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Tribes Ascend Changes

Hi-Rez Studios announces significant changes for Tribes Ascend, based on feedback from closed beta testing of this upcoming continuation of the Tribes series of multiplayer first-person shooters. Word is they are shaking up their planned class structure, and will be adding more of the flexibility players have been requesting. Here's word on the next update to the game's ongoing closed beta test, which is available to those who preorder through the Tribes Ascend Website, along with some of those who have signed up for the beta:

The next update will include additional class customization and a much more polished user interface that really showcases the sci-fi, high resolution graphics of Tribes: Ascend. Hi-Rez will be collapsing the total number of playable classes from 12 to 9, but adding the ability for players to unlock new weapons for each class and further customize their loadout. Three of the nine classes will be available right away so a new player will have access to a Light, Medium, and Heavy class in his or her first match.

“We believe this system preserves class-based combat while also offering additional flexibility for players to customize classes around individual play style. It continues to provide a balanced and level playing field for all players.”

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78. Re: Tribes Ascend Changes Feb 3, 2012, 02:38 Jerykk
 
And who the hell snipes in Tribes? Between calling it a "disc gun" and thinking that sniping is actually a good tactic in Tribes (or remotely helpful to your team) methinks you've never actually played any game in the series and are raging just because it's the cool thing to do.

Uh, sniping was essential in many maps in both T1 and T2. Especially in T1 where cappers could grab your flag and fly off into the stratosphere at 300 MPH. A good sniper in T1 or T2 made a huge difference in any team. From what I've played of T:A, the same still applies, especially given the severely reduced effectiveness of disc-jumping.

You can buy everything in the game and I'll still kick your ass using only free stuff.

Faulty logic. If two equally skilled players compete against each other and one has all the unlockables while the other has none, the player with the unlockables has a distinct advantage. He will have more ammo, more grenades, more health, faster health regen, more energy and do more damage.

People who dismiss the inherent imbalance of unlockables often use your logic, incorrectly assuming that their opponents will always be less skilled than them. Obviously a good player with no unlockables will still defeat a poor player with all the unlockables, but nobody is arguing that point.

This comment was edited on Feb 3, 2012, 02:46.
 
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