Tribes Ascend Beta Thread: Shazbot!

I'm having a lot of fun with this game.

I've played it earlier in the week having very good first impressions and earlier today I thought I get some of that gold so I can unlock the real Tribes.

Real to me is the Soldier + Spinfuser combination.

Comparatively I'm also relatively good it seems, as I'm always in the top 3 of the leaderboards.
(I'm not yet familiar how much indication of skill that is, as you get of course more points for kills than for base repairs.)

Edit: Is Tribes dedicated server based or peer-to-peer? I just capped for the win and the instant I did that the connection to the server was disconnected as if someone had rage quit.

Edit2: Oh login isn't working any more. Interesting timing. :-D
 
Tribes Beta Version 0.1.848.0 Patch Notes
Version 0.1.848.0 will be deployed on Tuesday, March 20, 2012.

SERVER DOWNTIME: The Tribes Servers are expected to be down for a number of hours on MONDAY, MARCH 19 2012 while the patch is deployed. Watch the Server Status on the game loader for the latest availability information.

ADDITIONAL NOTE: ON TUESDAY, MARCH 20, 2012, AFTER THE PATCH IS LIVE, Hi-Rez will be testing a few systems that impact how players are distributed to matches. There may be some short-term issues with queuing and map transition while these tests occur.

Major Highlights
Sunstar, a new Capture the Flag map,has been added to the Quick Play rotation. Note that this map is not in its final design or art state.
Temple Ruins, a Capture the Flag map, has been added back to the Quick Play rotation after significant revisions. Note that this map is not in its final design or art state.
The European server region has been split into two regions in order for users to better select the region that gives them the best performance: Europe - London and Europe - Amsterdam.
The Asia server region has been split into two regions in order for users to better select the region that gives them the best performance: Asia - Japan and Asia - Singapore.
A variety of physics changes have been made in order to fix several issues impacting the fluidity of movement. This includes the elimination of several items that would cause deadstops and hitches, as well as a bug that would allow you to ski/jet along the boundary wall. Changes were also made in order to fix a few issues that would occur when traveling up steep hills. Additional improvements are planned for future releases.
A variety of improvements to server performance have been implemented. Additional improvements are planned for future patches.
Users may now choose to turn off unwanted HUD elements using the SETTINGS menu.
Reticules and HUD icons have undergone a significant polish pass.
User settings are now stored server-side. Settings may be reset as a result of this patch, but future patches should not have to reset bindings, etc.

Weapon/Balance Items
The Impact Nitron grenade will force you to drop the flag if it is used for self-damage.
Increased Heavy run speed by 20%.
Increased maximum reduction of weapon switch time on the Quick Draw perk from 20% to 50%.
Modified inheritance on the Grenade Launcher (now 50%).
The cost of the Tactical strike was increased to 4000 credits from 3500.

Additional Items
While in a match, the Class Select screen provides an indication of how many of your teammates are currently playing each class.
The new Purchase Vehicle menu now shows how many of each type of vehicles are currently spawned. The option to purchase a vehicle is locked when a max for that vehicle is reached in a match.
New Features are showcased when entering the menus.
Fixed an issue where throwing grenades or executing melee attacks in rapid succession could have the server and client get out of sync and animate strangely.
If a player picks up a dropped ammo pickup while their current weapon has zero ammo, the weapon automatically reloads the new ammo into the clip.
Made a variety of changes to weapon FX to help improve performance.
Fixed issues with Quick Draw perk where the client was not scaling the putdown/retrieve animations correctly and where the server was not switching fast enough (and leading to some dry fires).
A variety of UI-related bug fixes and improvements were implemented.
Fixed a bug that that would cause occassional “dry fires” of weapon.
Fixed a bug that would prevent you from adding or removing friends until you restarted the game client.
Fixed a bug in which the client would lock up under extended packet loss.
Fixed an issue in which information was not updating correctly on equipment page when scrolling perks.
Variety of cleanups and bug fixes to the badges system, including some adjustments to XP rewards from badges.
The end of match screen now highlights XP earned from badges during the match.
Fixed an issue where the Pathfinder’s Light Assault Rifle would fire repeatedly in a training map.
Fixed an issue where mine icons were disappearing.
Added new effects to the Shrike.
Fixed an issue where Supply Drops were able to be deployed on areas not intended.
Fixed an issue where melee attacks were causing double damage in certain situations.
Fixed an issue where melee sounds and effects were playing when no damage was done.
Fixed an issue where the Beowulf gunner was able to fire faster than intended.
Fixed an issue where firing and reloading a shotgun was allowing them to be fired faster than intended.
Fixed an issue where zoom was not being re-enabled when a player was zoomed and a reload occurred.
Fixed an issue where pushing someone to their death with Sonic Punch was not properly rewarding the kill.
Fixed an issue where players were able to either stand on or hop over the boundary wall in some maps.
Fixed an issue where the energy conduit in Nightabatic TDM did not extend all the way to the ground.
Fixed several collision issues in Outskirts TDM
Fixed an issue where friendly players and vehicles were taking damage from friendly turrets.
Fixed an issue where entering a vehicle while firing a weapon would continuously fire that weapon in training and roaming maps.
Fixed an issue where the fumbled flag post process effect wasn’t playing.
Fixed an issue where friends on the enemy team were having their marker drawn over exceptionally long distances.
Fixed an issue where player-owned deployables and projectiles were not being destroyed when becoming a spectator.
When in-scope with the Sniper Rifles using the Sentinel Class, the targeting reticule no longer color shifts to red when hovering over enemy players. Although, the reticule does continue to turn green when hovering over friendly players.
Fixed an issue where vehicle sounds would constantly play if you exited the Beowulf as the gunner while it was on fire.
Fixed an issue where there could be two flag carriers on the same team in Team Deathmatch and Capture the Flag.
Fixed an issue where teams could be credited for multiple flag caps or a single flag cap if the flag carrier landed on the flag (either on-stand or out in the field) in a certain way with the Reach perk active.
Fixed an issue where the call-in confirmation sound would play but the call-in wouldn’t activate.

Known Issues
Ping is not reporting on the Scoreboard correctly. A hot fix is being developed to fix.
 
Weapon/Balance Items
The Impact Nitron grenade will force you to drop the flag if it is used for self-damage.
Increased Heavy run speed by 20%.
Increased maximum reduction of weapon switch time on the Quick Draw perk from 20% to 50%.
Modified inheritance on the Grenade Launcher (now 50%).
The cost of the Tactical strike was increased to 4000 credits from 3500.

fuuuuuuuuuuuuuuuuuuu
 
Gonna be a really interesting post by HiRezBart later tonight about the state of the comp scene and perceived issues (strikes, snipes, and shrikes). Will repost here.

For folks that enjoy watching T:A, be sure to tune in tonight for Tao of Tribe vs. Area 51 playing T:A in the rawest form. No vehicles, no strikes. Will be up on twitch.tv/tribescast. This is going to be a helluva game.
 
Did they add antialiasing support yet? Or is there an AA compatibility bit? :\ Probably just have to do downsampling from 1440p, bleh.\

EDIT: What class should I play? I haven't played since January. All my stuff is reset but I have 180k XP to spend. What are the best classes around now? Ranger is gone I see...
 
Yeah not sure about that one. That's going to cause a huge change in the gameplay.

I'll just have to use thrust + spin more. Won't be as reliant on nitrons.

Did the game just get less optimized or something? I'm actually dropping frames when I never really did before.
 
Started playing again, and been having a blast on technician. Would like to see the Shrike improved to be more deadly like Tribes 2, but without being able to take it outside the boarders, it might not be worth it.
 
I'll just have to use thrust + spin more. Won't be as reliant on nitrons.

Did the game just get less optimized or something? I'm actually dropping frames when I never really did before.

Watch it be some sort of a lock perk for you not to drop the flag. Easy money.
 
From the esports forum:

HiRezBart - Shazbot of the Game said:
Hello!

Please bear with me; I will try to go through the basics of where we are currently and where I see Tribes: Ascend as a competitive game moving over the next months. First, a word:

There is a lot of interest and appreciation for what you, the eSports community, does for our game nightly, at Hi-Rez. It is a distinct pleasure to provide a product and a service that so many people enjoy consuming as a competitive game, both on streams and in-game.

I look forward to meeting many of you at LAN events in the near future. I am excited about being able to include as many players as are interested, even as "Free Agents" in competitive play as we move into a private/customer server system.

I hope that we are able to live up to both your and our very high expectations for Tribes: Ascend, especially as an eSport. I have loved this game for my entire gaming life, it is a dream come true to have nearly half-a-million Tribes players to talk with. Getting to interface with legends from my favorite PC game ever made is incredibly fulfilling and humbling.

Getting to read a stray post on a random forum about how much a kid loves this game is better than all of it. This game, literally, is eSports. The grandaddy of them all, just reborn. A bizarre hyper-wise fumbling baby - a terrible analogy but probably threw you for a loop.

Without further adieu - The State of the Shazbot :

Current - The Business of eSports
++ Great growth of players, interest and concurrent viewers of competitive T:A play
++ Growth currently stifled only by over-encumbered whitelist system
++ Transitioning from BG to gameshrine, scrim.co and other community organization for organizing competitive play
++ Bart Engaging with ESL, ESEA, CSN and other reputable eSports organization to be ready to move quickly when private servers are available
++ Continued and growing internal development for competitive features ie) Custom Servers, Tournament Rules, Spectator, API, Demos/Replays etc - many already partially implemented

Future - The Business of eSports
++ Tribes: Ascend spread on no less than two "top-tier" eSports organizations from the list above
++ Path from enthusiast > competitive > professional flattened and made understandable - moving away from a whitelist
++ Commitment from Hi-Rez for semi-regular "official" tournaments with prizing (cash, swag, shazbucks, etc)
++ Continued engagement with LAN finals with eSports leagues
++ Continued support of TribesCast, LevelupTV and future streaming organizations with participation from Bart

---------

Current Balance/Gameplay - Expressed Community Concerns

++ Chasing - Rage perk not enough to compensate for lack of disc-jumping power and/or ability to get to speed from a stand still post flag pick up. Possibly exacerbated by efficacy of B2F routes on most maps.
++ Shrikes - After significant reworks, Shrikes are still considered either too low in cost or too powerful overall. Most pointed to issue is AoE on fire and to a lesser extent a non-unified power system. Better anti-shrike measures
++ Snipers - Outside of perceived map design issues, most common issue is that Snipers are nearly impossible to suppress given re spawn positions in many maps and spawn in loadout system, some concern for relative class balance (ie. great pathfinder !> decent sniper)
++ Strikes - Negate HoF, Defense can contribute to offense in a meaningful yet "not-fun" way. Well timed use is nearly impossible to defend against, especially with ineffective chasing.
++ Gunplay - Appropriate skill ceilings for rapid-fire weapons. Outliers like Sabre Launcher ultimately not used. Double reload/Dry-fire should be cleaned up in the next two patches (3/19). Main complaint is overall weapon switch time/retrieval is too long and is discouraging appropriate use of AoE explosive weapons (discs, etc).
++Stand Offs – Impact nitron effect radius very large, flag bounce unpredictable

Future Balance/Gameplay - Under Consideration
++ Chasing – Tightening of the LAR spread is likely. Flag carriers no longer able to use impact nitrons on self to continue acceleration at a favorable dam/impulse ratio. Evaluating changes to allow LD to get to speed faster: potential changes to thrust pack and/or disc jump effectiveness. Potential addition of perks that help defenders get to speed.
++ Shrikes - Optional increase in shrike cost on private servers. Per Vehicle price modifier, Per Vehicle enable/disable. Shrike “strength” still being considered internally. Many proposed changes under consideration including unified energy.
++ Snipers - Re-evaluate when spawning naked or in base loadout for armor type (PTH, SLD, JUG) is used in game. Hypothesis: sniper suppression too difficult. Balance evaluated.
++ Strikes – Custom servers to support optional increase in cost (call-in specific). And/or disable call-ins in total. Continued addition of maps with more overhead occlusion from strikes like Temple
++GunPlay – Buffed quick hands perk to be a more effective side-grade to other perks in that slot. Will continue to evaluate reducing weapons switch times and giving better in-game feedback for when a non-equipped weapon is reloaded. Took a pass at relieving/removing the “dry-fire” issues.

++Stand Offs - Remove Flubber™ from flag (less bounces, longer slide, higher predicatbility), consider AoE reduction on Impact nitron under consideration but not specifically addressed at this point.

The comp community will be getting together to go over a unified NA/EU comp ruleset to go along with this. Here's hoping.
 
Why can't my computer play well on high settings? I only get 30 FPS average at 1080p with an OC'd 6850 and i3 2100. It's literally the worst performing game I have installed, even worse than Crysis. Medium is baby-bottom smooth but it's significantly blurrier.

One more thing. I'm only level 3, but I'm jealous of the higher-tier weapons. What's the most bang-for-buck amount of gold I can buy to unlock upgrades and weapons? I know I just started but I need some motivation if I actually want to play.
 
Dry fire glitch getting worse after the previous patch was hilarious. I really do hope it's fixed in the next couple, as Bart says.
 
Why can't my computer play well on high settings? I only get 30 FPS average at 1080p with an OC'd 6850 and i3 2100. It's literally the worst performing game I have installed, even worse than Crysis. Medium is baby-bottom smooth but it's significantly blurrier.

One more thing. I'm only level 3, but I'm jealous of the higher-tier weapons. What's the most bang-for-buck amount of gold I can buy to unlock upgrades and weapons? I know I just started but I need some motivation if I actually want to play.
Performance optimization is always the last thing that happens. The maps are absolutely huge, lots to render. ArxNovena, for example, dips into the 90s for me fairly often despite totally minimal settings on everything.

With high details, the game is pretty vram hungry. Plays significantly better on my 7970 rig than the 2x560Tis at insane clocks (which gets a better 3D mark score too). Both 2500K's @ 4.8Ghz.

Also, no such thing really as a "higher tier weapon". Normal comp loadouts are Bolt + Shotgun or Disc + Shotgun on Path, Disc + Pistol on Soldier, Nade + NJ4 on Raider, BXT + SMG on Sniper, SMG + Pistol on Inf, Mortar or MIRV + LAR on Jugg.
 
yes, maps are big, landscapes are smooth and Unreal Engine doesn't do these efficiently. There is a reason why Mechwarrior uses Cryengine 3 and Mass Effect ditched planets.

Red Orchestra 2 had big maps and performed awfully as well.
 
I've pretty much mastered the Beowulf and I've been wreaking absolute havoc on defense around the base. I've never gotten so many Slayer (25 kills sprees) accolades in a day. Loving it!
 
Argh, I have 150.000 XP but I don't want to spend them on Inf stuff. What if in 2 months the Pathfinder update releases and I'm broke? WHAT THEN?
 
Argh, I have 150.000 XP but I don't want to spend them on Inf stuff. What if in 2 months the Pathfinder update releases and I'm broke? WHAT THEN?

I would wait. The Infiltrator stuff doesn't look at interesting. At this stage I'm just saving up for a Thumper for the tech.
 
Loving the CTF, best version I've probably ever played. I played Hi-Rez's other FPS Global Agenda (all through beta to live) and was a bit worried about the balance of the game as GA suffered a similar fate. Can't see a reason to even play the other modes, they don't hold the same interest for me because CTF is so good.

I've been playing Sentinel, dropping claymores on the flag spot and generator entrance and making good use of my jammer, sniping takes some getting used to as I'm stuck in BF3 mode trying to lead my targets.
 
I've been playing Sentinel, dropping claymores on the flag spot and generator entrance and making good use of my jammer, sniping takes some getting used to as I'm stuck in BF3 mode trying to lead my targets.

I've been learning Sentinel myself, probably the first time I've seriously played a sniper since PlanetSide. I think I've found my favourite class, there's just nothing more satisfying that landing that cross-map game-saving/winning snipe on the enemy flag carrier.
 
The game is at it's best when your team is well actually working as a team. Hate it when teammates aren't willing to go defensive classes, if the other team has a decent mix of classes, chances are your team won't win. It's still in beta so it's understable people are still learning the game and haven't unlock most of the classes.
 
The game is at it's best when your team is well actually working as a team. Hate it when teammates aren't willing to go defensive classes, if the other team has a decent mix of classes, chances are your team won't win. It's still in beta so it's understable people are still learning the game and haven't unlock most of the classes.

Yep, public play isn't where it should be, and it'll probably get worse after it officially releases. I have no idea why people generally don't want to play defense, a semi-speced out super heavy can just stand on the flag while cappers ram into him and instantly kill themselves. Easy points for new players.
 
Game is in serious need of a proper matchmaking system, very rare to get a game that isn't a 5-0 stomp for one side.
 
I never got the chance to play Tribes before I was accepted into the Ascend beta and over the past months its turned into... my favorite fps of all time? Now i did have to hesitate and put a question mark on it, but I think so.

Ive been around a while too. 33 years old and PC has ALWAYS been my platform of choice. I hear people really dragging about performance and optimization. Im on a Core i5 now, but my 6 year old 8800GTX 768MB can still run this beta at 1920x1200 and high settings without ever dipping below 40fps. So Im really happy about that.

Yesterday I decided I was having so much fun I wanted to reward the guys at Hi-Rez so I picked up a $30 gold pack. If anyone from GAF wants to add me my Tribes name is Brose.
 
Man I need to practice. I'm fucking terrible now. And I suck at spinfuzor, I used to be pro with Ranger's thumper. :\ Last time I played was in January. The amount of work and polish they've put into this game is mindblowing.


Performance optimization is always the last thing that happens. The maps are absolutely huge, lots to render. ArxNovena, for example, dips into the 90s for me fairly often despite totally minimal settings on everything.

With high details, the game is pretty vram hungry. Plays significantly better on my 7970 rig than the 2x560Tis at insane clocks (which gets a better 3D mark score too). Both 2500K's @ 4.8Ghz.

Also, no such thing really as a "higher tier weapon". Normal comp loadouts are Bolt + Shotgun or Disc + Shotgun on Path, Disc + Pistol on Soldier, Nade + NJ4 on Raider, BXT + SMG on Sniper, SMG + Pistol on Inf, Mortar or MIRV + LAR on Jugg.

Err, wouldn't your 7970 of course be better than the 2x 560 Ti's because the game has no SLI profile?

Edit: I'm dumb, you probably just added one from another game.
 
Just downloaded and starting playing. My lack of dedicated GPU hurts performance but its runs kinda ok with lower settings. Only downside is that as I was trying the practice matches, the sounds vanished and then a few moments later it locked up my PC. :D
 
Redownloading the game now. Like many others, I never gave it a fair shot to be honest. Hi-Rez makes fairly decent games in my opinion, but they tend to take time to grow on me much like Global Agenda did.
 
I got this started for an OT. If someone wants to fill in the blanks.

Hwz46.jpg


Developer: Hi-Rez Studios (Global Agenda, Smite)
Platform: PC
Price: Free 2 Play
Genre: First Person Shooter
Where: www.tribesascend.com

Microtransactions

There is a gold system that allows you to unlock weapons or skins with money. All weapons can be earned via in game experience, skins are gold only. Skins are purely cosmetic only and have no gameplay benefits whatsoever.

The gold tier system is as follows

M9Rsu.png


I would say the $50 gets you every weapon in the game, and the 60 day booster would allow you to get any other weapon unlocked day one.

What is VIP status?

VIP Status is earned for any money spent on the game (min $10). VIPs earn 50% more XP in every match.

Boosters

Boosters double the rate at which you gain XP. Players can purchase Boosters in-game using Tribes Gold. Combined with the VIP status you are effectively earning x3 the amount of XP free users are earning.

Videos

Screenshots
 
I had to uninstall this because it was on the wrong drive.. (tried moving it but it said files were secure.

Anyways I am trying to redownload the game but on the tribes website when I download the installer only Global Agenda is an option as a install. Wtf??
 
If I hit 10 today, I'm half way through 8, will I still get the badge?

Theres afew hours left, but i think you might miss the cutoff time.

Not sure when the cutoff time is.

I think the badge is just a lump some XP bonus like the referrals. Instead of a 'badge' that people know you where a beta tester.
 
Been doing so great in this game it's actually scary. I only play Death match though. When the game first went into beta I played a bunch of CTF. Problem was that everyone wanted to be the sniper who last hits the flag carrier or the flag carrier. No real defense and no real team coordination. I've love to try it out with Gaf if you guys ever have a meet up and play.
 
Now I remember why I stopped playing so much. Chainguns,doombringers and machine guns everywhere.

In custom matches which should be up in acouple weeks, you can disable all that. There is some premade example ones available at the moment.

If you want a Solider only room you can do that. I'd you want to disable regens you can do that, if you want to disable air-strikes you can do that.
 
Top Bottom