No, he was playing Diamond Sword.
Edited:
So yes, actually.
No, he was playing Diamond Sword.
Edited:
So yes, actually.
I'm seriously considering a small team sometime in the near future, Either Facerake or Shazpunch![]()
I've told you already
Facebutchers
Or that, I was creating names trying to remember that actually![]()
Sand rakers 4 lyf brah.
That's not too bad. All it really stops is people from throwing down turrets when they're about to die to get a revenge kill.
I once captured a flag at walking speed
So yes :(
Edited:
Diamond sword looks terrible I never play as them![]()
It can one-shot the class that has the easiest time avoiding getting hit and can still instakill the Tech with grenades or backstabbing. If a Tech uses a Thumper, he has no backup weapon. Indoors the range is limited due to arc, outdoors it's only good at point blank range anyways. He can't chase, or even hit someone outrunning him. It's a limited weapon that is powerful in a few situations but overall isn't game-breakingly awesome.
The Soldier's DX isn't meant to be his primary weapon, so it's not directly comparable. A better comparison is Spinfusor to Thumper- and the Spinfusor is better in nearly every way.
The Thumper DX is already really strong in both indoor and outdoor, I don't want to know what the upgraded Tech version does.
But I can tell you that backstabbing is really hard in this game. And hitting them with your grenade is even harder, if it even kills them.
About 15% more damage and has a longer self-detonation timer.
Take down generator, hide in corner, cloak, wait for Tech to come along to fix, easy backstab/nade stick.
The thumper and spinfusor are actually kind of on-par. You may see the arc as a downside but in some situations, especially close combat, it much easier to land near-hits with an arcing weapon.
That's a problem because the tech also has turrets which add to his damage output. Techs will generally baby-sit their turrets and the firepower tech + turrets comprises of is massive.
That said, the tech will be maybe too weak when the gen is down, but that is a different issue that might need to be changed.
Edited:
Lets compare to a decent tech:
Walk into gen room, search around the corners to weed out any infs, one-shot-kill any you find with the thumper, start to repair but keep moving around so its near impossible for infs to land a sticky, carry the close combat perk so the backstab does shit-all besides revealing the inf, who you can one-shot-kill.
Wow, this update was horrible.
Gotta love it when you watch a guy fly in a perfectly straight line and get pancaked by a base turret and then he immediately says 'OMG WTF BASE TURRETS SO OP"
Goddamnit! Tribes isn't even patching for me.
As it should be. That's balance, the Tech isn't a non-combat class. He's a Soldier who trades a secondary weapon and lots of energy for a repair tool and gimmicky turrets.
Turrets are also very easy to destroy, especially if the Tech is being so kind as to stand next to them so the attacks hurt both the Tech and his turret. Their damage is individually low enough for players to notice and destroy them before being pecked to death, requiring the Tech to stay near them and make himself vulnerable to keep them from being taken out piecemeal. And even then they can be bypassed by a cloaked Infiltrator, and once the gen is down they're no longer a threat at all.
I'm not saying the Tech isn't dangerous indoors with his turrets up- but that's exactly how it should be, because on offense those turrets aren't too useful and outside they get blown up before they can do much. This scenario of a Tech with a Thumper in his base guarded by two turrets is literally the best situation a Tech can be in, he should be powerful. That same Tech outdoors with no turret support is far less of a threat.
Just looking in corners won't find a cloaked Inf, if he shoots into every corner it wastes precious time and can be avoided, and if he walks into the corners to check them he's just asking to be stuck with a grenade. Once he starts repairing, a couple of tossed grenades directed at the generator will kill him outright, knock him into the bottomless abyss on some maps, or at least take off enough health that a shot or two from the Stealth Spinfusor will finish him off.
It's not brainlessly easy for either class, but it's by no means impossible to do a lot of damage as an Infiltrator against even competent Techs.
Really, the new generator placement is horrible. It completely breaks the flow of the maps. That combined with the new infiltrator speed uncloak thing makes the class impossible to play.
170 is a perfectly reasonable speed limit for the cloak.
I see your point, but consider firstly that the tech can have a secondary, and good ones at that. Secondly, how are turrets gimmicky? They are fantastic at flag and even gen defence, they do decent damage, and importantly - they can't be destroyed in one hit by a light-spinfusor, meaning usually a pathfinder can't just casually take them out on his run like he can with clays and mines.
Like I said, light classes will have a decently hard time trying to kill a turret without losing too much health, think about the damage: just 10 shots from a turret will kill a pathfinder. Raiders and that will have no trouble at all but that is what they are made for. More importantly perhaps, you describe it as if turrets should be self sufficient, but they shouldn't be. The tech should and needs to defend his turrets, or place them in a place where they compliment other defenses such as heavies, forcewalls, or clays. The fact is the turrets + tech is a powerful combination just with the smg, so all things considered the tech shouldn't get a gun on-par with soldier. I've played tech plenty and nearly every time I top the scoreboard in kills (not that it matters) because of how effective good turret placement is.
You say looking around doesn't help, but you will find that when you get close enough an inf will light up like it's christmas. Additionally tech really has no issue with ammo since he's base-bound. The solution to those other things is simply awareness, I can say from experience that while inf's are real pests they are not unstoppable and you're doing something wrong if they manage to one-hit-kill you or kill you before you react too many times.
Edited:
I'm starting to write essays here but what the hell.
Why should the inf get to go fast while cloaked? Did you really think invis-grabbing was a fair strategy? Anyone could have seen this nerf coming because infs just playing super-capper is dumb.
When you can get the shit pummeled out of you just for not properly regulating your speed when approaching a base, it's a huge issue.
The real issue I have with this update is the generator placement and the swear-block, though.
Edited:
They should at the very least remove the speed uncloaking for deathmatch.
I love the new map
It's large, I can go fast, and the cap routes are interesting and fast (especially the front-to-back one which turns into a back-to-front route because of the half pipe)
Do pathfinders 'get the shit pummeled' out of them when they approach a base?
I don't see any reason why inf should basically get invulnerability all the way to the enemy base because no-one can see them.
geez some people act like inf should be this world of warcraft rogue which just goes wherever it pleases and instantly kills anyone with a backstab
Edited:
the halfpipe is really awesome
Pathfinders have the ability to defend themselves, and fight moderately large numbers of enemies outdoors.
The Tech can take a secondary, but then he has no repair tool. Then he's just a Soldier that traded energy for turrets, making him better indoors but worse outdoors and especially worse on offense where he can't rearm when he loses a turret.
I call turrets gimmicky because they deal very little damage and are incredibly easy to blow up, making unsupported kills luck more than anything else. Sometimes I see them get a kill against a lone Light or already-wounded Medium, but much more often if I'm not right there I just see a couple of '65's pop up before suddenly stopping, indicating that the target has blown up the turret and moved on. You're right that a light spinfusor can't one-shot them, but grenades take them out very quickly and can be quickly tossed around corners.
Ten shots from a turret is about three seconds of continuous fire, which is plenty of time for the target to realize he's under attack and get out of the line of fire. Even if he takes a lot of damage, he'll probably heal before the Tech can come running to deal with him. You're absolutely right about turrets not being self sufficient, my point is really that on their own they're very weak, making them just another tool in the Tech's arsenal that still depends on him being able to fight in order to be effective. The Tech can't just walk away and leave them because they'll be easily destroyed, which means the Tech has to be nearby (making him vulnerable) when they're in use, and he has to contribute to the kill.
Outdoors, they can be picked off from a distance with ease. Indoors, a Raider with Arx Buster or a Doombringer can kill a Tech and his turrets pretty easily. Pathfinders can zip past turrets while capping, taking only a hit or two. Infiltrators can cloak and ignore them entirely, then take out the generator. When an enemy Light or Medium runs straight into a pair of turrets and then takes a Thumper to the face, he dies quickly- but that's pretty rare. And of course, once the generator goes down, the Tech is essentially reduced to a weaker Soldier.
Basically, Techs with turrets can be very powerful and dangerous to base attackers, but it's highly situational. Certain classes can go toe-to-toe with the Tech and his turrets, while others can ignore them entirely, and either way once the generator's down the Tech is very vulnerable. Against multiple enemies, they go down through attrition since the Tech can only carry one backup turret at a time. Where they shine is in defending the generator against an opportunistic Soldier or Pathfinder, while some of the more specialized classes present a much greater threat. Personally I think that's fair.
Like I said, when they get close enough they're just asking to be stuck with a grenade. Ammo's not the issue, it's time- your generator's down, so taking the time to put a Thumper shell into every corner of the room is wasting precious seconds you could be using to repair.
I completely agree with your second sentence. Good Techs can kill Infs, good Infs can kill Techs. I was originally responding to someone saying that it's overpowered that the Thumper can one-shot Infs, my point was that the Inf has a couple of ways to kill Techs just as easily.
You doin it wrong
Turret placement on Temple Ruins makes offense and flag grabbing a massively difficult task.
As an avid Infilitrator player (it was one of my favorite rolls in T2), I can assure that backstabbing is quite useless in Ascend. The range is pathetic, it reveals you when you stab, does mediocre damage (even with Close Combat) and if the enemy has Close Combat, you do shit for damage.
Sticky Grenades are hard to hit with, especially if the tech is ADADADADADA strafing around the generator.
Anyone else stuck at logging in please wait. Because its really annoying.
im not really liking the new map so far, its amazing for speed, but shitty for sniping(for me at least) offense is SUPER easy once the gen is down and the new arena mode has been ruined for me... the 4 games i played were a bunch of low rank newbies on my team versus a bunch of 20+ rank skilled players... was a nightmare and i refuse to play it for the time being
Edited:
my friend just got that, said he logged in after like, a minute of waiting
So is Rabbit like
gone?
Well that bug where you get sent back the the main menu is still around, but now you just get stuck in a screen with only two options, "Return to Game" and "Buy Gold." they don't work though.
Should I get Potential Energy or Survivalist first?
So I found some files in the game files called "Backup generator" and "Lacerator"
Survivalist imo.
Potential energy is only really good coupled with the shield packs of the Raider & Brute, where-as survivalist can be good on nearly all other classes, except Pathfinder for Egocentric.
The new map is great, feels a lot more like Tribes 1 and 2.
Bases are pretty well designed, and the steep hills are nice. I got to 300+ Sanics a few times.
Bought VIP and 800 gold today, got a 10 day booster and Survivalist with the gold :D
Time to play non-stop for 10 days!
I love impact nitrons. I llama grabbed the flag to stop them from capping, then got the highest speed of the round flying back
Also it seems they can no longer knock the flag out of your own hands when you throw them, so that's nice.
Off topic : Watching your avatar and listening to music gets addictive.
On topic : I am still pretty slow at the minute, never a good thing on this game. I'll be able to catch people like you soon enough!
Get the Egocentric perk, and upgrade your impact nitrons. Go all the sanics.
Also I can't connect to the servers at the moment, even though it says they're up. Anyone else having trouble?