I didn't get to PAX East, but it's nice to know Raindance is coming back from old Tribes into an Ascend version. There's a pretty decent set of videos online previewing the map from PAX. Seems like it'll be a much hillier map, less obstructions, more skiing.
Just an ancient PA person who doesn't leave the house much.
-With this patch, Tribes Ascend has dropped the "Open Beta" moniker. The game will continue to evolve and improve with regular updates after this patch, but we now have moved to Version 1.0! Progress made by players during the beta period is preserved.
-Players who reach at least Level 10 in Beta will earn the "Veteran" Badge with an XP reward upon their first login following the official game launch time (Thursday, April 12, at 2:00 PM US Eastern).
-A new CTF map, Raindance, has been added to the Quick Play rotation.
-A new gametype, Capture and Hold, has been added with three initial maps (Katabatic, Raindance and Outskirts).
-Significant additional functionality has been added under a "SOCIAL" menu. Among the changes:
---People that have friended you now appear on your Social menu as "Followers". Followers may be friended reciprocally, or blocked.
---You may now send a message to online Friends and Followers. When typing in the chat console, use the format "@playername <message>" to send a message to a specific player. Block a player to avoid receiving messages from them. You can universally block the hud notifications for new messages using the NOTIFICATIONS section under SETTINGS.
---A variety of other cleanups and feature enhancements to improve the friend functionality have been implemented.
-Players can now test unowned weapons and classes in the Target Practice map under Training. Classes and Weapons will still appear locked on your menu, but if you select them, you can try them.
-All gametypes have a warm-up timer lasting 20 seconds after a second player has joined the match.
-The HUD now shows the status of player deployables.
-An early Sneak Preview of upcoming Custom Server functionality has been included in this release. Additional functionality is expected in future releases. During the Sneak Preview:
---Hi-Rez will operate a limited number of Custom Servers that players may join that take advantage of customized game rules. You may browse the list of available Custom Servers from the PLAY menu. Note that this server browser includes only Custom Servers, and not regular public matches accessed through the Play menu. Some servers reserved for competition play or other purposes may only be accessed using a password. Additional servers will be added regularly during the Sneak Preview period to test various Custom Server functionality.
---Players will not yet be able to rent and configure their own servers. This functionality will be coming in an upcoming release.
Capture and Hold Gametype
-Capture and hold the various Control Points. Each Control Point is labeled A, B, C, etc.
-A Control Point is captured by touching a Control Point's switch. A successful capture will result in your Tribe's icon hologram switching and the switch's HUD marker will blink blue as it becomes "held."
-Once a Control Point is been held for five seconds, the owning team gains a score. Any Control Point defenses, such as Inventory Stations, Repair Stations, Base Turrets, and Radar Sensors also become owned by your team when a point is considered held.
-Damaged defenses will return up to half-health when a point is successfully held by a team.
-Held Control Points generate a score every 5 seconds.
-The team that reaches the goal score wins the match.
Weapon/Balance Items
-Increased Doombringer's Heavy Bolt Launcher Projectile speed by roughly 3%.
-Added a 6% base increase to energy regeneration for equipping Pathfinder or Sentinel Energy Regeneration Packs. Reduced each upgrade on the packs to +4%. Still the same maximum bonus fully unlocked.
-Thrown flags now only bounce once, then slide on second contact with the ground. This helps players predict where a dropped flag will go and allow for easier pickups and team passes.
-Increased the distance a player throws a flag.
-Fixed an issue in which projectiles would not do damage to game objectives when the firing player had died.
-Fixed an issue where friendly players could damage their own objectives (when not in a custom server with friendly fire on).
-Fixed an issue where Light Turrets could deal four times the normal amount of damage to Shrikes.
New VGS Commands
VGS commands are now filtered depending on the game mode.
[VFQ]: "I'll retrieve our flag!"
[VUG] (CTF only): "Upgrade our generator!"
[VUS] (CTF only): "Upgrade our sensors!"
[VUT] (CTF only): "Upgrade our base turrets!"
[VSUG] (CTF only): "I'll upgrade our generator."
[VSUS] (CTF only): "I'll upgrade our sensors."
[VSUT] (CTF only): "I'll upgrade our base turrets."
[VA1] (C&H only): "Attack point A!"
[VA2] (C&H only): "Attack point B!"
[VA3] (C&H only): "Attack point C!"
[VA4] (C&H only): "Attack point D!"
[VA5] (C&H only): "Attack point E!"
[VD1] (C&H only): "Defend point A!"
[VD2] (C&H only): "Defend point B!"
[VD3] (C&H only): "Defend point C!"
[VD4] (C&H only): "Defend point D!"
[VD5] (C&H only): "Defend point E!"
[VSA1] (C&H only): "I'll attack point A."
[VSA2] (C&H only): "I'll attack point B."
[VSA3] (C&H only): "I'll attack point C."
[VSA4] (C&H only): "I'll attack point D."
[VSA5] (C&H only): "I'll attack point E."
[VSD1] (C&H only): "I'll defend point A."
[VSD2] (C&H only): "I'll defend point B."
[VSD3] (C&H only): "I'll defend point C."
[VSD4] (C&H only): "I'll defend point D."
[VSD5] (C&H only): "I'll defend point E."
Additional Items
-Players who are referred by another player through the friend referral system will now earn the "Pay it Forward" badge when they reach Level 6 (includes an XP reward).
-A number of cleanups and fixes have been made to several maps.
-Enemy stations no longer draw to the HUD, unless it is spawned from a Supply Drop call-in.
-Fixed an issue in which the # of players playing each class would not show correctly on first spawn into a match.
-Fixed an issue where the Infiltrator's Jackal was stacking the damage numbers for damaged targets directly on top of each other, making it seem like only one of the projectiles was damaging the target. Now each projectile's damage number on a target is represented.
-Fixed an issue where players could interrupt a melee attack or belt throw with a weapon switch using the direct switch keys (i.e., '1', '2', etc.), allowing for an exploit of quick weapon switching.
-Fixed an issue where if all the players from a team left an Arena match, during a round transition, the game would not autobalance, leaving the other team stuck in the round transition indefinitely.
-The whiteout effect from the Raider's Whiteout Grenade no longer persists when a victim respawns.
-Projectiles that can stick to surfaces no longer can stick directly to the flag.
-Adjusted the position of the first person flag model (it was facing sideways in first person view).
-Fixed a bug in which the game client would crash if you attempted to change your name to a 15-character name.
-Shrike now has a horn!
-Added announcers to Arena.
-Fixed issue where announcer messages would overlap.
-Damage fall-off is now applied to Supply Drops.
-Fixed an issue where the smoke grenade would not properly stealth a player in certain situations.
-Fixed an issue where Jackal rounds were not properly sticking to players.
-Fixed an issue where placing a deployable in Training would cause you to lose weapons.
-Stealthed friendlies will now have their player model rendered and pulsed for better visibility.
-Fixed an issue where fast-switching weapons using the default bind of "1" and "2" would break the zoom effect.
-Fixed an issue where fast-switching weapons using the default bind of "1" and "2" would cause the BXT1 to charge even without being scoped.
-Fixed an issue where a Supply Drop called in on a friendly would cause them to get stuck.
-Players can now test unowned weapons and classes in the Target Practice map under Training. Classes and Weapons will still appear locked on your menu, but if you select them, you can try them.
-The HUD now shows the status of player deployables.
Neat! Even though I'm fairly certain the first one was already how it worked before the UI rework.
link added to the op, one of these days I will clean it up =X
also joined the group
edit: I started to clean it up, but severely lacking information that I should probably provide, I will work on it more when I'm not doing my grown-up job
maybe hi-rez will sell a modding license to people for $1000, for their private servers? then we can re-create shifter!
If there is anyway they can implement mods while still maintaining the freetoplay system, they absolutely should. Mods are never a bad thing in that vein.
Well this is awkward... turns out I have a handful of PA followers whose names I misspelled when I tried to friend them before (and the system accepted). No wonder you guys are never online! :?
Nice to see some decent numbers in the group. It was only about three of us until I posted up there. The more we get the more easy it will be to set up games. The upcoming private servers will help with this, I think.
Raindance is just wonderful. The hills are amazing to ski, and the base is great. I was sad when I had to go on to Drydock.
The damn thing crashed on my during my first Capture and Hold, but I think I'm going to like that a lot.
Edit: It occurs to me that we can just pick one of the "sneak peek" custom servers to hang out on, and then we can always know to find each other there, like old times. Opinions?
OhtheVogonity on
Oh freddled gruntbuggly...thy micturations are to me/ As plurdled gabbleblotchits on a lurgid bee
maybe hi-rez will sell a modding license to people for $1000, for their private servers? then we can re-create shifter!
If there is anyway they can implement mods while still maintaining the freetoplay system, they absolutely should. Mods are never a bad thing in that vein.
Is anyone else having a hard time with this forced bloom/blur effects? They messed with our INI's! Thats like rape I think.
I came home from work and noticed my son playing the new patch. When I noticed the graphical change I had to tackle him off the computer chair to save him from the possible video card explosion. Or a seizure.
Anyways, its retarded. Something to do with people learning to disable fog yadda yadda yadda.
Whatever HiRez, you almost murdered my child
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ShadowfireVermont, in the middle of nowhereRegistered Userregular
-Players can now test unowned weapons and classes in the Target Practice map under Training. Classes and Weapons will still appear locked on your menu, but if you select them, you can try them.
-The HUD now shows the status of player deployables.
Neat! Even though I'm fairly certain the first one was already how it worked before the UI rework.
These are both really good. I've been tempted to throw down some cash for some of the weapons (earning the XP for classes seems pretty easy, but 100k+ for weapons is painful... also, throwing them some money seems like a good thing to do, I really like the game so far). I hesitated to do so without trying them beforehand, though.
Hmmm... someone before mentioned that buying the energy-based rifle for the Sentinel was a mistake. To that guy, I ask: did you have the pack item that increases your Energy regen? I'd think having a rifle with no charge time but whose damage is based on your current Energy would benefit immensely from having that.
My favorite musical instrument is the air-raid siren.
0
ShadowfireVermont, in the middle of nowhereRegistered Userregular
Hmmm... someone before mentioned that buying the energy-based rifle for the Sentinel was a mistake. To that guy, I ask: did you have the pack item that increases your Energy regen? I'd think having a rifle with no charge time but whose damage is based on your current Energy would benefit immensely from having that.
Even then, your mobility suffers considerably (no energy after a single shot), with the tradeoff of.. what, not running out of ammo? Instead of a charge time, you have a recharge time where you also can't run. Sounds like a real bad trade.
Hmmm... someone before mentioned that buying the energy-based rifle for the Sentinel was a mistake. To that guy, I ask: did you have the pack item that increases your Energy regen? I'd think having a rifle with no charge time but whose damage is based on your current Energy would benefit immensely from having that.
Even then, your mobility suffers considerably (no energy after a single shot), with the tradeoff of.. what, not running out of ammo? Instead of a charge time, you have a recharge time where you also can't run. Sounds like a real bad trade.
They actually changed it in a semi-recent patch that the phase rifle has less fall off than the BTX. So, while I still would say that the BTX is better over all (the extra mobility is very nice) the phase rifle does have an advantage.
Hmmm... someone before mentioned that buying the energy-based rifle for the Sentinel was a mistake. To that guy, I ask: did you have the pack item that increases your Energy regen? I'd think having a rifle with no charge time but whose damage is based on your current Energy would benefit immensely from having that.
Even then, your mobility suffers considerably (no energy after a single shot), with the tradeoff of.. what, not running out of ammo? Instead of a charge time, you have a recharge time where you also can't run. Sounds like a real bad trade.
The advantage is you don't have to wait for the charge. You can take two quick shots immediately after scoping and kill a light. You can also no scope and do full damage, which really helps when people are close range.
You nailed the downsides though... after those two shots, you will do shit damage until you get energy back (overall less dps than the bxt), and you can't move around too much when your damage is based on energy.
This...THIS is the map design some people in this thread have been touting? This is supposed to be close to 1:1 from older Tribes right? Pathetically easily to defend gen with one entrance, super open flag stand with only a couple valid routes and then a whole lot of nothing. It's might be my least favorite map currently in the rotation.
This...THIS is the map design some people in this thread have been touting? This is supposed to be close to 1:1 from older Tribes right? Pathetically easily to defend gen with one entrance, super open flag stand with only a couple valid routes and then a whole lot of nothing. It's might be my least favorite map currently in the rotation.
It is not at all 1:1. The old raindance had 2 generators, one at the top of the base, guarded by shitloads of tiny turrets usually. The other hidden in a side room amongst the main base. The flag was encased in a small gazebo, but the routes were much more angled to get in. The original map had style. http://www.tribaloutpost.com/tribes2/maps/view/raindance
Perhaps it's 1:1 to Tribes 1, but Tribes 2 Raindance was far superior to this setup.
Dyrwen66 on
Just an ancient PA person who doesn't leave the house much.
This...THIS is the map design some people in this thread have been touting? This is supposed to be close to 1:1 from older Tribes right? Pathetically easily to defend gen with one entrance, super open flag stand with only a couple valid routes and then a whole lot of nothing. It's might be my least favorite map currently in the rotation.
It is not at all 1:1. The old raindance had 2 generators, one at the top of the base, guarded by shitloads of tiny turrets usually. The other hidden in a side room amongst the main base. The flag was encased in a small gazebo, but the routes were much more angled to get in. The original map had style. http://www.tribaloutpost.com/tribes2/maps/view/raindance
Perhaps it's 1:1 to Tribes 1, but Tribes 2 Raindance was far superior to this setup.
It is identical to the TRIBES 1 Raindance map. People just don't fucking know what they actually want. The map you linked is not even part of the base Tribes 2 game, indicating that the "classic TRIBES" everybody is clamoring for is not even a single entity.
Dunno why they added the muted color filter on the release version; everything looks a bit. . . off. Nothing I can't get used to, but I liked the vivid colors from my time in the Beta.
Posts
I should start doing this with my friend who is really good at sniping, this looks fun!
http://steamcommunity.com/groups/pa-tribes
Would be nice to have the link in the OP *ahem*
Steam (Ansatz) || GW2 officer (Ansatz.6498)
I didn't get to PAX East, but it's nice to know Raindance is coming back from old Tribes into an Ascend version. There's a pretty decent set of videos online previewing the map from PAX. Seems like it'll be a much hillier map, less obstructions, more skiing.
Alternative options:
Steam (Ansatz) || GW2 officer (Ansatz.6498)
also joined the group
edit: I started to clean it up, but severely lacking information that I should probably provide, I will work on it more when I'm not doing my grown-up job
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
If there is anyway they can implement mods while still maintaining the freetoplay system, they absolutely should. Mods are never a bad thing in that vein.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
P.S. joined that group....now what?
Raindance is just wonderful. The hills are amazing to ski, and the base is great. I was sad when I had to go on to Drydock.
Still getting lag problems though.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
The shrike has a horn now? I have to put up with their insouciant little toots after they run me over? Rude.
Also, good on them for getting the training mode functionality reimplemented. Bad on them for not doing anything about gold rates.
Games: Ad Astra Per Phalla | Choose Your Own Phalla
Edit: It occurs to me that we can just pick one of the "sneak peek" custom servers to hang out on, and then we can always know to find each other there, like old times. Opinions?
I miss shifter.
Did anyone play Delta Force on original Tribes?
(non-stupid/non-Mortar Chaingun-versions-of) Havoc or Renegades for life.
I swear there was another popular one I played that I cannot remember the name of.
I came home from work and noticed my son playing the new patch. When I noticed the graphical change I had to tackle him off the computer chair to save him from the possible video card explosion. Or a seizure.
Anyways, its retarded. Something to do with people learning to disable fog yadda yadda yadda.
Whatever HiRez, you almost murdered my child
These are both really good. I've been tempted to throw down some cash for some of the weapons (earning the XP for classes seems pretty easy, but 100k+ for weapons is painful... also, throwing them some money seems like a good thing to do, I really like the game so far). I hesitated to do so without trying them beforehand, though.
Even then, your mobility suffers considerably (no energy after a single shot), with the tradeoff of.. what, not running out of ammo? Instead of a charge time, you have a recharge time where you also can't run. Sounds like a real bad trade.
They actually changed it in a semi-recent patch that the phase rifle has less fall off than the BTX. So, while I still would say that the BTX is better over all (the extra mobility is very nice) the phase rifle does have an advantage.
Oh, the phase rifle can run out of ammo, also.
The advantage is you don't have to wait for the charge. You can take two quick shots immediately after scoping and kill a light. You can also no scope and do full damage, which really helps when people are close range.
You nailed the downsides though... after those two shots, you will do shit damage until you get energy back (overall less dps than the bxt), and you can't move around too much when your damage is based on energy.
I've seen competitive snipers use both rifles. BXT seems more popular though.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
This...THIS is the map design some people in this thread have been touting? This is supposed to be close to 1:1 from older Tribes right? Pathetically easily to defend gen with one entrance, super open flag stand with only a couple valid routes and then a whole lot of nothing. It's might be my least favorite map currently in the rotation.
It doesn't take your entire bar. If you shoot twice in a row, first one does full damage, and second one does enough to kill a light.
It is not at all 1:1. The old raindance had 2 generators, one at the top of the base, guarded by shitloads of tiny turrets usually. The other hidden in a side room amongst the main base. The flag was encased in a small gazebo, but the routes were much more angled to get in. The original map had style. http://www.tribaloutpost.com/tribes2/maps/view/raindance
Perhaps it's 1:1 to Tribes 1, but Tribes 2 Raindance was far superior to this setup.
It is identical to the TRIBES 1 Raindance map. People just don't fucking know what they actually want. The map you linked is not even part of the base Tribes 2 game, indicating that the "classic TRIBES" everybody is clamoring for is not even a single entity.