Tribes Ascend Beta Thread: Shazbot!

Aside from only being able to have 2 weapons (lame), I wish the maps were larger. I guess I need to get out of tribes 2 mode, but I always remember having larger maps with larger bases. I think this game has a ways to go before I consider putting money down on it.

-Need to fix the vehicles
-Larger maps
-I would like for lights to have 2 weapons mediums to have 3 and heavies to have 4.

Who knows if any of these happen, but that is what it would take for me to lay down $$$ for this game.
 
It's funny, I played a total of 4-5 hours of Tribes and Fallen Empires: Legions before picking up Ascend, and I've had much better luck with the Spinfusor than rifle.
That's because the assault rifle is pretty weak, one of the weakest weapons in the game. Its only really legit use is chasing someone down who has barely any life left. Even in that regard, there's a host of weapons that do better.
 
Next Patch

We are currently planning another patch in the first half of this week, possibly as early as Tuesday, depending on how well our preparations go tonight and into tomorrow morning.

Because Thursday is a major holiday holiday in the United States, the patch will be delayed until next week if for any reason we are unable to get the patch out by early Wednesday.

We will announce the final time and publish the final patch notes as soon as it is ready (and deployment will probably follow very soon thereafter).

The list could change, but here are some of the things currently planned.
The Pathfinder and Juggernaut classes are now priced at half their previous price. Players that have previously unlocked these classes will be refunded the difference between the original purchase price and the new purchase price.
There are now separate server regions for “N. America - East” and “N. America - West.” Select your preferred server region on the Play Now screen, or set your overall system default under the settings menu.
DryDock will be re-added to the CTF playlist and Bella Omega removed. Dry Dock has been better optimized for performance, although additional performance improvements are still pending.
CTF Scoreboard now includes Class and Rank of each player. The class is shown as a three-letter abbreviation.
Maximum number of players in a rabbit match raised to 12 (from 8).
Lowered credit prices for vehicles: Beowulf is 3000 credits, Grav Cycle is 600 credits, and Shrike is 4500 credits.
Players may now use unlocked class Skills and Perks in Training maps.
Explosive Looter perk gives the ability to have an extra grenade in a player’s inventory if that grenade was acquired from an ammo pickup nugget.
Fixed Air Show and Wheel Deal perks not reporting reduced prices in the Vehicle Pad menu.
Variety of improvements to the top-bar menu graphics.
Additional information is shown on the class icons on the Classes screen: how many skills unlocked, icon for when skills are available and ribbon to indicate new and promoted items.
Variety of other UI-related bug fixes, usability enhancements and performance improvements.
More fixes and clean-ups will be coming in future patches.
In-game chat log has been re-written and should function well during heavy VGS flooding.
End of Game results in a “your team won/lost” message with your team icon.
Variety of audio/sound improvements and bug fixes
XP Summary screen has been sped up significantly and sound cues have been added.
"Take the flag to your flag stand" message now only appears when your team's flag is in the stand.
"Take the flag to your flag stand" message frequency has been moved from every nine seconds to every twenty seconds.
The Doombringer’s Force Field will no longer block shots when the generator is offline.
The legs in first-person are now hidden when zoomed.
Fixed issue in which team chat would persist for a user after they left a map instance.
Fixed issues with Doombringer's Saber Launcher not properly displaying missile notifications to vehicle passengers.
Fixed prompt text not showing for repair station. The location of some repair stations has been altered (across all maps).
Health effect sounds now stop playing when a match has ended.
The Jumper’s Thrust Pack contributes a lower amount of speed when used as the player’s speed increases.
Added the ability to boost the bass of certain sounds for users of headphones.
Fixed issue with weapons dry firing after using melee or throwing a grenade.
Players who have left and rejoined the same match will see their previously achieved accolades and awards along with new ones.
The Brute’s Heavy Spinfusor can now get the ‘Blue Plate Special’ accolade.
Skiing Tutorial re-added to the Training section on the Play Now screen.
Fixed Jumper’s Thrust Pack sound playing when the player dies.
Fixed Jetpack sounds not playing after getting into a vehicle.
Fixed an issue where zooming while reloading, then switching weapons, could leave the zoom overlay graphic enabled even though the player stopped zooming the actual view.
Visual changes to zoom on some weapons.
The Scrambler’s Whiteout Grenade no longer blinds friendly players, although it still will blind the instigator player.

Half price on those classes is welcome. I'll get a refund on my Pathfinder.
 
Played a few CTF maps tonight, finally getting in to the groove of the scrambler. Swapped over to rabbit, and shortly before the map was over, a new guy joined, and began noclip/speed hacking. Oh well, left and reported the player via the Hi-Rez website. Hopefully they get this cleared up.

I'd kill for an in-game demo and/or movie recorder.
 
Any idea if the price refunded applies to gold and/or silver? I spent gold on both those classes, so a buy 2 get 1 free might be in order for me if the case. :)
 
Well, I've right enough tokens to buy The Pathfinder, and I don't really sure that i want this class to be my first purchased. Bad thing that I can't test it in actual combat, not the free roaming.
 
Well, I've right enough tokens to buy The Pathfinder, and I don't really sure that i want this class to be my first purchased. Bad thing that I can't test it in actual combat, not the free roaming.
Depending on your experience with the series, the Pathfinder is the closest mimic to the standard light/energy pack combo. The pathfinder shotgun isn't great but can be used effectively, and the impact grenades are your best friend if you decide you want to chase and also have a disk launcher.
 
Depending on your experience with the series, the Pathfinder is the closest mimic to the standard light/energy pack combo. The pathfinder shotgun isn't great but can be used effectively, and the impact grenades are your best friend if you decide you want to chase and also have a disk launcher.

Yeah, well I'm not a big fan of spinfusers, but shotgun and nades looks nice to me. My big concern about the class is that it's light. Is it durable enough or not so?
 
Yeah, well I'm not a big fan of spinfusers, but shotgun and nades looks nice to me. My big concern about the class is that it's light. Is it durable enough or not so?
You can be one shotted by direct disks from heavies and mediums. Fairly uncommon but it happens. With the health regen skills unlocked it's pretty durable, I live much longer with the Pathfinder with a fully unlocked skill tree than I do with most other classes. Just gotta use your mobility well.
 
You can be one shotted by direct disks from heavies and mediums. Fairly uncommon but it happens. With the health regen skills unlocked it's pretty durable, I live much longer with the Pathfinder with a fully unlocked skill tree than I do with most other classes. Just gotta use your mobility well.

Ok, I'll buy it then. Thanks.
 
Yeah, mobility is really the key to this game. One of the things a close buddy of mine and I always say is that too many shooters this day and age make you completely remove your left hand from combat. It all started with crouching in CS, which then translated the upgraded version of that, which is iron sighting. Both are used to the same effect in either game. Gimp your movement, gain better accuracy. This has turned too many shooters into simply point and click affairs, which is a pretty hardcore glass ceiling.

So glad I have this back. Warsow and Q3:A have held me over to a certain extent, but man, I love this game so much.

Just played another 5 hours straight tonight. Glad my wife is a very understanding and supportive woman.

Big gripe right now: 5.0Ghz 2500K and SLI560Ti's, yet I'm getting 45 fps on Drydock. What the hell is that?
 
The Pathfinder is kinda hard to use. Spinfuser's damage is really low, shotgun have any use at extremely close ranges (doing his job great though). Nades on the other hand are awesome! Already stealthy retrieved 3 flags. :3
 
Yeah, mobility is really the key to this game. One of the things a close buddy of mine and I always say is that too many shooters this day and age make you completely remove your left hand from combat. It all started with crouching in CS, which then translated the upgraded version of that, which is iron sighting. Both are used to the same effect in either game. Gimp your movement, gain better accuracy. This has turned too many shooters into simply point and click affairs, which is a pretty hardcore glass ceiling.

Can't agree with throwing cs in there. Simply sitting down will more often than not get you killed if you play against good players. While it is obviously not a fast paced game like the Quake/UT/Tribes series, movement was always important in cs too. Because of recoil you had to be in perfect control of the rythm of your shooting and strafing. Not to mention knowing when to run and when to walk, or when to jump.

Speaking of mobility, the biggest issue I have with this game at the moment is its buggy hills. It happens way too often that you are going at full speed up a hill only to have you forward momentum cut off inexplicably. Invisible edges everywhere. Infuriating, and kind of unacceptable for a game like Tribes where movement is key, just as you said. Nothing kills my buzz more than shit like that happening. Only thing that comes close is an army of hitscan users.

I've been trying out the Juggernaut lately, and I don't believe it is for me. I just feel to immobile. Might be better if I had the extra 10 energy perk from the Brute, and the last skill in the "energy tree" of the Juggernauts skills, but time will tell. The weapons are mighty as hell though. Anyway, I hope they hurry up and fix conversion of exp, so it won't be as bad starting new classes.
 
The Pathfinder is kinda hard to use. Spinfuser's damage is really low, shotgun have any use at extremely close ranges (doing his job great though). Nades on the other hand are awesome! Already stealthy retrieved 3 flags. :3

The shotgun fall off improvement skill will help out, you'll be able to at least clean up kills within a decent range without relying on your disk.
 
Can't agree with throwing cs in there. Simply sitting down will more often than not get you killed if you play against good players. While it is obviously not a fast paced game like the Quake/UT/Tribes series, movement was always important in cs too. Because of recoil you had to be in perfect control of the rythm of your shooting and strafing. Not to mention knowing when to run and when to walk, or when to jump.

Speaking of mobility, the biggest issue I have with this game at the moment is its buggy hills. It happens way too often that you are going at full speed up a hill only to have you forward momentum cut off inexplicably. Invisible edges everywhere. Infuriating, and kind of unacceptable for a game like Tribes where movement is key, just as you said. Nothing kills my buzz more than shit like that happening. Only thing that comes close is an army of hitscan users.

I've been trying out the Juggernaut lately, and I don't believe it is for me. I just feel to immobile. Might be better if I had the extra 10 energy perk from the Brute, and the last skill in the "energy tree" of the Juggernauts skills, but time will tell. The weapons are mighty as hell though. Anyway, I hope they hurry up and fix conversion of exp, so it won't be as bad starting new classes.
It's a beta, terrain bugs are expected. There'll be a new map coming soon that hasn't seen really any testing even through alpha and rest assured it will also have terrain bugs aplenty.
 
Jesus christ, being a former Tribes and Outwars player this looks so promising. <3 jetpacks

edit: My body is ready if anyone has a beta key left over.
 
Still taking 2 minutes to load the menu, down from 5 minutes.

But it still takes TEN FUCKING MINUTES to load a level.

As I said before, CPU sits there grinding all 4 cores at around 30% while it is apparently loading. What is it even doing? The worst I have ever seen on my computer is 10 seconds, with most games taking 2-5 seconds. In 10 minutes I could install 3-4 full games. If they don't get it fixed for the final release, I will never stop making fun of them.
 
Downloading Tribes: Ascend Beta client - 30 minutes
Buying booster for 10 days - $7.99
Unlocking The Pathfinder - 7500 tokens
Speedcap at 200 m/h - priceless
 
Still taking 2 minutes to load the menu, down from 5 minutes.

But it still takes TEN FUCKING MINUTES to load a level.

As I said before, CPU sits there grinding all 4 cores at around 30% while it is apparently loading. What is it even doing? The worst I have ever seen on my computer is 10 seconds, with most games taking 2-5 seconds. In 10 minutes I could install 3-4 full games. If they don't get it fixed for the final release, I will never stop making fun of them.

I don't particular remember having any long loading issues. Next time I hop on I'll pay closer attention. What is your full setup?
 
Still taking 2 minutes to load the menu, down from 5 minutes.

But it still takes TEN FUCKING MINUTES to load a level.

As I said before, CPU sits there grinding all 4 cores at around 30% while it is apparently loading. What is it even doing? The worst I have ever seen on my computer is 10 seconds, with most games taking 2-5 seconds. In 10 minutes I could install 3-4 full games. If they don't get it fixed for the final release, I will never stop making fun of them.


You should send feedback to Hi-Rez through their support site. You case doesn't anywhere close to the norm. For me, I know levels load in about 10-15 seconds.
 
I have a thread on their bug & issues forum. Some others have said they also have this issue. They have my dxdiag info so they should be able to check anything they need to.
 
Still taking 2 minutes to load the menu, down from 5 minutes.

But it still takes TEN FUCKING MINUTES to load a level.

As I said before, CPU sits there grinding all 4 cores at around 30% while it is apparently loading. What is it even doing? The worst I have ever seen on my computer is 10 seconds, with most games taking 2-5 seconds. In 10 minutes I could install 3-4 full games. If they don't get it fixed for the final release, I will never stop making fun of them.

Hmm, are you sure you are not on the countdown? I missed that the first time (center top). Just asking because loading is fast for me :)
 
THIS GAME IS AWESOME

how do I fire from a pistol? What is "credits"?

You fire from a pistol the same way with almost every other weapon, by pressing the left mouse button. Credits are rewarded from killing, capping, returning the flag, repairing, etc. Credits are used to purchase vehicles, upgrading the generator/turrets/sensor (only increases their hp), calling down artillery strikes or an inventory pad anywhere on the map which does not require the generator to function.
 
You fire from a pistol the same way with almost every other weapon, by pressing the left mouse button. Credits are rewarded from killing, capping, returning the flag, repairing, etc. Credits are used to purchase vehicles, upgrading the generator/turrets/sensor (only increases their hp), calling down artillery strikes or an inventory pad anywhere on the map which does not require the generator to function.

I need to level up to fire from a pistol then.

Can I buy credits?
 
that isn't a pistol, it's a call in marker. you earn points by doing shit in the round and with it you can call in drops/artillery.

Oh, lol. Can't belive I didn't realise that he was talking about the call in marker, especially when his second question was "what is credits". Not to mention that it was a fucking stupid question now that I think about it. But yeah, that is the marker used to call in either an airstrike or an inventory pad, but for a price. And no, you can not buy credits used in the games. Wonder what the next two slots are for, once unlocked. Anyone who played Tribes prior have any clue?
 
Oh, lol. Can't belive I didn't realise that he was talking about the call in marker, especially when his second question was "what is credits". Not to mention that it was a fucking stupid question now that I think about it. But yeah, that is the marker used to call in either an airstrike or an inventory pad. Wonder what the next two slots are for, once unlocked. Anyone who played Tribes prior have any clue?

I'm not sure if it is a marker because there was written "you need 2000 credits to fire from a pistol" or something like that.
 
I'm not sure if it is a marker because there was written "you need 2000 credits to fire from a pistol" or something like that.

It's a marker. You'll see once you have enough credits. It fires a laser which you need to aim for a certain amount of time, which designates where the airstrike/inventory pad will land.
 
My friends are stupid and have never played Tribes and don't intend on even trying.

So I'll toss these keys out there since they are so ungrateful.

T1E40-3250C-1A284-503AF-E2813
T1B91-CA30E-183C4-9B6B9-DF5BB
T12A5-2CAB7-D8724-66FAA-B257D
 
The prices for these classes/the rate at which you earn tokens are complete bullshit.
 
Played some more today. Juggernaut is a ton of fun, got some nice kills with the mortar. Predicting where the enemy will land and when your shell is going to explode is really fun. And if you manage to blow up a landing dude - man it feels good. I am playing defensive, staying at the base and protecting everything.
 
So after playing a fair bit over the last 3 1/2 weeks I've come to the conclusion that hitscan weapons vastly lower the demands on new players, and lower the skill ceiling overall because of how viable they are. A couple of technicians or rangers can control an entire game if properly positioned. The lack of fog makes sniping much too easy and risk free. All base assets need to be destructible, and auto generator repair needs to be done away with. Classes need to spawn in some default armor to make the inventory stations and integrity of your base mean something, and to give entire teams some responsibility to have proper defense alongside an offense. In it's current state players get away with having no defense except for perhaps a single chaser because ultimately not having working generators only limits farmers. The use of vehicles is totally secondary considering the state of the Shrike and the Beowulf.

/bitching
 
So after playing a fair bit over the last 3 1/2 weeks I've come to the conclusion that hitscan weapons vastly lower the demands on new players, and lower the skill ceiling overall because of how viable they are. A couple of technicians or rangers can control an entire game if properly positioned. The lack of fog makes sniping much too easy and risk free. All base assets need to be destructible, and auto generator repair needs to be done away with. Classes need to spawn in some default armor to make the inventory stations and integrity of your base mean something, and to give entire teams some responsibility to have proper defense alongside an offense. In it's current state players get away with having no defense except for perhaps a single chaser because ultimately not having working generators only limits farmers. The use of vehicles is totally secondary considering the state of the Shrike and the Beowulf.

/bitching
Game right now is all around Raiders, Shrikes, and Rangers (though because of the thumper). Ranger capping is going to be how it's done in the [VAW] Invitational. I'd even be surprised if a technician is standard in the 8v8 matches. Certainly not in the 7v7.

Having hitscan weapons is nice for beginners, they're just weak enough to not really be too impactful but just powerful enough to make those guys feel useful. I think they're a welcome addition. If anything, the solider pistol is the nasty hitscan weapon, it's 100 damage/hit right now. To be honest, if there can be any element to welcome new beginners, I'm all for it. The game needs to grow, not just cater to Tribes vets. It's not as though they place a glass ceiling on skill like ironsighting/crouching.

The integrity of the base is pretty important for a few reasons. Well placed force fields are pretty powerful, shrikes are the most OP aspect of the game, and in larger matches having turrets up around the flag makes pathfinders essentially useless without a flag clear first. Additionally, when you have base turrets up, it makes Raider/Flag Clearer really hard to play properly.

Right now, the scrim strat to keep down generators is mostly centered around keeping shrikes out of the match. Once they are in, you basically have to dedicate 2 people to constantly shoot saber rockets at them as a deterrent, because they certainly can't die. At that point, they're up in the numbers game because you are dedicating more people to deal with it then they have using it.
 
Top Bottom