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[Tribes] Ascend: Everything for one purchase price, 6 maps, shielded assests, SHOCKLANCE!
Okay. It's up. In the grand tradition of G&T, it is called "[PA] The Angry Dome" on US-West. I currently have it set to do CTF with all maps in rotation and Naked Spawn enabled. For those that don't know what Naked Spawn is, it means you spawn in basic armor (Pathfinder, Soldier, Jugg) and you have to visit an inventory station to kit out.
Tribes: Ascend is a free-to-play multiplayer-only first-person shooter part of the Tribes franchise.
It features a class-based loadout system. Each loadout specifies what type of armor the player has, along with what weapons and items they carry. Each loadout supports two in-hand weapons, a set of belt items such as grenades or mines and a pack. There are three possible sizes of armor to choose: light, medium and heavy, with 3 loadouts in each weight group, for a total of 9. Players can select which loadout to use either when first joining a game, respawning or at an inventory station. Loadouts may be acquired either through an upfront payment, or through playing the game and earning experience, which can be used to purchase classes, weapons, perks and upgrades. Paid-for loadouts will be available to the user instantly, while those who choose to unlock them through playing will have a much longer wait. Upgrades to armor, weapons and perks can only be purchased by experience points. Players will be given 3 free loadouts: the Pathfinder, Soldier, and Juggernaut, when they first start playing the game, each wearing light, medium and heavy armor respectively.
Skiing and Jetpacking
Reading through the controls section, you should have noticed two very peculiar tools at your disposal: Ski button, and Jetpack button. These two tools make Tribes: Ascend and the Tribes series so distinct. The two mechanics introduce many intricacies to the game. Skiing can be activated/toggled with the Space Bar and jetpacking used by pressing the RMB. Skiing doesn't have any negative effects on its user, whereas using a jetpack will drain your energy. Energy regenerates over time to a class specified capacity.
The first that needs to be mentioned is large amounts of velocity. Velocity can be easily acquired through the combination of skiing down hills and jet-packing up inclines. But why do you need velocity? Well, a foe who is not moving will be easy picking for your team. Motion throws off the enemies targeting, allowing more time for you to complete your objective (either neutralizing a target, asset or capturing a flag).
The second is that jetpacking and the terrain allows players to access the z-coordinate (up-down). Each player has the ability to expel enough energy through their jetpack to rise upwards. Again, why should you care about this? The height advance in Tribes: Ascend allows the player to have better situational awareness of the battlefield. This awareness offers the player a better view of the opponents' motion so that the player may lead his shots.
Learning to shoot with Tribes Ascend unique weapons.
Most weapons in Tribes: Ascend are not your standard run-of-the-mill Hit Scan rifle, instead Tribes' weapons are projectile based. These projectiles take time to travel across the battlefield before exploding upon impacting on a surface. Due to travel time, shots must be lead in front of the unpredictable path of the target.
The classic weapon in Tribes: Ascend is the Spinfusor. The Spinfusor shoots discs that are not affected by gravity. These discs move at a moderate speed and have some splash damage upon impact. This is the perfect weapon to start out with, as it introduces the player to inheritance. Inheritance is addition of a percentage (50%) of the player's velocity on to the disc's specific velocity. There are many different Spinfusor Type weapons in Tribes: Ascend.
The question is how far do you have to lead your shots? The answer is that the faster both you and the target are travelling and the direction in which each of you are travelling makes a single answer impossible as well as your shot. A good rule of thumb is to shoot ahead of them by a few meters at common landing location where their feet will be on the ground. Shooting at a target on the ground is a lot simpler and more efficient then trying to hit them mid-air. A common mistake is to shoot for the opponent's body, but this causes missed shots to sail into terrain outside the blast radius of the projectile.
After a few games, predicting the foe's path and leading your shots will become more natural but yet still impossible. These two will allow you to be more efficient in your deathmatching skill and conservation of ammunition.
These type of weapons will arc due to gravity. Fusion Mortar, Bolt Launcher and Thumper DX are three examples of these type: each moves at a certain speed and is affected by inheritance and therefore the player needs to lead the shot for these types of weapons.
These types of weapons instantly hit the target if the 'bullet' emitted intercepts the target. Currently, Sniper Rifles, pistols (Eagle Pistol & Sparrow) and Shotguns are hitscan weapons but the Chain Gun, Assault Rifle, and the Rhino SMG are not a hitscan but instead shoot a fast moving projectile. Hitscan weapons are an interesting addition to Tribes where previously all weapons (aside from the laser sniper rifle) were projectile based.