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Tribes: Ascend Accelerate Patch This Week

Hi-Rez Studios announces Accelerate, which is the name of the June update for Tribes: Ascend, saying this will come to the multiplayer shooter. This trailer introduces the update, which takes its name for how it accelerates the player's progress in unlocking new weapons and other perks in the game. Speaking of which, the update also will include 27 new weapon variants and what they are calling "the most comprehensive set of balance changes to date" This is all followed by this trailer announcing Tribes Paper Kraft, some sort of wacky offline riff on the game, promising this offers the chance to win prizes, "and, uh, eSports?"

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19. Re: Tribes: Ascend Accelerate Patch This Week Jun 12, 2012, 01:41 Jerykk
shihonage wrote on Jun 12, 2012, 01:35:
Jerykk wrote on Jun 12, 2012, 00:23:
Original Tribes' chaingun was mostly a throwaway/finishing weapon. Majority of the game revolved around projectiles you could actually SEE travel, and thus evade, and that's part of what made it special.

I wouldn't go that far. The chaingun in T1 just required more skill to be effective. You needed to fire in rapid but short bursts and lead your aim. Conversely, in T:A, you just hold down the trigger and keep your reticule on the target.

Another thing they can do is reduce the damage of the rapid-fire projectiles over distance. This would make them considerably less effective at long range.

I didn't go "far" or anywhere for that matter, I just stated what I observed through a long history of playing Tribes and Tribes:ShifterX. Chaingun was a puny, finishing weapon during overwhelming majority of the time - nothing more.

Your other claim is also inaccurate. If you keep your reticle on the target in T:A, you will miss. Unless you use a hitscan weapon, which the Falcon may or may not be (another candidate for OP bullshit upgrade).

I'm not sure how much Tribes you played if you thought the chaingun was just a puny finishing weapon. Practically every chaser in T1 relied on the CG for chasing. Really skilled players could mow down opponents at any range. I'm basing this on a few years of experience playing T1 Base competitively on the OGL and TWL ladders. I didn't play any of the mods like Shifter.

Check out this video (at 3:50 & 5:23) for an example of how effective the CG was in skilled hands:

As for the rapid-fire weapons in T:A, I guess you do have to lead a bit if the target is far away. Not as much as in T1, though.

This comment was edited on Jun 12, 2012, 01:49.
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