Tribes Ascend Beta Thread: Shazbot!

I still suck hard though. I played CTF, should I start with TDM?

I wouldn't call myself great at the game either, but if you want to safely learn to aim and move, play defense on CTF. You can get a good feel for your own base area, skiing around it, and quick aiming when someone comes for your flag or generator. I like TDM here and there, but I don't really consider it a great mode for a person trying to get better at the game. Just my opinion though, someone else might feel TDM is a good training tool.
 
Having lots of fun, only playing TDM so far, and mostly as ranger, but the disc launcher seems so overpowered I'll try switching to whatever class has it once I see a few more ranger upgrades. I'm awful as usual but it seems lots of people are new to such games so I don't get completely obliterated all the time, I even get the occasional kill streak.

The upgrades come at a decent pace without paying too, so far.

However, I do wonder if it will get boring rather fast for the less hardcore players like me, it seems to play largely the same regardless of the map since they're all just hills and the occasional insignificant structure. You basically play the same way every time, use the hills to gain momentum, conserve your jetpack energy for when you need it, try to outmaneuver the enemies, dodge whatever they throw at you and aim better than them or run like hell to catch/protect the flag carrier for the team's kill bonus.

Perhaps CTF will prove more interesting and with more varied maps and gameplay when I get into that but the little I've seen of it didn't seem to. Will there be more modes of play in the final game? I think they should pull a fast one on the UT franchise and add something akin to the missing in UT3 Assault mode with Tribes twists. I loved that in UT2004. I'd pay for that tbh.
 
For folks interested, here's the config stuff my team uses. Like picmip, it's aimed at giving max performance over pretty graphics.


Team zfz said:
Individual settings for people who just want to remove a few things and keep their settings, full low FPS config at the end. I'll keep this updated with binds and settings as I discover them.

Tribes.ini

No Fog / No Water (Projectile's Settings) FogVolumes removes the weird boxy fog inside buildings when FloatingPointRenderTargets is set to false. FloatingPointRenderTargets is the setting for removing (reducing) water and less fog at distance.
Code:
FogVolumes=False
FloatingPointRenderTargets=False


Remove Ships/Ship Shadows on DryDock
Code:
bAllowWholeSceneDominantShadows=False


Remove the sun, making all maps dark. Tracers are slightly easier to see at distance with this setting. I don't use this, but it is a big FPS gain. It looks extra terrible with the no fog settings.
Code:
DynamicLights=False


TribesInput.ini

Shrike sensitivity, adjust to your liking.
Code:
FlyingPitchSensitivity=70.000000
FlyingYawSensitivity=70.000000


Binding to drop sensitivity when you zoom in, just replace the default DoZoom command with this one. Adjust the sensitivity to whatever you use.
Code:
Bindings=(Name="DoZoom",Command="PressedZoom | SetSensitivity 10 | OnRelease ReleasedZoom | OnRelease SetSensitivity 25",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)


Binds to change sensitivity.
Code:
Bindings=(Name="Six",Command="SetSensitivity 1",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Bindings=(Name="Seven",Command="SetSensitivity 25",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)


Full Low FPS Tribes.ini with no fog/no water.

Chase ResX and ResY to whatever you use.

Code:
[SystemSettings]
StaticDecals=False
DynamicDecals=False
UnbatchedDecals=False
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=False
LightEnvironmentShadows=False
CompositeDynamicLights=False
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=1
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
Distortion=False
FilteredDistortion=True
DropParticleDistortion=True
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=False
UseVsync=False
Fullscreen=True
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
SkeletalMeshLODBias=1
ParticleLODBias=2147483647
DetailMode=0
ShadowFilterQualityBias=-1
MaxAnisotropy=0
MaxMultisamples=1
MinShadowResolution=16
MinPreShadowResolution=4
MaxShadowResolution=256
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=64
PreShadowFadeResolution=8
ShadowFadeExponent=0.250000
ResX=1920
ResY=1080
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=0.500000
PreShadowResolutionFactor=0.500000
bAllowBetterModulatedShadows=False
bAllowWholeSceneDominantShadows=False
Borderless=False
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=256,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=256,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=256,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=128,MaxLODSize=256,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
m_TrShadowLODGroup=0
m_TrTextureLODGroup=1

[TribesGame.TrAudioSettings]
m_nVolumeMaster=80
m_nVolumeEffects=100
m_nVolumeMusic=15
m_nVolumeVoice=100

[WinDrv.WindowsClient]
DisplayGamma=2.2

[TribesGame.TrGameEngine]
bSmoothFrameRate=False
MaxSmoothedFrameRate=62.000000
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False

[Engine.GameViewportClient]
bUseHardwareCursorWhenWindowed=TRUE

[TribesGame.TrDevice]
m_bTinyWeaponsEnabled=True

[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False

[TextureStreaming]
PoolSize=250
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=5.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=500.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128

[XAudio2.XAudio2Device]
MaxChannels=32
m_bEnableBassBoost=false

Screenshot of config posted above.

q1ge6l.jpg

Maybe add a link to it in the OP?
 
Perhaps CTF will prove more interesting and with more varied maps and gameplay when I get into that but the little I've seen of it didn't seem to. Will there be more modes of play in the final game? I think they should pull a fast one on the UT franchise and add something akin to the missing in UT3 Assault mode with Tribes twists. I loved that in UT2004. I'd pay for that tbh.
Start playing CTF like right now! It is by all accounts much better than TDM. I myself am not a hardcore player but after some games TDm became really boring. As you say it's basically always the same.

But CTF is a whole other world. You acquire XP and tokens a lot faster imo. You can play defense and protect the flag and or the generator, you can play offense and go for the flag or just destroy the enemy generator. By playing TDM you also restrict yourself from most of the classes and skills. No force fields, no turrets, no infiltrators...

Also you mentioned you want to purchase a spinfusor wielding class, but the soldier is unlocked right from the beginning?!
 
Good to know CTF is better.

I didn't say I'll unlock it I said I'll switch to it :P

I also unlocked the cheapest token class but I doubt I'll enjoy it with the little mobility it has.
 
Good to know CTF is better.

I didn't say I'll unlock it I said I'll switch to it :P

I also unlocked the cheapest token class but I doubt I'll enjoy it with the little mobility it has.

Juggernought? I didn't like him at first, but once you get into your roles of defending your flag, or going for the enemy gens, it can become quite fun. But fighting outside is just a pain in the ass.

http://www.examiner.com/pc-game-in-national/how-to-wreak-havoc-with-the-juggernaut-video

here is a pretty good introduction to the juggernaught class
 
I did not know this was a closed beta, and I was quite psyched to play. Would anyone please help a bro-man out?

[edit] Ah, yes, Facebook. Thank you Atomski.
 
Huge upset last night in an informal scrim between DS and Tao.

Crossfire, and Drydock.

No cast for the third map, but was a win for DS as well. The caster for these ones in specific is really knowledgeable about the game, very informative if you want to get some great insight.
 
is engineer class fun to play? I'm thinking where should I spend my gold.

Have you tried him in training mode?

Well the problem I have is that I simply love explosive weapons in Tribes and the engi only has his SMG (which is powerful though) and grenades.
What I love though is killing people with well placed turrets. Very satisfying. Also I love repairing stuff. You'll spend most of your time at homebase though. If you like that then the engi is probably for you.
 
got my key finally, did a bunch of CTF matches, coming from legions I really have to "tune" on tribes skiing (no downjet), but the first impression is really good.


nightside82, euro.
 
February 2, 2012: Tribes Closed Beta Version 0.1.742.0 Patch Notes
Published 01/26/2012 04:11 PM | Updated 02/02/2012 02:48 AM
Tribes Closed Beta Version 0.1.742.0
SERVER DOWNTIME: The Tribes Servers are expected to be down for a number of hours on THURSDAY, FEBRUARY 2, 2012 while the patch is deployed. Watch the Server Status on the game loader for the latest availability information.

CONVERSION NOTE: Due to the depth and breadth of changes in this update, users will start fresh in the game with no items purchased. Gold and XP will be refunded based on previously earned XP, Tokens and Gold in the game (such that your time in the game thus far is rewarded). This will allow each user to choose how to allocate their earnings optimally under the new system without being constrained by your previously made choices.

Major Highlights
● There is a new UI for all the front-end menus. Many aspects of the new UI are still a work in progress, so please forgive any issues or quirkiness.

● The class and purchase systems have undergone a major overhaul. The new system allows greater customization within a given class. Among the highlights:

○ There are now 9 classes instead of 12 (Pathfinder, Sentinel, Infiltrator, Soldier, Technician, Raider, Juggernaut, Doombringer, Brute).

○ New players receive the Pathfinder, Soldier and Juggernaut classes for free.

○ Each class has a default loadout associated with it that includes your Armor (Light/Medium/Heavy), a Primary Weapon, a Secondary Weapon, Belt item, a Pack, and two Perk Slots. You may unlock alternate weapons for each slot, using XP or Gold.

○ The class specific skill trees have been removed and replaced by a weapon-centric and armor-centric upgrade system. Upgrades are still unlocked using XP.

○ Perks have been overhauled. With this patch, there are 18 perks in the game -- nine assigned to Perk Slot 1 and nine assigned to Perk Slot 2. You now unlock Perks using XP or Gold. Once a perk is unlocked, it can be used on all classes.

○ Perks now have upgrades that can be purchased with XP, and contain additional functionality. (Example: The Pilot Perk gives +10% vehicle health, and has upgrades that provide +10% more health, with a final upgrade giving Ejection Seat).

● 16 new weapons have been added to the game.

● A new Crossfire Team Deathmatch map has been added. This map is an early iteration and is not in its final intended artistic or design state.

● Several new Rabbit maps have been added (using previously released Team Deathmatch maps as their base).

● Tokens have been removed from the game, and all purchases previously made through Tokens can now be made through XP (see CONVERSION NOTE).

Weapon/Balance Items
● The following Classes have been condensed:

○ Jumper has been removed, and most of Jumper’s weapons and gear are now available on Pathfinder. The Sawed-off Shotgun is now a Technician Secondary option.

○ Ranger has been removed, and Ranger’s weapons and gear are now available on Soldier.

○ Scrambler has been removed, and Scrambler’s weapons and gear are now available on Raider.

● The following new weapons have been added:

○ Light Assault Rifle (Pathfinder Secondary)

○ Explosive Nitron (Pathfinder Belt)

○ Phase Rifle (Sentinel Primary)

○ Falcon Auto-Pistol (Sentinel Secondary)

○ T5 Grenade (Sentinel Belt)

○ Stealth Spinfusor (Infiltrator Primary)

○ Prism Mines (Infiltrator Belt)

○ Thumper (Large version) (Technician Primary)

○ Sparrow Pistol (Technician Secondary)

○ Motion Sensor (Technician Belt)

○ MIRV Launcher (Juggernaut Primary)

○ X1 LMG (Juggernaut Secondary)

○ Disk Toss (Juggernaut Belt)

○ Heavy Bolt Launcher (Doombringer Primary)

○ Mines (Doombringer Belt)

○ Nova Colt (Brute Secondary)



● All Perks have been significantly modified, and many have been combined together. Perks have upgrades that can be unlocked with XP, and the final upgrade usually provides new functionality.

● Reduced damage by roughly 6% on Ranger’s Assault Rifle, Raider’s NJ4 SMG, and Infiltrator’s Rhino SMG. Reduced by 11% on Technician’s TCN4 SMG.

● Updated reticule on Doombringer’s Chaingun so it does not block visibility as much.

● Increased fire rate on Pathfinder’s Light Spinfusor. Slightly decreased damage, per the fire rate increase.

● Reduced starting clip size to 32 on Infiltrator’s Rhino SMG.

● Reduced Saber Launcher starting ammo to 8.

● Increased damage on Pathfinder’s Bolt Launcher to be more in line with other medium AOE weapons.

● Changed the way the Looter perk was calculated. It now gives a lot more bonus ammo to all weapons.

● ST Grenade was removed from the game, and replaced with a new option on Pathfinder.

● Reduced initial clip size to 28 on Technician’s TCN4 SMG.

● Fixed a bug that gave extra starting ammo to Raider’s Whiteout Grenade.

● Reduced initial values on Juggernaut’s Regen Pack.

● Reduced damage from Raider’s EMP Grenade, enhanced EMP effect in upgrade track.

● Increased damage on Infiltrator’s SN7 Pistol by roughly 6%.

● Reduced damage by roughly 8% on Soldier’s (previously Ranger’s) Thumper DX. Reduced knockback on Thumper DX to account for damage reduction.

● Reduced knockback on Whiteout grenade.

● Increased damage by roughly 8% on Juggernaut’s Fusion Mortar.

● Decreased damage on Shrike’s Plasma Cannon by 18%.

● Decreased energy recharge rate and maximum energy on Shrike Afterburner.

● Decreased Shrike Health by 33%.

● Increased effectiveness of non-tracking AOE based projectiles against Shikes. (Spinfusors, Thumpers, etc). Luck (or skill) shots provide a bigger payoff.

● Added vehicle boost to the Beowulf.

● Shotgun spread has been adjusted to be less “random” and more reliable. This affects Pathfinder’s Shotgun, Technician’s Sawed-Off Shotgun, and Brute’s Automatic Shotgun.

Additional Items
● All maps may now be roamed using the Training menu.

● Added a “Ski Challenge” mode under the Training menu. This is an early iteration. Expect further enhancements in future patches.

● CTF Bella Omega has had a significant change to it’s base layout. This is an early iteration and is not in its final intended art.

● CTF Arx Novena has had a significant change to it’s interiors. The Bases have been moved further apart (15% distance increase). Workplace safety has installed security fields over the bottomless pits. One of the towns was sacked. This is an early iteration and is not in its final intended art.

● CTF Katabatic has additional inventory stations near the generator. The flight ceiling has been raised.

● Some performance optimisations on Drydock. More still planned.

● The overhead carets and names of players on your friends list will show as green instead of blue when inside of a match, so long as they are on the same side as you.

● You may now switch your active class using Hotkeys (as an alternative to visiting the Change Class menu). The Hotkeys default to Numpad1 through Numpad9 and are configurable under SETTINGS | KEYBINDINGS | HOTKEYS.

● Added a simple ammo indicator when in third-person mode.

● A subsystem has been added for users to redeem promotions inside the game using the EXTRAS menu.

● A “MINIMAL” option has been added under Graphics Detail settings. This better optimizes the game for lower-end machines. Note that additional improvements and optimizations are still planned.

● New Base Turret Fire and Projectile sounds.

● Fix for wolf howl on Arx Novena. Will not play as often as before.

● All projectile explosions and weapons fire now apply a low pass filter at closer range.

● Fixed issue with certain weapons damaging the Shrike pilot when you were shooting any part of the Shrike and not just the cockpit.

● Fixed melee, grenade, and mine animations not properly playing.

● Tweaked the Shrike controls: increased reverse thrust, vertical thrust, and added separate pitch/yaw sensitivity Configuration (under Settings | Gameplay).

● Fixed the Shrike going into a death spiral when no player was piloting it.

● Fixed bug with inventory stations not providing loadouts.

● Fixed call-ins not working if you were killed the moment it deducted credits.

● Fixed the saber launcher being able to instantly lock-on to players.

● Fixed players dying when colliding with friendlies or goomba’ing friendlies/enemies.

● Fixed friendly players being able to block tank shots by sitting on the turret.

● Fixed sound issues with drop jammer ‘jammed’ loop playing across the map.

● Fixed projectile-bullets not playing impact sounds properly.

● Fixed an offline forcefield colliding with tracers, making it appear as if bullet-projectiles and projectiles weren’t going through.

● Fixed issue with base asset damage/death effects not working properly when you first join the server.

● Fixed issue where sticky projectiles weren’t properly exploding.

● Fixed issues with the chaingun loop not ending in a variety of situations.

● Added a timer where all turrets will ignore an invulnerable player to discourage turret farming at spawn points.

● Mines and grenades now consume ammo as soon as the button is pressed, allowing the player to pick up ammo while throwing and be credited for mine/grenade ammo.

● Zooming in while in third-person will kick you back to first-person.

● Fixed objectives not properly taking damage from bullet projectiles when the player was too close.

● Fixed issue where the client could crash or the screen would go black when skiing into objects.

● The Beowulf’s view pitch is now properly limited depending on how inline your view is with the vehicles. When looking the highest you can when the Beowulf is tilted down a hill this still properly limits the view, but does allow a higher view than previously capable when looking backwards which was tilted up.

● Fixed vehicle overhead damage numbers being inaccurate.

● Fixed using the thrust/jump pack while jetting breaking jetpack functionality.

● Flags get a larger impulse when landing on vehicles, preventing them from landing on vehicles and being driven across the map.

● Fixed the ability to place turrets behind walls.

● Made placing deployables more reliable.

● Infiltrators will now only reveal if they throw a belt-item and have ammo.

● Fixed lowered FPS when entering a vehicle with the repair gun equipped.

● Fix for player doing self damage when shooting automatic weapons at feet.

● Flags now animate and react to the flag holder’s movement.

● Overhead damage numbers for shotgun damage now properly display each impact of the spread on its victims.

● Fixed an issue where a friendly flag carrier’s player name would be off-center.

● Overhead damage numbers will display from damage done from a personal deployed turret to a vehicle.

● Added in a new INI setting, PlayerShadowFadeResolution, for handling the fading away of player shadows. Player shadows should now be visible at a larger distance as a result.

● Fixed an issue where turret animations would sometimes not orient correctly if the turret was aiming at a target behind it.

● Fixed an issue where the overhead damage numbers would display if looking directly away from the location of the damage.



Known Issues
● Since this update contains a massive amount of changes, we expect our tester community will find a significant number of issues. Found bugs can be posted in the Closed Beta Private Forums.

● Bass Boost is not in the Audio Settings, this will be added in a later patch.

Jeebus. This is going to be amazing.
 
Jeebus. This is going to be amazing.

Incredible. This is the first major change for a game, where I agree on all accounts. :bow: HiRez :bow:


training mode?

where is it?

edit:
ok, found it. I don't understand how to place a turret though.

I guess you will have found out about it now, but all classes special ability is on "C". That includes turrets, drop jammers, stealth, jump packs, etc...
 
Just saw it. Huge change. Now what else will the old Tribes vets bitch about now? Did they ever alter projectile velocity inheritance more?
Yeah, awhile back. Though still, just like T1 and T2, Chaingun/AR/SMG > all.

twitch.tv/hirezbart

Casted a bunch of stuff, think they're still up there if you want to rewatch.

also, twitch.tv/kudochop will be up in a few hours prolly, after I let him stop doing website work. :P
 
My fucking God @ the latest update. Literally brought a tear to my eye to see a dev listening to the fans so closely.

They REALLY want this game to be a success with old school Tribes fans.
 
Game has still been awesome up to this point.

My predictions for immediate comp changes (at least for US, euros are weird):

1) Pathfinder D. Chasing is now a possibility. Disc + SMG + jump pack + explosive nitron.

2) Arx + SMG + Whiteout nade will now be standard for LO/MO.

3) HoF will now be around more frequently thanks to mines.

4) Thumper/AR will be replaced by Disk + AR. I'd imagine almost all Euros will switch to this. (they have been running 7 Rangers previously)

5) Inf will be #1 capper.
 
it's good that I waited with my purchase. I think I'll buy VIP this weekend.
Due to the depth and breadth of changes in this update, users will start fresh in the game with no items purchased. Gold and XP will be refunded based on previously earned XP, Tokens and Gold in the game (such that your time in the game thus far is rewarded). This will allow each user to choose how to allocate their earnings optimally under the new system without being constrained by your previously made choices.

Didn't have to wait with your purchase! ;)

HiRez am delivering.
 
What an insanely awesome update! I'm just wondering how they're going to monetize the game post-release. New classes? Perks? What?

I think they've already said they won't charge for maps or game types, so what else is there?

Maybe the introduction of different weapon load-outs on the same class will enable them to sell new weapons too.
 
I'm going to guess weapons, because holy crap some of them are expensive. 170k exp/720 gold for a single weapon.
 
I'm going to guess weapons, because holy crap some of them are expensive. 170k exp/720 gold for a single weapon.

Wow yeah, didn't realize how much more there is to buy now with this update. Could be good, could be bad, haven't dug into it that much yet.
 
Wow yeah, didn't realize how much more there is to buy now with this update. Could be good, could be bad, haven't dug into it that much yet.

$10/weapon is pretty bad. I understand Hi-Rez has to make money somehow, but that is a bit excessive.
 
$10/weapon is pretty bad. I understand Hi-Rez has to make money somehow, but that is a bit excessive.

Isn't it less now though? I mean I bought the StarterPack which had 3000 gold but now I have 6000 so it's more like 5$ and not 10$...
 
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