Tribes Ascend Beta Thread: Shazbot!

I just applied for the beta, anybody know how long the turnaround time is until i'm approved? (if that's the case. I assume I won't get any kind of email if i'm denied?)
 
I can't remember for sure but didnt' Tribes 1 have vehicles that could carry more than one person? I specifically remember a smaller airplane that could carry 2 people, and it was used a lot to capture a flag. Am I trippin?
 
StickSoldier said:
I can't remember for sure but didnt' Tribes 1 have vehicles that could carry more than one person? I specifically remember a smaller airplane that could carry 2 people, and it was used a lot to capture a flag. Am I trippin?

Don't know about Tribes 1, but Tribes 2 had these bombers with a pilot, a bomber and a backseat gunner of some sort, from what I can remember.
 
EviLore said:
A thousand times this. As a pathfinder, I carefully set up my route and wait for the flag to return and get going at >150kph lined up with the flag station, and it has to be over 50% of the time that less than one second before I would pick up the flag some teammate WALKS up to it, takes it, jumps down and dies to 100 turrets and spinfusors.
Hang back, provide air strikes, and take down turrets if you have no idea what you're doing.
 
dLMN8R said:
How do you repair and upgrade your own base?

Upgrade with G, more credit cost per rank.

In each base there are two little red boxes on the wall that have repair guns in them. Just walk up with the weapon you wanna trade it out for, hit G, and bam.

Snow Map -Right next to the two grav lifts when you walk in under flag.

Beach - Forgot where

New map - On the wall of the building behind the flag that goes under into the gen room.
 
Lead Based Paint said:
Upgrade with G, more credit cost per rank.

In each base there are two little red boxes on the wall that have repair guns in them. Just walk up with the weapon you wanna trade it out for, hit G, and bam.

Snow Map -Right next to the two grav lifts when you walk in under flag.

Beach -

New map - On the wall of the building behind the flag that goes under into the gen room.

The repair kit is next to the inventory stations in the part of the base that the flag is stationed at.
 
I can't stop playing. Lets see how long my wife's goodwill lasts here.

Teknopathetic said:
I must say, capping with a raider is pretty fun if there's no one blocking the flag.
Try capping with the Ranger. The thumper does an amazing job of pushing off a HOF just enough to grab.
 
They've given me 7 so far, I won't be surprised if I get more to give out. Seems like once one set is used and the folks play, I get 3 more.
 
Lead Based Paint said:
Upgrade with G, more credit cost per rank.

In each base there are two little red boxes on the wall that have repair guns in them. Just walk up with the weapon you wanna trade it out for, hit G, and bam.

Snow Map -Right next to the two grav lifts when you walk in under flag.

Beach - Forgot where

New map - On the wall of the building behind the flag that goes under into the gen room.
Ah, thank you very much! I figured out the upgrade thing on my own, but never saw the repair tools.

When turrets and such are destroyed, do they repair automatically after some time? Or do you need to use the repair tool on them too?
 
Nobody will play rabbit with me, I'm getting too good with the Pathfinder. I've had to stop skiing and go fight in mid to keep people entertained.

Edit: Woohoo, got the 35% less self-damage perk. Now I get to practice being Rabbit as a jumper. Feels so much slower!
 
Fireye said:
Now I get to practice being Rabbit as a jumper. Feels so much slower!
Everyone is complaining that the jumper is broken, but these are my sentiments exactly. The jump pack is no substitute for a badass pathfinder route. I spose when people don't realize you need an actual route to cap the flag, the jumper would seem OP.
dLMN8R said:
Ah, thank you very much! I figured out the upgrade thing on my own, but never saw the repair tools.

When turrets and such are destroyed, do they repair automatically after some time? Or do you need to use the repair tool on them too?
They stay destroyed until someone fixes them.
 
dLMN8R said:
Is using the tool in the base the only way to fix them, or do some classes have a utility that can do it, or something else?

The repair tool is the only way to fix them. However, the Technician class comes with an "Improved Repair Tool", which repairs them quicker. He also has skills you can unlock which let you repair up to... 25 or 50% faster.
 
Fireye said:
The repair tool is the only way to fix them. However, the Technician class comes with an "Improved Repair Tool", which repairs them quicker. He also has skills you can unlock which let you repair up to... 25 or 50% faster.

I'm not a fan of the engineer at all. My personal opinion is that the Engineer really should have more abilities ... the turrets are useless 50 percent of the time as the gen is down half a match typically.

In contrast, Sentinal (sniper) is godly on D ... claymores near a flag almost always guarantee kills, and downed gens don't have any effect on claymores unlike turrets that power down when gen is out.

Also I can carry 3 claymores as a sentinal as opposed to one turret as an engineer. I feel like an the engineer should have all the abilities others have .... forcefield walls, turrets, and claymores. Aside from the repair gun, the engeineer doesn't feel very useful to me at all.
 
Bamelin said:
I'm not a fan of the engineer at all. My personal opinion is that the Engineer really should have more abilities ... the turrets are useless 50 percent of the time as the gen is down half a match typically.

In contrast, Sentinal (sniper) is godly on D ... claymores near a flag almost always guarantee kills, and downed gens don't have any effect on claymores unlike turrets that power down when gen is out.

Also I can carry 3 claymores as a sentinal as opposed to one turret as an engineer. I feel like an the engineer should have all the abilities others have .... forcefield walls, turrets, and claymores. Aside from the repair gun, the engeineer doesn't feel very useful to me at all.

How much have you played? I've had the occasional game where there isn't enough defense, and the gen's are always down, but the majority of the time they go down for a minute or two, and in that time enough people respond to get stuff up and running.

The Technician is an ok class. You're able to unlock 3 grenades, and their grenades are decently powerful. I do wish their primary weapon was a projectile weapon and not hit-scan, but it's acceptable. Also, you unlock two Turrets via skills, so you're not limited to just one. It's a VERY worthwhile class to unlock, if you intend to play Tribes:Ascend in the long term, because there will be times when more defense is nescessary.

I have been seeing more and more claymores on flags... but they're taken out pretty quickly by a well placed spinfusor shot while you're incoming. The best way to prevent that from happening is the forcefield.
 
Bamelin said:
I'm not a fan of the engineer at all. My personal opinion is that the Engineer really should have more abilities ... the turrets are useless 50 percent of the time as the gen is down half a match typically.

In contrast, Sentinal (sniper) is godly on D ... claymores near a flag almost always guarantee kills, and downed gens don't have any effect on claymores unlike turrets that power down when gen is out.

Also I can carry 3 claymores as a sentinal as opposed to one turret as an engineer. I feel like an the engineer should have all the abilities others have .... forcefield walls, turrets, and claymores. Aside from the repair gun, the engeineer doesn't feel very useful to me at all.
Sentinel is only good against bad cappers. Guys with good routes are hard as crap to shoot. Also take into consideration that in pubs right now, snipers just get ignored rather than purposefully sought out. Mostly because everyone seems to think that Offense means "GRAB THE FLAG NO MATTER WHAT".

Also, the Technician's SMG destroys heavies so hard. Gun is nasty against HO. Plus you get two turrets with barely any time played through perks.
 
I've been playing technician almost exclusively to unlock key skills his line and the base upgrades discount perk (which I did actually finally unlock last night). I'll admit there are things I do like about the tech ...

1. Energy recharge rate is good
2. He's fast
3. can place two turrets after unlocking the skill (but keep in mind he can only carry 1 at a time)

With that said I still feel sentinel's deployables (claymores) are better. Sentinel can carry 3 at a time and place up to 4 (as opposed to technician's carry 1 turret at a time and place 2 limit). If gens go down claymores are every bit as dangerous as when gens are up. Turrets on the other hand are useless once the powers out. As a Sentinel I still have a chance at taking out a capper no matter how fast they are going (I've gotten very good at sniping on D no matter how fast they are going). The SMG is next to useless when somebody flies past at 150 km/hr.

The tech upgraded repair kit is nice ... good for lots of points per match.
 
Bamelin said:
I've been playing technician almost exclusively to unlock key skills his line and the base upgrades discount perk (which I did actually finally unlock last night). I'll admit there are things I do like about the tech ...

1. Energy recharge rate is good
2. He's fast
3. can place two turrets after unlocking the skill (but keep in mind he can only carry 1 at a time)

With that said I still feel sentinel's deployables (claymores) are better. Sentinel can carry 3 at a time and place up to 4 (as opposed to technician's carry 1 turret at a time and place 2 limit). If gens go down claymores are every bit as dangerous as when gens are up. Turrets on the other hand are useless once the powers out. As a Sentinel I still have a chance at taking out a capper no matter how fast they are going (I've gotten very good at sniping on D no matter how fast they are going). The SMG is next to useless when somebody flies past at 150 km/hr.

The tech upgraded repair kit is nice ... good for lots of points per match.

Technician is seemingly designed for anti-HO capabilities, not really anti-capper. Try using it in that fashion and you'll be pleasantly surprised. That SMG loves big hit boxes.
 
Plaid a couple of games. Definitely Feels like Tribes. Kind of sad how much is locked at the beginning though. I'm very tempted to just buy the VIP package.
 
Are there any videos or tutorials for people with absolutely no experience in previous Tribes games?

I constantly find myself lost in the dust. The only thing I really know to do is practice movement.
 
Pennybags said:
Are there any videos or tutorials for people with absolutely no experience in previous Tribes games?

I constantly find myself lost in the dust. The only thing I really know to do is practice movement.

Seriously.

The enemy team set up tons of turrets around the flag and I had zero clue as to what to do. Whenever I got near the flag I'd be blown to bits without seemingly any chance to respond or recover.
 
MrOogieBoogie said:
Seriously.

The enemy team set up tons of turrets around the flag and I had zero clue as to what to do. Whenever I got near the flag I'd be blown to bits without seemingly any chance to respond or recover.

1) The turrets are easily destroyed, shoot at them from afar if needed.
2) Destroy the generator.
 
Pennybags said:
Are there any videos or tutorials for people with absolutely no experience in previous Tribes games?

I constantly find myself lost in the dust. The only thing I really know to do is practice movement.

Even as someone who has played quite a bit of tribes, I was a bit lost with some things like the preset load outs. They could definitely do with a short beginner video outlining the classes, generators/repairing, skiing, and the 'call-ins'.


Those that need keys:

http://www.neogaf.com/forum/showthread.php?t=451994
 
Bamelin said:
I'm not a fan of the engineer at all. My personal opinion is that the Engineer really should have more abilities ... the turrets are useless 50 percent of the time as the gen is down half a match typically.

Haven't played the beta yet, but I'm an old Tribes fan from way back. If the game is similar, the engineer's job is to defend the generator. Set up turrets all around it and then be prepared to finish enemies off with a shot or two after they get pelted by the turrets. I loved playing engineer in the original. You can single-handedly deliver victory to your team by keeping the generator up.
 
"Invitational Team Scrimmage signups are on the Beta forums. So excited."

I hope some of those get casted. I'm still not up to a competitive level, plus I don't have the loadouts I want to play, so I'll just hang around until the private servers are available for everyone and scrims happen on a larger scale.
 
Top Bottom