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78. Re: Tribes: Ascend Passed 1M Downloads May 17, 2012, 05:41 Jerykk
I don't know how long some of you have played tribes but blaming these issues just on map design is false. There were plenty of maps in T1 and T2 where the flag was in a wide open space open to fast routes. (Canyon Crusade anyone?) It was never that big an issue. Part of the problem is that there is no ability to kill the capper at the flag stand. No ability for LD to mine disc kill someone coming in for a lame attempt. In T1/T2, cappers actually had to run a good timed route to get a clean grab and escape. In Ascend, most any fumble bumb can llama grab with very little issue.

While the absence of mine-discing is sorely noted, you can somewhat compensate with a grenade-disc combo. It's just much harder to pull off because the grenade throwing is a lot slower than in previous games and you can't blow up your grenades with the disc. You just have to time it right so both the grenade and your disc explode right when the capper reaches them.

Also, if you have a decent HoF, it's going to be really hard for lone cappers to make the grab. Mainly because the Super Heavy perk is so overpowered and will kill the capper if he collides with the HoF. Force-fields are also pretty effective at stopping cappers.

Secondly I don't know why, but every frickin non dynamix tribes game has issues with chasing. Why is it that in T1/T2 you could move to chase from a stand still after a capper coming in full speed. A quick disc jump and chase. It was weak in Tribes Vengeance and its weak in Tribes Ascend. Is this suppose to be Tribes or what?

Yeah, this is a big issue for defense. Unless you already have a decent amount of momentum, disc-jumps are pretty worthless. Cappers already have momentum when they grab the flag so it's not an issue for them but for LD/MD, it's pretty annoying.
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