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Thread: Tribes: Ascend

  1. #241
    Shade Millith's Avatar
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    Quote Originally Posted by Kazang View Post
    An fps relying on aim what devilry is this?
    Non-hitscan weapons just rely on more aiming.

  2. #242
    Cerzi's Avatar
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    It's not about one requiring more inherent skill than the other, it's about the maps/gameplay theyre designed into. Hitscan weapons are fine in your typical FPS because there's plenty of cover, corridors etc, and places to hide, and so a skilled player won't overexpose themself. In tribes the maps are open with minimal cover, and there isn't a lot a skilled player can do to defend against hitscan weapons. For that same reason, something like the grenade launcher or mortar are valid in Tribes but would be annoying in a typical FPS (see: gren spam in TFC).

  3. #243

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    Quote Originally Posted by Cerzi View Post
    Sent you one.

    Honestly though people should just pre-order this and get the gold, booster and VIP status which lets you pretty much play with all the classes.
    Thanks for the key. Trying it first does seem prudent, especially as I was pretty terrible at Tribes 2 and didn't enjoy it that much, but I think I will end up pre-ordering it if its halfway decent.

  4. #244
    DevilDude's Avatar
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    if anyone's still looking for a key I have an extra, and I may get more as I'm pretty sold after a week or two in game even with my meagre playtime.

    incidentally has anyone figured out how to screenshot?

  5. #245

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    Quote Originally Posted by Shade Millith View Post
    Quote Originally Posted by Kazang View Post
    An fps relying on aim what devilry is this?
    Non-hitscan weapons just rely on more aiming.

    Hitscan weapons rely on tracking someone. Doesn't necessarily translate into "aim" imo. And it's pathetically easier to get kills with the AR/raider's smg (projectile but 120dmg per bullet or something like it - ~1243 dps).

    Also, comparing dps, you'll notice typically hitscan/fast projectiles (so far only the raider's smg) have a stupidly high dps when compared to the disc's typical 500~600 dps.

  6. #246
    DevilDude's Avatar
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    Quote Originally Posted by MicrosoftSam View Post
    Quote Originally Posted by Shade Millith View Post
    Quote Originally Posted by Kazang View Post
    An fps relying on aim what devilry is this?
    Non-hitscan weapons just rely on more aiming.

    Hitscan weapons rely on tracking someone. Doesn't necessarily translate into "aim" imo. And it's pathetically easier to get kills with the AR/raider's smg (projectile but 120dmg per bullet or something like it - ~1243 dps).

    Also, comparing dps, you'll notice typically hitscan/fast projectiles (so far only the raider's smg) have a stupidly high dps when compared to the disc's typical 500~600 dps.
    from what I've heard the raider smg is actually projectile, part of the reason it's so much more powerful than the other assault weapons is that if you aim it right it'll actually hit more.

  7. #247

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    Quote Originally Posted by MicrosoftSam View Post
    Hitscan weapons rely on tracking someone.
    Hitscan weapons rely on having autoaim. I don't know what HiRez is thinking, but they do not have the resources to prevent people from shitting all over their game.

  8. #248
    DevilDude's Avatar
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    Quote Originally Posted by Dark 0men View Post
    Quote Originally Posted by MicrosoftSam View Post
    Hitscan weapons rely on tracking someone.
    Hitscan weapons rely on having autoaim. I don't know what HiRez is thinking, but they do not have the resources to prevent people from shitting all over their game.
    this is probably the only decent argument against hitscan I've seen so far.

  9. #249

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    Played about 90minutes with a friend, enjoyed it alot, using the disc launcher brought back memories of playing soldier in my TFC days... but I'm terrible at skying, just like I was always a terrible bhoper

  10. #250

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    skiing*

  11. #251
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    Not sure what happened but HiRez has suddenly become a lot more vocal this last week, which is really good to see. Below is the latest long post they made in someone's thread. The only part that concerns me is how much weight they put on internal testing and certain statistics: from part of what is said below, it seems like they actually consider the average KDR of a class to be a valuable metric of its balance. Which is a load of crap, considering they probably arn't filtering out suicides (hitting k is a common occurance in CTF to reposition yourself), as well as other factors such as newbies playing certain classes (eg ranger) more than others.

    Anyway here's the post:
    Quote Originally Posted by HiRezStew
    The next patch will hopefully be later this week (although there's always a chance it will delay).

    The patch has a number of weapon adjustments. From testing internally I think the changes will be well received. We were reluctant to make too many more changes than we already have in a single patch --> so we'll get these changes in and then assess where things are. I'm sure additional adjustments will come after that. These are not things that it is typically prudent to try and "one shot." We'll make a series of adjustments over a series of weeks.

    [By the way, from reading these forums, you'd think that Raider and Ranger had insane kill/death ratios and/or kills/minute ---> when both are solidly in the middle of the pack. Raider has the 6th best K/D ratio and Ranger has the 7th, out of 12 classes. So we also try hard to discipline ourselves not to go too overboard on changes, while still recognizing the issues that have been brought up.]

    The next patch will likely not have major changes to projectile inheritance in it (although we do increase projectile speeds on a number of weapons). We have been spending a lot of time on projectile inheritance, though, and I expect we'll make some changes to the beta environment over the next few weeks. We are trying to find something that will feel comfortable to a broad range of players while solve the biggest issues caused with the current system. It's trickier than you would think. If our internal tests are any indication, the one thing I can guarantee is that, whatever we do, there will be a decent segment of people that will wish it were done differently -- as different audiences definitely seem to react to this in a large sense based on what they are accustomed to. But rest assured it's something very much on our radar.

    A lot of effort at the moment is going into our Custom Server implementation. This will take a while for us to get in all of the functionality we want here -- so your patience is appreciated. Our vision is to give players a significant number of configuration options, mutators and server flags that allow them to customize their play experience and game rules much more to their liking. I think the truly competitive community will be able to use this technology over time to settle on the exact gamerules that make the most sense in competitive matches. And this will scratch the itch that a lot of people are looking for to play the game in specific ways that are very interesting to them (and address a number of the items that I see raised on these boards). Stay tuned.

    The next patch (later this week) should also have:

    • 1) A number of updates to vehicles. This is the first of a couple different major vehicle passes we have planned to help improve this aspect of the game.
      2) A very early version of spectator mode that, while still not fully polished or finished, is pretty cool and will hopefully give people a general idea of where we are going with this feature.
      3) Some additional things to help with the new player experience.
      4) A whole bunch of other improvements.


    We'll have a detailed list out in the next couple days as the release finalizes.

    Down the road, we are looking at a broad range of other improvements, including additional options for more class customization and a variety of other things that we know are important to the community (in addition to more classes, more maps, more gamemodes, etc...)

    Overall, we are just getting started on this game. One of the advantages to us of running a Free-to-Play game is that we know it's not a "ship and forget" title. We have a long roadmap for the game and are looking forward to improving it for hopefully years to come.

    Don't worry.

  12. #252
    Dahak's Avatar
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    Switching back and forth between Technician and Raider always throws me. Raider SMG has more range but isn't hitscan, Technician SMG has to be close but doesn't need to lead. I always find myself shooting in front or behind the bad guys. /o\

  13. #253

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    I have yet to be owned by any of this so called imba hitscan weapons. The AR is poor at best, tracking someone is not some super easy task and I have been killed exactly once by one (not including being finished off when on super low hp after taking a disc/thumper hit).

    If someone can get me from down from full hp to dead with a AR then they deserve the kill as far as I am concerned, because they have fuck all chance of doing that when I can two shot them with the disc. If they can do that with the hitscan version I'm pretty sure they would not be effected by a slight bullet travel time and having to lead slightly, it's not like it possible to change direction fast when moving and juke shots from a near instant hit weapon.
    If a player is running away from someone and maintaining zero transversal I guess those guns might be effective, but since I'm not completely terrible I can avoid this situation easily enough.


    I don't really care if they keep them this way or not because I'm not being killed by them or using them anyway.

  14. #254

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    Quote Originally Posted by DevilDude View Post
    if anyone's still looking for a key I have an extra, and I may get more as I'm pretty sold after a week or two in game even with my meagre playtime.

    incidentally has anyone figured out how to screenshot?
    Can you PM me one if you it's still available? Really interested in trying out T:A, but from what I gathered on official site after registering, it's pretty random if you'll get into closed beta (without paying for that VIP package that is).

  15. #255

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    Got a beta key but no time to play it ( didn't even remember subbing to the beta tbh) so if any1 want to try.
    English Langage management 4/5

  16. #256

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    wait am i understanding the concept of this game right? unalderated extreme firepower spammage at high speeds?

  17. #257
    Stormscion's Avatar
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    yep
    "A good player is always lucky."

  18. #258
    DevilDude's Avatar
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    Quote Originally Posted by Zaraki Lasombra View Post
    Quote Originally Posted by DevilDude View Post
    if anyone's still looking for a key I have an extra, and I may get more as I'm pretty sold after a week or two in game even with my meagre playtime.

    incidentally has anyone figured out how to screenshot?
    Can you PM me one if you it's still available? Really interested in trying out T:A, but from what I gathered on official site after registering, it's pretty random if you'll get into closed beta (without paying for that VIP package that is).
    PM'd ya, hf.

    Quote Originally Posted by jbend9620 View Post
    wait am i understanding the concept of this game right? unalderated extreme firepower spammage at high speeds?
    also jetpacks, hovertanks, futuristic VTOLs, and designed heavily around CTF and objective based game play with surprisingly deep and consistent lore if you bother to look for it.

  19. #259

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    i will be absolutely shit at this and my comp sucks.

    but FUCKYEAH SCIFI SHOOTERS

  20. #260
    DevilDude's Avatar
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    Quote Originally Posted by jbend9620 View Post
    i will be absolutely shit at this and my comp sucks.

    but FUCKYEAH SCIFI SHOOTERS
    jump on NA-West servers, I could use some extra kills.

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