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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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92. Re: Tribes Ascend Changes Feb 3, 2012, 19:15 Crustacean Soup
 
Overon wrote on Feb 3, 2012, 14:35:
Jerykk I would argue that the advantage you speak of is minor. Some people have huge monitors or multiple monitors and tribes 2 ascend lets you set your own FOV by actually typing the number of your FOV desired into the gui. You can say that someone with multiple huge monitors or a faster PC has an advantage and I would agree with you. But I really think the advantage of some of those upgrades is a minor advantage that I'm willing to live with.
The advantage is nowhere near inconsequential, especially since the patch. It's not enough that I'm not enjoying the game, but try to tell me that pathfinder's upgrades aren't a pretty noticeable advantage:

Crustacean Soup wrote on Feb 3, 2012, 02:39:
Armor: -25% regeneration delay, +10 energy, +25% health regen, +100 health, -10% mass

Epack: +6% energy recharge, x3

Nitrons: +2 nitrons (bringing the total to 3), +25% radius

It's a hell of a lot harder to outrun me without these upgrades. -10% mass means that disc jumping is more effective and I can accelerate more quickly, and +18% energy recharge is nothing to sneeze at. And 2 extra, better nitrons? Huge pain for any capper I'm chasing.
 
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