Tribes: Ascend Passes 1M Downloads

Hi-Rez Studios announces that the client for Tribes: Ascend has been downloaded more than one million times since the launch of the multiplayer shooter sequel a bit over a month ago. "We’re thrilled that over 1 million gamers have discovered the fast-paced and skill-based gameplay of Tribes," said Todd Harris, Hi-Rez Studios Chief Operating Officer. "It is truly the player support of the title that has driven the population growth and fuels our team to deliver updates."
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68.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 20:53
68.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 20:53
May 16, 2012, 20:53
 
MadBoris wrote on May 16, 2012, 20:13:
No tangible benefit = No incentive to buy in my book.

No direct upgrade does not mean "no tangible benefit". You merely get an option to change to a weapon that suits your playstyle better, without suddenly making you KING.

The Jugg chaingun upgrade is pretty ridiculous now. They can deliver Doombringer-style damage to light/medium armors in open field, PLUS they have a functional OTHER WEAPON - the mortar.
67.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 20:43
67.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 20:43
May 16, 2012, 20:43
 
MadBoris wrote on May 16, 2012, 20:13:
shihonage wrote on May 16, 2012, 20:01:
MadBoris wrote on May 16, 2012, 17:47:
shihonage wrote on May 16, 2012, 17:36:
A Juggernaut with a 100000-XP chaingun is much more dangerous than Juggernaut without one. The 100000-XP plasma gun remains overpowered. They keep adding new more powerful shit to sell with each patch, and they single out one class, instead of adding new stuff to all classes at once.

The weapon balance constantly keeps being shifted, instead of finding better equilibrium with each consequent patch, as would be true for a "static", non-F2P game.

But then I wonder...How would they be able to make any money? People's good will doesn't seem to work. I don't want any of the usual enticements, maybe changing the balance is the way to keep it fresh. granted, from time to time the OP weapons are a pain. The Plasma gun was a joke, that stuff they can't do anymore.
But they must find ways to generate revenue and a person has to have something tangible in game for spending real money. It's that problem of f2p, they don't make money on the front end, but can't really do it all for free.

I applaud them for not allowing gold to allow for upgrades, but instead, as you say xp. That is not where to make their money. Play more, get rewarded is the way it works, that's the f2p model. They need better matchmaking, level 40 shouldn't be playing with level 4, that would eliminate alot of these OP weapon niggles we have.
I don't have any of the OP weapons in the game, nor am I an XP hound, doesn't excite me.

I think you are hitting your head up against the f2p model, the removal of the price of admission has to make it up elsewhere. It does bug me too, but it's still one of the better implementations of f2p I have seen.

I can't wait until a "medium turret" is available.


My MAIN problem is that they all should be SIDEgrades, not upgrades. Jugg chaingun should be far weaker. Plasma gun should be weaker. Etc etc. They should be mostly cosmetic, trading benefits for other problems, like increased damage for increased reload time.

The fact that they're UPGRADES, biases the game toward non-XP-grinders/non-payers, and also makes the balance shift whenever a new shiny piece of metal comes out.

Nothing prevents a F2P game with SIDEgrades from being profitable.

No tangible benefit = No incentive to buy in my book.

I haven't bought any of the secondary weapons for any class (except tech maybe), that's how much I need them.

There should be certain weapons that only unlock at level 20.
There should be certain weapons that only unlock at level 30.
Right now level means nothing.

There is alot that can be done with this game, but it looks like they are trying to keep it to some Tribes tradition instead of advancing with the persistent online env. They should get to work quick on alot of stuff cause people will tire of the same old, most do.

If they had tiered matchmaking then everything would be fine.

No no no. Unlockables should never be level-specific. You should be able to unlock anything at any time. Ideally, there wouldn't be unlockables at all, as those are inherently unbalanced in a competitive multiplayer shooter, but if you must have them, make sure they aren't level-specific. Being level-specific means that some weapons/items will be better than others and that should never be the case in a multiplayer shooter.

As for upgrades, they need to be redone. The linear progression of upgrades is dumb. Weapons/items should have a limited number of upgrade slots, into which you could put any combination of upgrades. So, if you wanted to put three +5% damage upgrades into your spinfusor, you could, or you could put three +10% ammo or three +10% reload speed or any combination thereof. It would be like the rune system in LoL, allowing for different builds that specialize in different areas, rather than everyone using the same build and fully-upgraded players being inherently superior.

This comment was edited on May 16, 2012, 20:49.
Avatar 20715
66.
 
Re: Tribes: Ascend Passed 1M Downloads
May 16, 2012, 20:31
66.
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 20:31
May 16, 2012, 20:31
 
Preach the controversy!

Been playing a little most days for 28 days now-

Upgrades/Unlocks help- they don't turn crap players into good ones or good ones into gods by any stretch. I'd say they provide a 10-20% edge vs. someone who doesn't have ANYTHING. Then there are couple of ways one could advance enough that they have SOMETHING.

Rank means nothing- folks that watch their flags get grabbed all day every day aren't necessarily good players.

Matchmaking- it would have to be either some really convoluted ratings system or just a rolling averge of say, they last 5 matches played. It's a good idea though.

In the meantime, if you want to win pick Blood Eagle.

65.
 
Re: Tribes: Ascend Passed 1M Downloads
May 16, 2012, 20:14
65.
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 20:14
May 16, 2012, 20:14
 
Hellbinder wrote on May 16, 2012, 13:43:
Wildone wrote on May 16, 2012, 12:11:
This game is ugly as shit and when I played, I had a laser gun that was definitely firing at sub light speed, slower than bullets in fact it was useless. Pass.

I am like.. wow... I simply can not understand at all some of the posters here. How can you consider this game ugly? what the hell do you consider not ugly? there are variations in between games graphics but your coment is freaking RETARDED.

You are, seriously, an idiot.

What would Jesus say about this post Hellbinder?
Avatar 17249
64.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 20:13
64.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 20:13
May 16, 2012, 20:13
 
shihonage wrote on May 16, 2012, 20:01:
MadBoris wrote on May 16, 2012, 17:47:
shihonage wrote on May 16, 2012, 17:36:
A Juggernaut with a 100000-XP chaingun is much more dangerous than Juggernaut without one. The 100000-XP plasma gun remains overpowered. They keep adding new more powerful shit to sell with each patch, and they single out one class, instead of adding new stuff to all classes at once.

The weapon balance constantly keeps being shifted, instead of finding better equilibrium with each consequent patch, as would be true for a "static", non-F2P game.

But then I wonder...How would they be able to make any money? People's good will doesn't seem to work. I don't want any of the usual enticements, maybe changing the balance is the way to keep it fresh. granted, from time to time the OP weapons are a pain. The Plasma gun was a joke, that stuff they can't do anymore.
But they must find ways to generate revenue and a person has to have something tangible in game for spending real money. It's that problem of f2p, they don't make money on the front end, but can't really do it all for free.

I applaud them for not allowing gold to allow for upgrades, but instead, as you say xp. That is not where to make their money. Play more, get rewarded is the way it works, that's the f2p model. They need better matchmaking, level 40 shouldn't be playing with level 4, that would eliminate alot of these OP weapon niggles we have.
I don't have any of the OP weapons in the game, nor am I an XP hound, doesn't excite me.

I think you are hitting your head up against the f2p model, the removal of the price of admission has to make it up elsewhere. It does bug me too, but it's still one of the better implementations of f2p I have seen.

I can't wait until a "medium turret" is available.


My MAIN problem is that they all should be SIDEgrades, not upgrades. Jugg chaingun should be far weaker. Plasma gun should be weaker. Etc etc. They should be mostly cosmetic, trading benefits for other problems, like increased damage for increased reload time.

The fact that they're UPGRADES, biases the game toward non-XP-grinders/non-payers, and also makes the balance shift whenever a new shiny piece of metal comes out.

Nothing prevents a F2P game with SIDEgrades from being profitable.

No tangible benefit = No incentive to buy in my book.

I haven't bought any of the secondary weapons for any class (except tech maybe), that's how much I need them.

There should be certain weapons that only unlock at level 20.
There should be certain weapons that only unlock at level 30.
Right now level means nothing.

There is alot that can be done with this game, but it looks like they are trying to keep it to some Tribes tradition instead of advancing with the persistent online env. They should get to work quick on alot of stuff cause people will tire of the same old, most do.

If they had tiered matchmaking then everything would be fine.
63.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 20:01
63.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 20:01
May 16, 2012, 20:01
 
MadBoris wrote on May 16, 2012, 17:47:
shihonage wrote on May 16, 2012, 17:36:
A Juggernaut with a 100000-XP chaingun is much more dangerous than Juggernaut without one. The 100000-XP plasma gun remains overpowered. They keep adding new more powerful shit to sell with each patch, and they single out one class, instead of adding new stuff to all classes at once.

The weapon balance constantly keeps being shifted, instead of finding better equilibrium with each consequent patch, as would be true for a "static", non-F2P game.

But then I wonder...How would they be able to make any money? People's good will doesn't seem to work. I don't want any of the usual enticements, maybe changing the balance is the way to keep it fresh. granted, from time to time the OP weapons are a pain. The Plasma gun was a joke, that stuff they can't do anymore.
But they must find ways to generate revenue and a person has to have something tangible in game for spending real money. It's that problem of f2p, they don't make money on the front end, but can't really do it all for free.

I applaud them for not allowing gold to allow for upgrades, but instead, as you say xp. That is not where to make their money. Play more, get rewarded is the way it works, that's the f2p model. They need better matchmaking, level 40 shouldn't be playing with level 4, that would eliminate alot of these OP weapon niggles we have.
I don't have any of the OP weapons in the game, nor am I an XP hound, doesn't excite me.

I think you are hitting your head up against the f2p model, the removal of the price of admission has to make it up elsewhere. It does bug me too, but it's still one of the better implementations of f2p I have seen.

I can't wait until a "medium turret" is available.


My MAIN problem is that they all should be SIDEgrades, not upgrades. Jugg chaingun should be far weaker. Plasma gun should be weaker. Etc etc. They should be mostly cosmetic, trading benefits for other problems, like increased damage for increased reload time.

The fact that they're UPGRADES, biases the game toward non-XP-grinders/non-payers, and also makes the balance shift whenever a new shiny piece of metal comes out.

Nothing prevents a F2P game with SIDEgrades from being profitable.
62.
 
Re: Tribes: Ascend Passed 1M Downloads
May 16, 2012, 18:15
62.
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 18:15
May 16, 2012, 18:15
 
Just some settings I use, if anyone is interested.

SkeletalMeshLODBias=-0.5
ParticleLODBias=-0.5
DetailMode=4
bForceStaticTerrain=True under [TribesGame.TrGameEngine] (only here)
UsePriorityStreaming=False
MaxChannels=128

Add - 'OnlyStreamInTextures=False' under [SystemSettings]

I haven't messed with game settings beyond first couple days with the game, but they improve some things from my point of view. Some may think it's worse I guess. Some good AA on top makes a big diff too.

...Oh yeah, that is under your profile, under Documents\My Games\tribes\tribes game\config\tribes.ini

This comment was edited on May 16, 2012, 18:27.
61.
 
Re: Tribes: Ascend Passed 1M Downloads
May 16, 2012, 17:56
61.
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 17:56
May 16, 2012, 17:56
 
MrMcNasty wrote on May 16, 2012, 16:17:
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 15:02 Wildone

No. It felt like a game from 2001, ugly, weird weapons that fire too slow or ineffective. I guess you can 'get used to it' but theres no point.


Yea you're right. If you can't be the best right from the start i guess there is no point in doing anything.

Gameplay and challenge mean nothing anymore. Just graphics and sniper rifles.

exactly.

lol @ sarcasm
60.
 
Re: Tribes: Ascend Passed 1M Downloads
May 16, 2012, 17:52
60.
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 17:52
May 16, 2012, 17:52
 
Shataan wrote on May 16, 2012, 15:10:
I`d have to agree, the game is pretty dated looking atm.
Nah. Your face is dated.

And having a modern game be popular and dated at the same time is the best you can get, because dated games just means more FPS; for an FPS game.
59.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 17:47
59.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 17:47
May 16, 2012, 17:47
 
shihonage wrote on May 16, 2012, 17:36:
A Juggernaut with a 100000-XP chaingun is much more dangerous than Juggernaut without one. The 100000-XP plasma gun remains overpowered. They keep adding new more powerful shit to sell with each patch, and they single out one class, instead of adding new stuff to all classes at once.

The weapon balance constantly keeps being shifted, instead of finding better equilibrium with each consequent patch, as would be true for a "static", non-F2P game.

But then I wonder...How would they be able to make any money? People's good will doesn't seem to work. I don't want any of the usual enticements, maybe changing the balance is the way to keep it fresh. granted, from time to time the OP weapons are a pain. The Plasma gun was a joke, that stuff they can't do anymore.
But they must find ways to generate revenue and a person has to have something tangible in game for spending real money. It's that problem of f2p, they don't make money on the front end, but can't really do it all for free.

I applaud them for not allowing gold to allow for upgrades, but instead, as you say xp. That is not where to make their money. Play more, get rewarded is the way it works, that's the f2p model. They need better matchmaking, level 40 shouldn't be playing with level 4, that would eliminate alot of these OP weapon niggles we have.
I don't have any of the OP weapons in the game, nor am I an XP hound, doesn't excite me.

I think you are hitting your head up against the f2p model, the removal of the price of admission has to make it up elsewhere. It does bug me too, but it's still one of the better implementations of f2p I have seen.

I can't wait until a "medium turret" is available.

58.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 17:44
58.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 17:44
May 16, 2012, 17:44
 
Sure are a lot of people complaining about the game whose reasoning is how bad they are at playing it...
Xombie x0mbie x0mb|e Xombie
57.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 17:36
57.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 17:36
May 16, 2012, 17:36
 
I've played this game for a few months now...

From the very first matches I noticed the aforementioned "flags out in the wind" problem and Emailed them a beta report, which went promptly ignored, just as did similar comments from Tribes 1 vets on their forums.

Tribes had more stuff around the flag - at least a ceiling, usually.

The game has a good feel, but a few nagging unresolved problems - the mortar hits, for instance, just happen within 1 "tick" and have an odd AOE. All too often someone would run directly into my exploding mortar, pretty much AS it blew up, and take 0 damage.

The most grave mistake being made by devteam right now, is that the upgrades are actual upgrades. They're supposed to be mostly superficial, trade one fault/benefit combo for another sort of deal, but they are not.

A Juggernaut with a 100000-XP chaingun is much more dangerous than Juggernaut without one. The 100000-XP plasma gun remains overpowered. They keep adding new more powerful shit to sell with each patch, and they single out one class, instead of adding new stuff to all classes at once.

The weapon balance constantly keeps being shifted, instead of finding better equilibrium with each consequent patch, as would be true for a "static", non-F2P game.

It's pretty irritating to have an armored hulk of a Doombringer with a chaingun and get killed by novelty item #49878 "throwing knives", in part because they make a tinny noise when being shot, which doesn't match the damage being taken, and I'd end up ignoring them as something else in the middle of a firefight with another player.

The XP system seems to encourage gen room battles and team stacking, because the less mature audiences grind for the sake of grinding, without realizing that this equipment they're grinding for, is to HELP THEM ENJOY THE GAME MORE.

If this kind of nonsense/instability continues, adults will eventually get fed up and start leaving the game, and it will end up being a withering cesspit of 15-year-olds.

Since that audience doesn't have much disposable income, their business plan will grind to a halt, as well.
56.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 17:13
56.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 17:13
May 16, 2012, 17:13
 
Downloaded, played to the point of not liking what they did with the player ski mechanic.

Uninstalled.
Avatar 6174
55.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 16:53
55.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 16:53
May 16, 2012, 16:53
 
PHJF wrote on May 16, 2012, 15:36:
Maybe there would be more teamwork if the game had voice com.

What year is this again?

As much trash talking and harassment takes place through the in game voice commands......I think voice built into the game would just simply destroy it. It'd be people telling you to cry moar or accusing someone of hacking judging by what people bother to type.

I am actually glad when games don't come with voice comms built in anymore, because.....people are annoying enough just in the game.
54.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 16:45
54.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 16:45
May 16, 2012, 16:45
 
Again, far too slow. Tribes 1 was awesome. Super fast and challenging. T2 was slow as shit. Period. T3 looked promising in the beta, very fast, lots of fun, but in release they dumbed the speed down massively and it was just shitty that way.
T:A is just as slow as T2 and T3. Extremely boring. Once you played T1 with that high speed and adrenalin and felt accomplished because you pulled stuff that you thought was impossible, you simply cant get anything out of these slow ass Tribes-wannabe games.
I have given up on waiting for BIS to come back to their senses and do a real ArmA 2 successor.
Avatar 12928
53.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 16:19
53.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 16:19
May 16, 2012, 16:19
 
Veterator wrote on May 16, 2012, 14:10:
MadBoris wrote on May 16, 2012, 13:39:

Yeah, the steamrolling can happen with just one awesome flag capper on the right map, and a team that is in dissaray. Unfortunate. I've been steamrolled with great players on my team, and post game showed no stacking.

Stacking was an issue for me weeks ago. You can always tell when people are stacking a game during team choosing. Lately, I can't say I have run into it, I'm always checking afterwards too.

I don't see it as much after I saw it mentioned on the forums, some people know it would kill the game. It is a weakness of the game, so better matchmaking would be preferred, while they still have the player numbers to segregate by level(playtime) better.

If I get in a click with certain players I don't want to be with (map rotation will often keep same people together in MM) then I just exit the server, re-enter and I don't have the same people. Sometimes I have to get away from elite snipers and cappers that are OP, IMO, more balanced games are fun.

Well today for instance, played two matches. The average team level on one side was around 25 on the other is more like 10-15. The higher side had 4 gold ranks a bunch of silver and a couple bronze. My side had one gold and about half and half silver and bronze. The server died after the second round, it booted me to queueing again. I'm guessing so many just said f-it.

What's funny is that the guys STACKING were complaining it was boring, I mean seriously...stop stacking and try to spur some competition.

So I quit for awhile, got into another server and it was stacked too....4-5 golds on one side...1-2 on mine (1 left early on). So again we're getting dominated 2-3 matches. Then a platinum rank shows up....we win one, and all those gold players stacking before are now stacking to the platinum guys side.

People stack because they get more XP for winning, their multiplier is higher. And if you can just dominate the other team you can pick up a pretty high score come end of the round, especially if you don't facilitate flag capping...making it take longer so you can get a higher score to go with the win multiplier.

It's not fun, and it's literally the reason I play this game less than I used to. 75% of the time, it's a stacked game. Anytime I find a server that isn't stacking I play longer...but it's harder and harder. The high level players are horrible about stacking...wounds their pride to lose.

Maybe I don't play as much, or maybe the hours dictate some things (kids out of school?).
It's a definite issue, just haven't seen it as much lately.
Just remember, the amount someone plays doesn't always dictate they are skilled, so high levels doesn't always equate to great skill. You can be grey colored in XP and have talent and skill that gold XP players don't. I've seen matches where one person definitely sways a game and they aren't gold, the team was doing there part to allow them to, a few times it was me. Individual talent and decisions does impact the game a lot, too bad it's so unmanageable coordination wise.

Having said all that, the matchmaking is a problem for that reason and because it doesn't effectively utilize the experience level number in it's game matching. Your xp level number means nothing in the game or to the matchmaker.

This comment was edited on May 16, 2012, 16:30.
52.
 
Re: Tribes: Ascend Passed 1M Downloads
May 16, 2012, 16:17
52.
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 16:17
May 16, 2012, 16:17
 
Re: Tribes: Ascend Passed 1M Downloads May 16, 2012, 15:02 Wildone

No. It felt like a game from 2001, ugly, weird weapons that fire too slow or ineffective. I guess you can 'get used to it' but theres no point.


Yea you're right. If you can't be the best right from the start i guess there is no point in doing anything.

Gameplay and challenge mean nothing anymore. Just graphics and sniper rifles.
51.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 16:08
51.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 16:08
May 16, 2012, 16:08
 
Flatline wrote on May 16, 2012, 15:59:
MadBoris wrote on May 16, 2012, 15:44:
-Man to Man- When you have a sniper or super effective player, constant harassment can negate their effect, which is otherwise quite an impact for their team.

Today there was a sniper leading the opposing team in kills, stopping flag cappers too easily, he needs no stinking aim bot. It was necessary for me to go infiltrator on him to get to his position and keep taking him out. I made that my consistent goal because someone had to, then he had to change and adapt, but his effectiveness dropped considerably, then the flow of game changed. Double teaming Koby is a good strat at times.

I kind of suck at dueling most of the time (some days I just click and it's on) but I'm pretty good at staying alive in a duel for quite a while. If we need a break, I tend to go in and piss off a bunch of defense (including flag chasers) by skiing by in heavy armor as fast as I can and peeling 2-3 defenders off the base as they proceed to chase me for the next couple minutes. Sure, I get hardly any points for it, but while I'm doing that, someone runs in and caps.

If you're frustrated with CTF give cap & hold a try. It's kind of bare bones but it *really* changes the flow of the game. I grew to love the brute in C&H maps with his fractals and his heavy spinfusor. It's more about dueling since you can cap points *so* easily, so your general dueling skills go up too.

Some days I log on, I only want to give 80% effort, then I get smoked. The game really demands you give it all you got, and then it rewards you. It's just that sometimes constant sweat on my brow isn't always relaxing, so I don't sweat it too much some days. LOL. People are definitely getting better 1 on 1 overtime. I was invisible, made it a lot easier.

Funny you say, I have tried some C&H for a change-up from time to time recently. I also am a fan of the brute almost exclusively in my past play on C&H. I often go for the point where I can refill my 3 fractals and I just defend it as vigorously as I can.

This comment was edited on May 16, 2012, 16:20.
50.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 15:59
50.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 15:59
May 16, 2012, 15:59
 
MadBoris wrote on May 16, 2012, 15:44:
-Man to Man- When you have a sniper or super effective player, constant harassment can negate their effect, which is otherwise quite an impact for their team.

Today there was a sniper leading the opposing team in kills, stopping flag cappers too easily, he needs no stinking aim bot. It was necessary for me to go infiltrator on him to get to his position and keep taking him out. I made that my consistent goal because someone had to, then he had to change and adapt, but his effectiveness dropped considerably, then the flow of game changed. Double teaming Koby is a good strat at times.

I kind of suck at dueling most of the time (some days I just click and it's on) but I'm pretty good at staying alive in a duel for quite a while. If we need a break, I tend to go in and piss off a bunch of defense (including flag chasers) by skiing by in heavy armor as fast as I can and peeling 2-3 defenders off the base as they proceed to chase me for the next couple minutes. Sure, I get hardly any points for it, but while I'm doing that, someone runs in and caps.

If you're frustrated with CTF give cap & hold a try. It's kind of bare bones but it *really* changes the flow of the game. I grew to love the brute in C&H maps with his fractals and his heavy spinfusor. It's more about dueling since you can cap points *so* easily, so your general dueling skills go up too.
49.
 
Re: Tribes: Ascend Passes 1M Downloads
May 16, 2012, 15:58
49.
Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 15:58
May 16, 2012, 15:58
 
Creston wrote on May 16, 2012, 15:50:
I really need to download this and start playing, as I genuinely loved Tribes back in the days (I even loved Tribes 2, until they "patched" the performance issues by putting a fucking clipping layer on every level that made Turok on the N64 look like Just Cause 2 in comparison.)

Argh... TOO MANY GAMES.

Creston

If you were a Tribes fan, I just had to say you're missing out man.

There are too many games but I would like to add there are too few great games, I think this is one of them, at least for a while with the current player base.

It took a while for me to get my Tribes legs back, so don't be surprised. The depth and adrenaline rush is definitely still there.
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