srs bra? I spent 2 maps fucking around with sniper class and it seems different. It felt like it does less damage and not hit scan.. i had to lead. I prolly jsut suck at sniper class LMAOThey both are hitscan.
People realized how insane making it projectile actually was with this netcode and nobody ever touched it.
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do it do ittemptin......Just had my first little play on it... looked like there were 2 full pub servers, 1 half full and a pug going as well.. that's surprisingly healthy.
I only played one map but it seemed faster but also more spammy... there were good points and bad. But overall probably more good.. but only so much you can take out of one map.. and hey there were 3 T2ITB clan members present and I made a winning flag pass to xandrax which eventually got us the winning cap so that certainly put a positive spin on it too
http://www.pcgamer.com/the-many-sins-an ... ffer_pcgfbIt’s death by a thousand cuts, right?” McBride said. In the early days, Hi-Rez patched Tribes, but the patches were bad. Weapon releases bloated the game. So he’s ditching those. Ascend’s perk system included some overpowered abilities and some worthless ones. So they’re getting rid of it. Everything was too expensive, so they’re refunding every player the gold they spent to re-buy weapons and equipment as they please.
"We’re pulling back on a lot of the patches we did post-launch,” he said. “They had tons of weapons in them. At the time our numbers always bumped up when we had patches with weapons on them. People come back for new content. But it wasn’t quality content at all. We were just scrambling to get content in the game, and we had this tiny team. So we created variants of the weapons, basically. And they were useful variants, it wasn’t like they were just junk. But it bloated the game.
Hi-Rez was a much greener studio at the time, and in a way the positive reviews and buzz for Tribes proved to be its undoing. “We didn’t really listen to the community,” McBride said. “Once the high scores rolled in...PC Gamer gave it Editor’s Choice, and we got a couple 10s and a bunch of nines and a few eights. We did pretty well on the scores. I think at the time we were very resistant to changing the game. We were like, ‘people like it, it scored really well.’ It wasn’t until the numbers started to fall that we really would consider even changing it. There was a big resistance to listening to feedback from the community, which wasn’t the right call.”
So happy reading this. Pretty much admitting they fucked up from the start.
-Far less snipers and less powerful sniping
-Chain is no ultra longer easy mode. Good in the hands of a good player, but doesn't feel like every retard can chain you out with ease.
-Splash damage and radius reduced a lot meaning less spamming ground pounds in duels/more rewarding direct hit accuracy.
-Gens seem a lot more important with a more limited ammo capacity and no supply call downs.
-Chasing seems a little more viable since you aren't constantly getting fucked by lightweight taking forever to regen.
Pretty cool update, nice to see people I haven't seen in the game for 2-3 years.
Glad to see they atleast owned upto it but I suspect that its just a tarnish on their record they are looking to wipe clean after the success of smite and soon launch of paladins.Happy reading that puff piece trash lol
So 4 years after not listening someone throws a bone
No idea what is even going to be in it.Patch notes will be posted Tuesday evening 1/26 and if all goes well, Patch should go live Thursday 1/28.
Took them long enough... although I still maintain it should work like T2... a percentage of the actual number of votes cast. If people don't vote, it's abstaining, not an automatic no.
https://docs.google.com/document/d/11fy ... Af1CWw/pub
Hellfire is now available to play for CTF and Blitz and has been added to all appropriate server map rotations.
Votekick percentage increased to 45%, up from 35%
Changed votekick message to include player who initiated the votekick.
"Vote by [votekick_starter]: kick [kickable_player]?"
Ammo pickups now yield the same 400 hp heal on all armor types when picked up.
Light - Heals for 400 HP, up from 300.
Medium - Heals for 400 hp, down from 462.
Heavy - Heals for 400 hp, down from 520.
Blueshift has been removed from map rotations by community request. This map will still be available to play on custom servers.
All rapid fire weapons have had RNG based spread completed removed in favor for precise shots based on player skill only.
The following weapons have had their damage falloff values adjusted to 80% damage at range. This is to normalize the falloff between other similar weapons.
May now fire without locking a target. This will result a dumbfire missile with no tracking ability, similar to the old Titan Launcher.
Target vehicle is locked with the same previous method and timing
Damage increased to 1350, up from 1200
Impulsed increased to 85000, up from 80000
Range increased to 360, up from 220
Damage set to 370
Direct impact damage multiplier set to 2.0
Impulse set to 85000
Range set to 300
Speed set to 3000
Inheritance set to 50%
Size set to 15
Mortar direct impact timer increased to 0.75 seconds, up from 0.5 seconds.
When hitting a vehicle the shorter timer is now used.
Damage lowered to 1300, down from 1400.
Direct hit bonus increased to 1.154, up from 1.0. Now deals 1500 damage on direct impact.
Minimum damage decreased to 600 damage at max range.
Decreased damage to 350, down from 600.
Increased direct hit multiplier to 2.0, up from 1.5. Now deals 700 damage on direct impact.
Heavy weapons impulse reduction
The following weapons have had their impulse values reduced to 85,000 down from 90,000.
Heavy Bolt Launcher
Fire interval reduced to 0.5, down from 0.6
Damage reduced to 270, down from 280.
NJ5 returns to Medium armor.
Fire interval set to 0.2
Damage set to 150
Falls off to 80% damage at at max range of 6000.
Increased radius to 400, up from 350.
Damage increased to 600, up from 500.
No longer drains energy for up to 250 bonus damage.
Damage dealt from behind remains at 2x.
Removed impulse given to hit target.
Fixed a long standing issue where beams from sniper rifles would not connect with a target when successfully hit at long distances.
Fixed an issue preventing players from equipping a repair tool at a repair station when they have the ELF gun equipped.
Fixed an issue where the Flak Cannon / EFG would not reload at various stages in its clip.
Fixed an issue where the Flak Cannon / EFG would award multiple kills on a single target.
Vehicle ejection speeds have been increased.
Light ejects at 50% vehicle speed, up from 40%
Medium ejects at 40% vehicle speed, up from 35%
Health reduced to 1400, down from 2200.
Health reduced to 1400, down from 2800
Energy regeneration per second reduced to 10, down from 20
Reduced impulse from weapon to 2500, down from 10,000
Explosion radius reduced to 200, down from 250
Fixed an issue where many projectiles were being killed on direct impact with a vehicle and not dealing damage to them, especially while stationary.
Additional network optimizations to improve performance.
Tweaked load balancing logic to try and keep players on the same physical server between map transitions.
Lowered minimum mip settings to allow players to adjust their INI settings for extremely low texture resolutions.
Fixed an issue where the weapon HUD would turn back on after match completed even though it had been disabled.
Fixed an issue where the laser targeter target location wasn’t being properly set while in 3rd person camera mode.
Fixed an issue where empty perks were being shown in the spectator hud.