Tribes Ascend Beta Thread: Shazbot!

It's actually 32 (16 vs 16).

I'd really hoped that leagues would move towards 16 vs 16, UKTL (UK Tribes League) was running 8 vs 8 back over a decade ago on dial-up, and whilst fun the only reason for limiting to that back then was simply bandwidth, which is not so much a concern these days.
Thanks for the correction, coffee wasn't in the system fully yet.

You know, I really agreed with this position even until last night. I had some serious reservations about the 8v8 format. I thought the 8v8 scrims were simply a test run to see how the game is when you play it way smaller than intended to really refine the balance issues.

However, I've been reading a lot of posts in the esports sub forum, and I'm really convinced that larger games is a disaster to properly stream/cast. Plus, the 8v8 last night was a ton of fun. Will be interesting to see how the metagame develops over the coming months between balance patches and new tactics. Hopefully we can get to a point where a roster needs more than 3(4) classes.
 
Thanks for the correction, coffee wasn't in the system fully yet.

You know, I really agreed with this position even until last night. I had some serious reservations about the 8v8 format. I thought the 8v8 scrims were simply a test run to see how the game is when you play it way smaller than intended to really refine the balance issues.

However, I've been reading a lot of posts in the esports sub forum, and I'm really convinced that larger games is a disaster to properly stream/cast. Plus, the 8v8 last night was a ton of fun. Will be interesting to see how the metagame develops over the coming months between balance patches and new tactics. Hopefully we can get to a point where a roster needs more than 3(4) classes.


Yeah, that's kind of why I want to see something bigger than 8v8, towards the end of the leagues life there really was only one make-up of a Tribe, 4 Offence (Capper, Capper support/secondary, and one each of Heavy and light Offense for opposing base interference) and 4 Defense (2 x Heavy, 2x Light with the defense switching from 'defender/chaser' to "technician' as needed), the amount of flexibility was limited. I know that in the group I played with we really really wanted to mix up our make-up strategically but with only 8 playing this was impossible.

Even 12v12 would allow a team of 4 "floaters" which would see more strategic variance, more vehicle use (Which was almost non-existant in UKTL) / other class use and a more varied gameplay experience.

Whilst I don't doubt that the top of the class will have some awesome 8v8 matches, the lesser players that are above pug standard but good enough to fill out the regional leagues are going to see a lot of samey "flag cap chase matches" that will just be an unstrategic race for the caps than they otherwise could have with a bit more flexibility.

I'll have to download last nights stream though and watch it.
 
I want to love this game so much, but there's just so little to love.

The core game mechanics are reasonably solid, but every single one of the nuances is just... ugh. I don't know who they're making this game for. Not the pro's. Not the casuals.

People who hate strategic depth or even the slightest bit of thought in their FPS games? I can't see any other reason to completely gut the strategic elements of the game. BF3 has more strategic gameplay than this, and this is a Tribes game!
 
Update on today's games:

HiRezBart said:
ONE NIGHT ONLY
12/13/2011

9 PM GMT/4 PM EST : Hindsight [.hs] VS Working as Intended [wai.] (EU) (+:30 minutes for technical reason)
2 AM GMT/9 PM EST : the tao of tribe [is tao] VS Buff Shrikes [pewpew] (US)

THAT DELICIOUS TROBES STREAMING
twitch.tv/tweekc
Casters:
EU: TweekC & Buhlitz
US: TweekC & Greth

A bit late on the EU, but the Buff Shrikes vs. Tao should be a really good game.

I want to love this game so much, but there's just so little to love.

The core game mechanics are reasonably solid, but every single one of the nuances is just... ugh. I don't know who they're making this game for. Not the pro's. Not the casuals.

People who hate strategic depth or even the slightest bit of thought in their FPS games? I can't see any other reason to completely gut the strategic elements of the game. BF3 has more strategic gameplay than this, and this is a Tribes game!
Care to elaborate? Outside of playing this game constantly (most of my team is lvl 19-25ish), we put in probably 10-15 hours of in game time nailing down timing routes, which routes will be used, which classes will be used to clear, which classes for capping, solid D strategy. Our private forums have like 20 threads with tons of replies just on different strats. Game is pretty deep. Has a DoTA-esque feel between the class choices and choosing how and when credits are spent.
 
I kinda like this game! Very different from the norm. Skiing and going fast and trying to anticipate where you opponent is going to be is great fun

Keys for my GAF lovlies!

V2B71-20F4A-D0824-55591-79A0B
V2108-6286F-169F4-AE1B6-9216B
 
Care to elaborate? Outside of playing this game constantly (most of my team is lvl 19-25ish), we put in probably 10-15 hours of in game time nailing down timing routes, which routes will be used, which classes will be used to clear, which classes for capping, solid D strategy. Our private forums have like 20 threads with tons of replies just on different strats. Game is pretty deep. Has a DoTA-esque feel between the class choices and choosing how and when credits are spent.

You can make a Tribes game with one armor type, one pack, and one weapon and still do all that.

That doesn't make the game deep. Strategy comes from choice and options. Compared to T1 and T2, or even compared to a modern FPS series like Battlefield, this game has extremely limited depth.

2 ground vehicles, 1 air vehicle, 1 static turret type, 1 deployable turret type, no deployable sensors, no command center, no deployable inv stations, no customizable loadouts.

Then you've got the design choices. Generators so exposed that on one map you can drive a beowulf into it and on every map you've got a high-speed back-access point that can only mean that the base designer was a traitor or a moron, defenses that take so long to repair and are so easily destroyed that if you kill an enemy and start repairing he's back before you finish, primary weapons with little to no inheritance making for unintuitive combat at any speed, a technician class that is completely dependent on the generator being up yet has the absolute weakest weapon in the game for in-door combat.
 
You can make a Tribes game with one armor type, one pack, and one weapon and still do all that.

That doesn't make the game deep. Strategy comes from choice and options. Compared to T1 and T2, or even compared to a modern FPS series like Battlefield, this game has extremely limited depth.

2 ground vehicles, 1 air vehicle, 1 static turret type, 1 deployable turret type, no deployable sensors, no command center, no deployable inv stations, no customizable loadouts.

Then you've got the design choices. Generators so exposed that on one map you can drive a beowulf into it and on every map you've got a high-speed back-access point that can only mean that the base designer was a traitor or a moron, defenses that take so long to repair and are so easily destroyed that if you kill an enemy and start repairing he's back before you finish, primary weapons with little to no inheritance making for unintuitive combat at any speed, a technician class that is completely dependent on the generator being up yet has the absolute weakest weapon in the game for in-door combat.

I got to play a bit of the game at a friends house and I've gotta agree on a lot of these points.

They have the fun aspect for Tribes shooting and skiing nailed down, hard. I don't think we could ask for a better game mechanically, but there are a few things about it that bug me and makes me hope that they just remake some of Tribes 1's best maps.

Most notably the bases are much less useful than they ever were, inventory stations are invincible, and loadouts make them pretty much useless. The bases themselves aren't deep or sizable at all. In a Tribes game there needs to be actual roles for support classes, a guy should be able to spend 75% of a match inside a base defending and repairing if he wants to. It doesn't happen here.

Consequently, that makes the out-of-base game way more hectic than it needs to be, there's snipers on every mountain, guys using those rocket launchers and doing whatever they can for easy points, while everyone pretty much ignores the base.

They really need to address this if they want to truly recreate the Tribes experience. I'm starting to think the loadouts are a bad idea. At least make it so you have to reach an inventory station to equip your loadout. Make one of the 2 first loadouts the default or something.
 
Holy mother of god

Thanks for your Beta survey responses & feedback Based on community input and suggestions, this week's Tribes: Ascend patch includes:

1. Removal of rapid-fire "hitscan" weapons. The Ranger’s Assault Rifle, Technician’s TCN4, and Infiltrator’s Rhino SMG will shoot projectiles

2. Projectile Inheritance. Projectile-based weapons will be more heavily influenced by the speed at which a player was moving when the weapon was fired.

and more. Full patch notes, and patch, coming later this week
from their Facebook page
 
Lots of hate
Because I'm feeling defensive today (and the database for me to be able to work is down for a few hours), I'm going to go over your post.

-Compared to T1, TA is the most bountiful and varied game that has ever existed. T1 had 3 loadouts, 0 vehicles, 0 deployables that were ever used competitively.

-You can't compare TA to a game like BF3. They're not intended to be anything similar. In addition, BF3 rarely puts emphasis on individual player skill. There is a giant glass ceiling on player skill, which puts a greater emphasis on strategy since you can only go so far with being a pro. I don't care for that focus at all. I'm so sick of game design changes to make a supposedly competitive FPS fun for everyone. There's a place for them but this bastion of true PC FPS is not it. I've done BF3 competitive scrims, it's a complete joke.

-Regarding T2 (or at least T2C, which is the only version worth looking at), the same competitive compositions existed in T1. The only difference was more powerful deployables and the oft used Shrike.

-The generator being exposed to the tank is a pseudo-exploit/design flaw. You're not allowed to do that in the scrims. They've removed the ability to do so on Katabatic for DS, but haven't fixed BE yet.

-Saying that there are high speed back access points to a generator means very little. You think a HO or even a Raider is going to take the additional 10-15 seconds to hit that spot consistently? That's a lot of lost time where they could be doing something important. Though, the only map where I see this as an issue is possibly Katabatic. Even then, if people can get all the way around and into the gens, the D is doing something seriously wrong. People just don't care to defend the gens right now.

-Inheritance is a serious issue, I agree there. Hitscan was literally the only thing keeping chasing as a viable option alive. Unless the Ranger's re-worked assault rifle has ridiculously fast projectiles, or they add a lot more inheritance, the game is going to start going in an ickey direction.

-I wouldn't say the combat is unintuitive though. It is certainly screwed up when you're chasing someone at 150+, but that's a fairly limited portion of play.

-Technician is totally funky right now. Pubs only for that class. Though, that SMG is pretty good, especially against heavies.

-Though, most of the gen criticisms are kind of moot considering how useless they are. Right now, gens need to be up for Shrike, and that's it. Supposedly they're going to make it to where if the gen is down you spawn as a Solider. That'll change the metagame very significantly.

-Though I loathe to use an appeal to authority argument, and this might sound like one, it is a bit different. How the game plays out in pubs is so completely different than competitive scrims. HiRez is clearly designing this game around being an "e-sport". Outside of incessant whining that threatens the overall player base (see: histscan), the balance changes are aimed at high level play.

I agree, the game isn't perfect at all, and has quite a ways to go as far as gameplay/rule changes. The core game itself though man, it's so freaking good. Sometimes those minor niggles seem to add up to be something significant, but this is still closed beta. That's what we're here to help work on and fix.

----------------------------------------------------

The scrims are all up at http://www.twitch.tv/tribescast, if anyone is interested in watching the replays. The Buff Shrikes vs. Tao of the Tribe was a really good match. Though the score was lopsided, it was a lot closer than it might first appear.

*EDIT*
Also, to add to my thoughts, watch the Buff Shrikes vs. Tao match. Both teams were very evenly matched. BS ended up winning based entirely on their strategy and sticking to really well practiced teamwork. Just because a game doesn't have as many widgets to play with as Battlefield does not mean that the strategy isn't as deep. In a game that is truly 3D, truly open, and allows an insanely large degree of player agency, HOW you use assets can end up being more complex than WHAT assets are used.
 
Because I'm feeling defensive today (and the database for me to be able to work is down for a few hours), I'm going to go over your post.

-Compared to T1, TA is the most bountiful and varied game that has ever existed. T1 had 3 loadouts, 0 vehicles, 0 deployables that were ever used competitively.

A lot of your post was good, but much of it didn't seem squared at me. I made it clear I thought the game was fun, and as someone else said, the basic gameplay is excellent.

I spoke about depth. Now, you can make the point that "in a competitive game only A and B are used", and that's fine. But if we're going by that logic, let's just get rid of all the classes except the 2 or 3 that work out well in competitive games.

That's terrible logic. Competitive play is one thing, and the game should be geared towards that, but nothing that I suggested would hurt clan play.

Would adding more deployable variety hurt clan play? Would having customizable kits hurt clan play? Would having generators in a slightly more defensible area (like in T1/T2) or split up into 2 gen-like structures (like other T1/T2 maps with multiple solar panels instead of a gen)? Would making turrets more varied hurt clan play? Would adding command consoles and mobile inv stations hurt clan play?

No. Adding all of those things would not hurt clan play. Some of them, if they made the cut, might actually be adopted into clan play. Those that didn't certainly wouldn't hurt it.

What it would do is make the game deeper, something in desperately needs. Right now it's fun, but it's shallow.
 
Got a key thanks to the FB promo. Anyone have a HW faq on this? Like min req's? Or if you can add AA to it via 3rd party app?
 
Holy mother of god


from their Facebook page

Wow, I can't actually believe they've made this change. I thought for sure, and I was actually ok with it, that they were going to leave some sort of hitscan weapon in for casual players. Just because of this change I think I'm seriously going to buy a booster pack, just to give them money.

Thank you based Hi-Rez.
 
Wow, I can't actually believe they've made this change. I thought for sure, and I was actually ok with it, that they were going to leave some sort of hitscan weapon in for casual players. Just because of this change I think I'm seriously going to buy a booster pack, just to give them money.

Thank you based Hi-Rez.

All single shot hitscan weapons will remain ingame: Infiltrator silenced pistol, Soldier eagle, Sniper rifle...
 
Recent patch
Major Highlights
Converted all fully automatic hitscan weapons to use projectiles. This includes the Ranger’s Assault Rifle, Technician’s TCN4, and Infiltrator’s Rhino SMG.
Significantly improved projectile inheritance.
A votekick option has been added. Open the console and type &#8220;/votekick <playername>&#8221; to initiate a vote to kick another player.
Significant improvements have been made to spectator functionality (see below). Further improvements are planned for future updates.
Added new accolades to reward flag grabs based on speed, e-grabs, vehicle destruction, flag defense, and generator defense.

Balance Items

Increased starting ammo on Soldier&#8217;s Spinfusor, Pathfinder&#8217;s Light Spinfusor, Jumper&#8217;s Bolt Launcher, and Juggernaut&#8217;s Heavy Spinfusor D.
The Pathfinder&#8217;s Iron Grip perk has been replaced by a new perk, Reach, which allows players to pick up flags at a larger distance. Players who had spent Pathfinder class XP to unlock Iron Grip will be refunded their XP.
Decreased time delay on Scrambler&#8217;s Arx Buster shot detonation.
Increased Scrambler&#8217;s default Health pool.
Adjusted skill order in the soldier&#8217;s skill tree.
Adjusted skills on the Infiltrator skill tree based upon the changes to the Rhino SMG.
The Shrike is now vulnerable to damage from all weapon types, and particularly vulnerable to standard projectile fire. Its health has been adjusted based on these new vulnerabilities.
Increased repair rates using repair tools on vehicles.
Implemented a brief &#8220;lock out&#8221; feature for inventory stations to help prevent players from rapidly revisiting them and exploiting various things.
Inventory Stations spawned from a call-in no longer kick starts health regen.

Spectator Changes

Enter and exit spectating through the Team Select window (default key bind is &#8216;P&#8217;) instead of through a console command.
Added the first part of a larger work-in-progress HUD overhaul to spectator -- an info pane with details of the viewed player. Additional panes will arrive in a later patch.
Fixed an issue where a spectating player was asked to select a team when the match ended.
Whiteout grenades no longer cause a spectator&#8217;s view to white out.
Damage post process effects no longer persist in spectator view.
When viewing a flag or flag base in spectate mode, players may zoom in and out.
Added spectator &#8220;bookmark&#8221; camera views throughout the maps. While spectating, hold &#8216;C&#8217; and hit next/previous to cycle through the various views.
While spectating, toggling &#8216;O&#8217; shows and hides objective markers.
While spectating, holding &#8216;R&#8217; while clicking next or previous will snap to the fastest player.
Fixed win message at match conclusion when spectating.
When spectating a flag being captured, the camera now stays on the flag stand which received the capture rather than following the flag as it teleports back to its base.
When spectating a dropped flag being returned, the camera now enters free roam mode rather than following the flag as it teleports back to its base.
When spectating a flag carrier who drops the flag, the camera stays with the flag rather than the flag carrier.

Additional Items

The Ranger now costs 50 tokens. Most players should be able to unlock this class after their first full match. We hope this will help new users understand the class unlock process better.
Improved notification when Classes and Skills become affordable with Tokens and XP.
Locked classes are now ordered on the class screen based on their token price.
The game console has undergone major changes. Launching the console (default ~) will default into the &#8220;Say&#8221; menu, allowing users to type chat messages (even at match end). To execute a command, you must start your command with &#8220;/&#8221;. The currently supported commands are /report, /mute, /unmute, /votekick, /quit.
Vehicle improvements, including a HUD panel showing vehicle ammo and clip sizes.
Fixed an issue where skiing on a flat surface after previously skiing downhill could incorrectly compute velocity and cause projectiles that inherit the shooter&#8217;s velocity to veer off course.
Fixed Grav Cycle passenger floating off into oblivion.
Beowulf&#8217;s secondary gunner tracers now function properly.
Muzzle flashes now correctly work on all vehicles.
Fixed an issue where sometimes the Doombringer&#8217;s Saber Launcher missile particle effects were barely visible.
Fixed an issue where players standing on the flag stand and grabbing a flag thrown to them could not capture the flag unless they moved off the stand and back on.
Fixed an issue where players were stuck jetpacking when entering an inventory station while using the jetpack and releasing the jetpack button.
Fixed an issue where the first person arms mesh would sometimes not be correct on spawn or when changing classes to different armor types.
Fixed an issue where the call-in cooldown time was being reset when entering an inventory station or the player respawned.
Fixed an issue with the Sentinel&#8217;s Drop Jammer where, in some cases, it would continue the jamming effect on players who were outside of the range. This fix also addresses teammates being unable to remain cloaked when in the Jammer&#8217;s range.
Fixed an issue where certain keys were unusable in adding Friends.
The in-game login screen (not the Hi-Command login) has gone through a first pass of changes, preparing for future updates both to the game and Hi-Command. Significant further changes are planned.
Player Summary scene set as default after finishing a match. Some elements of the previous default XP summary have been incorporated into the Player Summary for quick accessibility.
Social Panel renamed to Friends Panel on footer in Menus.
Various bug fixes and enhancements for the Classes Scene.
End of Match chat is now done through the new console (see Major Highlights)
Fixed a bug allowing users to change what others see when they issue VGS commands.
Some under-the-cover network changes have been implemented, in preparation for future changes.

Known Issues

After being votekicked out of a match, some clients may experience a hang that requires a game restart.
Stealth players may show a small effect while skiing.
 
I still play Tribes 2.

My favorite gaming moments are still those of throwing a mine into the air and firing a spinfusor at it, causing the wonderful mine-disc explosions that destroy skill-less players.
 
The Shrike is now vulnerable to damage from all weapon types, and particularly vulnerable to standard projectile fire. Its health has been adjusted based on these new vulnerabilities.

God yes.

If projectiles are indeed a lot faster (from inheritance), this game has been fixed.

Native pad support? About 5 minutes from finishing the DL.
No, you wouldn't want it anyway. In a fully 3D game, you'd be at a huge disadvantage.

TekDragon said:
Lots of well reasoned things
I get what you are saying, though I don't think we can clearly say that "adding in X would not affect competitive play" until it is added and assessed. I'm not saying it would, it's just bad practice to assume adding mechanics won't affect other situations.

I guess the overall point I'm trying to make is that the game is extremely deep with lots of strategic options, which is growing with every comp match played. Adding more stuff doesn't necessarily equate to a deeper strategic game either. I think you're confusing the focus that games like BF3 place on strategy with depth, which aren't the same thing. Tribes places a greater emphasis on player skill, with teamplay being an integral part of the solution rather than a primary focus.

Now, my example of T1 and T2 was to show that both of those games were actually much more limited in practice than TA currently is. I didn't suggest that we limit to the three classes that people actually play.

Lets take a look at a 8v8 game. You have 12 possible classes, and three vehicles. Some of those classes can be played in multiple positions, which for the sake of argument, should be looked at as completely different classes. Those with multiple roles would be infiltrator (sniper assassin and gen duty), sniper (o snipe and flag snipe), ranger (capper and base d), raider (offense and base d), pathfinder (chaser and capper), and juggernaut (gen duty and HoF). So really, those 12 classes are more like 18 classes with 3 vehicles. Add the element of how the classes work together and possible combinations, and you have a huge range of possibilities.

Now, true strategy evolves out of how to make do with a limited set of resources. Someone on the TA forums made two brilliant posts I'll share here. They relate the point better than I could translating it. This probably also explains why I'm trying to point out the significant differences in pub play compared to the scrims. Now, this also shouldn't be seen as two distinct game modes. HiRez is trying really hard to push the game towards e-sports, and a primary part of that is going to be the matchmaking system which will eventually probably work on a 8v8 game mode akin to DoTA style matchmaking of 5v5. They're trying to emulate the LoL game design as much as possible.

Consider that in a 7v7 situation, you would probably have to make sacrifices, and this could actually ADD depth to the game.

For instance, what if you have to choose between having a turret monkey and having a shriker or sniper? Maybe some teams would run the techncian, some would run sniper, and it would probably depend on the map, etc. This might actually make for more interesting gameplay than having the same set of people doing the same things every game.

More people doesn't necessarily mean more depth, is all I was trying to demonstrate with the tf2 example (the game in 9v9 form is boring and stupid whereas 6v6 is dynamic and exciting)

What would happen if there were 100 flags on each side in a 10v10 game? It would likely be pretty boring because defending so many places would be impossible.

What if there were 5 flags? That would probably be a whole lot more interesting than 100. You might actually be able to defend them while fielding an offense of your own. Strategy would emerge instead of chaos.

What if there was only 1 flag?

I guess it's impossible to say whether 1 flag is better, or 2 or 3, etc. You'd just have to test it out and find out which was best. But consider that in the 100-flag game (and even probably in the 5-flag game), probably the only viable strategy would be to rush to cap flags as quickly as possible and forget defense. This would obviously be boring. You have a lot more options, but the strategy isn't as deep.

So, theoretically, more options and more objectives don't necessarily add more depth.
 
Ah crap, just when I thought it was done, I go back in and have another 120-ish MB's to DL ><

12:13 PM EST EDIT - WTF AND another 411MB patch. Couldn't they just integrate that into the OG DL? Come on man, I wanna play!
 
There's a huge patch today. Look a few posts up. Game is still technically closed beta, so servers aren't guaranteed to be up.

*edit*
I'm not certain. If you aren't updating anymore, probably. They're most likely applying the patch to the servers and doing some last minute testing.
 
I'm glad the changed the shrike. All I did recently was farm my 4500 points and then go on a killing spree from home base. Nothing could touch this thing if you knew how to fly.

Also: Thanks again mkenyon for the key you gave me. Otherwise I would never have tried this game out :)
 
The game console has undergone major changes. Launching the console (default ~) will default into the “Say” menu, allowing users to type chat messages (even at match end). To execute a command, you must start your command with “/”. The currently supported commands are /report, /mute, /unmute, /votekick, /quit.

So... I can't do "stat fps" in console anymore? Will have to check this out when I get home.
 
They removed console functionality as they are going to be letting teams practice on the scrim server, which can be joined by a console command. If that got out to everyone, bad things would happen. I'm sure they'll add it back in once private servers are added. This is my speculation, anyway. I do know that you join through a console command, and I do know that we will have access to it soon. This was probably the safety net required for us to be able to do this.
 
So it turns out the people who were dubious over the "improved inheritance" wordage instead of "increased inheritance" were dead-on in their doubts.

http://www.youtube.com/watch?v=4JhAJ43d8T0&feature=player_embedded

Inheritance is still at 20%. It gets a 30-40% bonus if you shoot directly ahead of you.

The video demonstrates the sheer madness. It's now going to take a massive amount of man-hours to unlearn everything you know about pyhsics and common sense until this system becomes natural. And no matter how much practice you get it's not going to fix the flaws that plague high speed combat with such a silly system. It's as complicated as it is silly.
 
So it turns out the people who were dubious over the "improved inheritance" wordage instead of "increased inheritance" were dead-on in their doubts.

http://www.youtube.com/watch?v=4JhAJ43d8T0&feature=player_embedded

Inheritance is still at 20%. It gets a 30-40% bonus if you shoot directly ahead of you.

The video demonstrates the sheer madness. It's now going to take a massive amount of man-hours to unlearn everything you know about pyhsics and common sense until this system becomes natural. And no matter how much practice you get it's not going to fix the flaws that plague high speed combat with such a silly system. It's as complicated as it is silly.

I don't imagine this method is going to remain, its so counter intuitive and pointless.
 
I may be participating in NASL Season 3. Anyone else around here looking to do the same?
If my team sticks together, we certainly will be. I'd imagine those of us with serious day jobs, wives, and responsibilities will be mostly benched. (myself included)

So it turns out the people who were dubious over the "improved inheritance" wordage instead of "increased inheritance" were dead-on in their doubts.

http://www.youtube.com/watch?v=4JhAJ43d8T0&feature=player_embedded

Inheritance is still at 20%. It gets a 30-40% bonus if you shoot directly ahead of you.

The video demonstrates the sheer madness. It's now going to take a massive amount of man-hours to unlearn everything you know about pyhsics and common sense until this system becomes natural. And no matter how much practice you get it's not going to fix the flaws that plague high speed combat with such a silly system. It's as complicated as it is silly.
I haven't had a chance to play yet since the new patch. Stupid job. This sounds f'n horrible though. I wonder what is preventing them from changing the system.

From what I understand, the Ranger AR is now God-Tier chasing weapon though. Akin to CG from T1.
 
So it turns out the people who were dubious over the "improved inheritance" wordage instead of "increased inheritance" were dead-on in their doubts.

http://www.youtube.com/watch?v=4JhAJ43d8T0&feature=player_embedded

Inheritance is still at 20%. It gets a 30-40% bonus if you shoot directly ahead of you.

The video demonstrates the sheer madness. It's now going to take a massive amount of man-hours to unlearn everything you know about pyhsics and common sense until this system becomes natural. And no matter how much practice you get it's not going to fix the flaws that plague high speed combat with such a silly system. It's as complicated as it is silly.

what. the. hell.

Also, I think I'm getting a tiny bit better. Still an awful noob.

If anyone wants to be my friend (PLEASE) my in-game name is Yagya
 
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