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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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95. Re: Tribes Ascend Changes Feb 6, 2012, 01:34 Jerykk
common sense tells you the unlockables are easy to get within 10 hours of playtime

Really? Most classes have three unlockable weapons/belt items and each one costs 42,000 XP to unlock. On top of that, you have a whole bunch of perks to unlock (18,000 XP each) and various upgrades for weapons, belt items, armor, packs and belt items. Oh, and you also have to unlock 6 out of 9 classes.

So, you can unlock all those things in 10 hours? Good luck with that.

So you start TA for the first time, spend a few days learning the ropes and having fun, and without spending a single penny you've unlocked most of the alternative weapons and upgrades and are competitive with anything in the game.

See above response. It takes more than a few days to unlock most of the unlockables in the game.

However you spend the next year sucking ass because people spent 15 years playing online shooters and are slightly better than you at actually moving and hitting a target.

And now these people have the added advantage of more energy, more ammo, more health, more belt items, larger radii for belt items, more damage against armored targets, more mass (for defenders) and less mass (for cappers), larger flag grab radius, etc.

Let's look at the Pathfinder class and the various benefits it offers when fully upgraded (and this is without unlocking perks or alternate weapons/items):

+10 Light Spinfusor ammo
+20% Light Spinfusor damage against armored targets
+20 Shotgun ammo
+1 Shotgun clip size
+2 Impact Nitron grenades
+10% Impact Nitron grenade radius
+18% Energy recharge rate
-25% Health Regen delay
+10% Energy
+25% Health Regen Rate
+100 Health
-10% Mass

Yeah, I'm sure those things don't offer any advantages whatsoever.

Are you sure you are not cherry picking? What about all the other uprgrades that are not pathfinder? You do have a point with the pathfinder.

The inherent imbalance of unlockables applies to all classes. I primarily play Soldier and I have a pretty significant advantage against other Soldiers who don't have upgrades. I have more health, more ammo, more energy, more grenades, more damage, shorter health regen delays and faster health regen rates.

As I mentioned before, if one player sucks and the other one is good, unlockables are not going to change the outcome of their fight. However, they will make things easier for whoever has them and that's why unlockables are inherently unbalanced.

This comment was edited on Feb 6, 2012, 01:40.
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