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Tribes Ascend Beta Next Month

This trailer offers an audio interview with Hi-Rez Studios about Tribes Ascend, their upcoming continuation of the TRIBES series of multiplayer shooters (thanks Evan). This includes word on closed beta testing, as here is what Todd Harris has to say about their plans:

We have a date, you heard it here first. The team is working hard for closed beta to start on Friday, November 4th, so, a few weeks away. We plan on announcing that more broadly next week, and as you may have known if you've been following us, we wanted to start in September originally, that was kind of our original plan, but there were a few adjustments that we wanted to make before beta.

Specifically, some things we've been working on are character progression elements, those were things that weren't in alpha, but will be in beta, we'll maybe get into details on some of those later, and secondly, with the changes or improvements based on feedback from the alpha testing group...Disc jump strength was one, some challenge that people had in chasing down flag cappers which is a big part of the game, basically ability to quickly gain momentum from a standstill, and even overall speed of the game."

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3. Re: Tribes Ascend Beta Next Month Oct 8, 2011, 18:01 Jerykk
 
slightly off-topic: One thing about Vengeance that I thought was a great addition was the grappling hook. It was a skill that could be developed to allow one to change direction quickly. It wasn't unbalanced and it seemed to fit well within Tribes-style gameplay. I'd love to see something similar included in Ascend

Wasn't unbalanced? Are you kidding? It was horribly unbalanced and totally screwed chasers. Tribes is all about momentum and the ability to predict your opponent's movements based on things like speed and trajectory. When your opponent can instantly and drastically change direction, that makes things exponentially more difficult for chasers. In fact, unless the chaser also carried the grappler, he was screwed because there was no way he could change direction as quickly as cappers. Then there was also the ability for cappers to grapple to something and then just fly circles around it forever, making it much harder to hit them and causing stalemates to drag on much longer.
 
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