like Katabatic
I'd like to see remakes of
Tombstone
Snowblind
Rapture
Scarabrea
then I think I can rest in peace with those maps on a rotation
The one with the giant aqueducts is Arx Nova iirc.
Temple Ruins is (was?) this map.
Snowblind could be good, as well, if they keep the valley bases defensible.
Raindance too. Heck, Crossfire bases are already nearly Raindance, just set them lower, further apart in the desert with some more interesting elevations other than "BIG HILL" and "Little Rolling Hill".
That video is a terrific example of why they really need to go easy on the ski routes sometimes. It's all well and good to keep the game frenetic, but when you can basically fly in and out of a base with almost zero chance at being stopped once you have the flag, that's a problem. Even if you're an expert, you're not going to catch that guy.
You might have a chance if you use the Thrust pack and selective nitron boosting as PTH but yeah I have to agree. Maybe as a Sniper you could also stop a capper but good luck if he's going that fast, ha ha.
If stars have to align to counter it, it's not balanced.
A Bastardside, if you will.
And yeah, a proper Broadside goes on my list as well. Probably third behind Scarabrea and Snowblind.
I wouldn't call a stationed doombringer and a vigilant LD "stars aligning"
Sure, if he's going in by himself, and you know he's coming, and from which direction.
Now imagine a normal game scenario where there are two or three guys coming in right around the same time, and fusers popping your turrets from 30 miles out, and people chasing mediums, etc. Not very likely you're going to get this guy.
Then imagine a slightly worse situation where he had a single inf buddy letting him know the gen is about to go down, or a soldier buddy flinging fuser discs at the flag letting him know the def is going down. Then you're pretty much hosed unless you have haxxor johnny sniper getting extremely lucky.
i repeatedly find myself smitten by how little people recall how brutal and unfair capping advantages were in previous tribes games given the proper conditions
the only thing about that route that is unfair is that is exit vector is pointing directly at his own flag stand
which also makes him easy prey for snipers
this guy is skating the whole time on pretty easily identifiable landmarks that he has no choice but to take or lose his speed
one engineer could ruin his day
Maybe they just need to add another game type with a little more strategy than "kill the other dood" (deathmatch) and "be a pathfinder and score" (ctf). Or if you're not a pathfinder, CTF is "be on the team with the guy(s) that can cap the bestest".
I mean I don't cap, I'm a terrible pathfinder. I mostly play soldier and stick around the base and try to snag a capper or heavy and playing mid-defense. It's sometimes fun, but pretty much pointless. It's basically two different games in ctf. Those that score caps, and everyone else that just kind of tries to find a job for themselves that feels like it matters.
Having a good sniper is certainly a cornerstone of good defense, but I feel like this has always been true in tribes.
A lot of people dont seem to get that its not very hard to stop a lot of the cap routes by yourself. Station yourself on a hill with a missile launcher and the enemy team has to pick another route, or deal with you. fly around in a shrike and enjoy smacking around those pathfinders as they are in their routes is another solid way to play defense.
Defense in this game is very proactive, you gotta not only defend the flag but defend the ways to get the flag. A few mines, forcefields and other defensive deployables can make it even tougher for a fast pathfinder to grab the flag. Mines are good because thats going to force him to fire a disk at the flagstand, which if you didnt see him coming will alert you to his run.
I think whats partially broken about flag running is the two things about regening health and those low damage impact nitrons that just get your route going at crazy speeds. If i grab the flag at 278 KM and boost myself to 320, gl ever catching me. Disk jumping and skiing should be the only 2 ways to boost your speed, those gernades are just crazy.
Where they will then go use one of the 16 other viable-but-not-optimal flag routes and you get to spend the entire round sitting there, doing nothing. Or of course they could just kill you, since a pathfinder can easily out-duel most solo Heavies since Speed+Regen beats Higher Health 9 times out of 10.
Shrikes are useful, but extremely easy to counter and very difficult to be good in.
And what good, exactly, is being "Alerted to his run" going to do you if you can do nothing to stop him? Since it only takes 1 MAYBE 2 disks to destroy an entire flag defense, assuming it's the same single capper and not one of his 6 buddy flag cappers all trying at the same time from separate directions, you have less than a second between the disk and the capper grabbing the flag. Are you supposed to shoot him? Anything that will kill him takes longer to fire/explode than that. Are you supposed to chase him? Even if you have his direction you will never catch him on 75% of the routes.
Besides, a Tac Strike, the more common flag defense clearer, will kill the defenders too, so the point is mostly moot.
You can spread out your mines/claymores so it takes 3+ disks to clear them all. A solo flag runner doesn't have the time to clear them. Not only that, but you still have the heavy on flag. I get the feeling you have never run into a competent heavy on flag. If he knows you are coming, you won't get away with the flag. A good doombringer is going to kill the light on the way in (most likely right before he hits the flag stand). If he gets away with the flag, you have your chasers chase him. The runner will be at low health so he can't boost... your sniper should be able to kill him with a single shot.
If 6+ runners go at the flag stand at the same time, well, you need around 6 defenders to stop them. I like to have a Brute/soldier off the flag, but close enough he can hit the stand, right as someone grabs the flag. Half the time the runners are not at full health coming in, and they die immediately. The other half, they get knocked off their route and have 100 health or less... again, easy pickings for your sniper. *If* they attack with enough people (at the same time), keep every defender busy then they deserve to get the flag. You better hope you have a good offense and force a standoff.
I do think tac strikes should be more expensive, they get a little silly later in the game. That said, if you see the tac strike coming, you have plenty of time to get away. It shouldn't kill the HOF, but even if it does, it won't get the heavy off the flag (the brute/soldier), your sniper, or your chasers.