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PostPosted: Fri Sep 11, 2015 5:19 pm 
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Location: Amite, Louisiana


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Patch Notes

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PostPosted: Sun Sep 13, 2015 4:01 pm 
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I like it but some of these combos... :shock:

I mean, "cloaked" snipers... really, was that even necessary?

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PostPosted: Sun Sep 13, 2015 6:16 pm 
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:lol:

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PostPosted: Mon Sep 14, 2015 9:57 am 
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I've had a blast with the an infiltrator armed with a bolt launcher and nitrons to get the flag back.

Some of my suggestions to the dev team will annoy some peeps though!

What time will you be on for "in depth" trolling err data analysis? :twisted:

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PostPosted: Wed Sep 16, 2015 1:45 pm 
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Joined: Sun Oct 01, 2006 5:50 pm
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Location: York, PA.
so far its the same as before.. every shot someone fires at me kills me. and every shot I fire at someone misses... joking aside I don't know what changed but I can't get up any speed and I can't hit the broad side of a barn. :?: did they change the physics? it seems that the next weapon /previous weapon key(Q) for me, no longer works. the only way I can change weapons is to press 1,2,3,or 4 which is cumbersome and clunky for me..

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PostPosted: Sat Sep 19, 2015 9:34 am 
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I use the mouse scroll wheel to switch weapons and what packs and perks are you using? I'm sticking to using the light class, mostly infiltrator.

There's the same amount of trolling in the public test server as the regular servers.
So far I haven't seen the snipe push, teleport or infinite energy hacks that end all fun game play.

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PostPosted: Sun Sep 20, 2015 2:00 pm 
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Location: York, PA.
it appears they fixed the next weapon mapping issue. q works now. I use the mouse wheel to throw grenades. :D

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PostPosted: Sat Sep 26, 2015 8:00 am 
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The New Patch SUX!!!

It's nerf football in T:A now, let's just fight with cottonballs! Oh and capping requires no skill, there's no real threat to a capper. No rage perk for chasing either. Turrets... if you can compare turrets to smartphones, then these turrets are dumber than landlines!

NO CALL-INS! No INVENTORY DROPS, bright "happymod" NERFED MINES, and the infiltrator is a joke. I only like the class because it was a challenge to play it, now it's a waste of time.
I think I'll play medium, sniper or cap and really annoy Hbarr now! :lol:

NERFED TANK, 'nuff said!

https://docs.google.com/document/d/14NQ ... 2Ql2Ac/pub
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Tribes: Ascend 1.1 PTS 2 Patch Notes (Out of the Blue)
Out of the Blue
Tribes: Ascend Version 1.1, PTS 2, September, 2015
Public Test Server Notes
We need your help! Prior to release on the live servers, this release will be made available for general public testing on a test server. The purpose of this server is to allow us to gain end-user feedback and bug testing on the release before we fully finalize the release. In order to make this release as good as we can, we need the Tribe’s community to help us test and to give feedback!
We currently expect the release to be placed onto the Public Test Server on or before September 28, 2015. Once the release is made available on PTS, we will publish installation and test instructions.
Feedback should be provided on the Tribes Reddit at https://www.reddit.com/r/Tribes/ 
Latest community request document
New CTF Map
An early version of Ice Coaster has been added to the game.
“Ice Coaster is inspired by Tribes 1 legacy map Rollercoaster”
Added to the CTF All Maps rotation.
Added to the featured list with Terminus.
Terminus and Ice Coaster are now available to be run on private servers.
Gameplay
All active devices have been rebalanced. See PTS 2 weapon stats spreadsheet.
Additional optimizations have been made to improve network performance.
Projectile collision sizes have been adjusted to be similar across devices.
Impact projectiles size set to 15, up from 10.
Timed explosives size set to 20, down from 42.
Automatic projectile sizes set to 25, down from 50.
All explosive damage falloff has been converted to linear falloff.
“Linear falloff allows players to adjust how much damage vs. impulse they get from disk jumping and other explosives. It also rewards better shots for skilled players, allows for larger explosions increasing new player's likelihood to hit, and is a simpler system to understand.”
Removed direct hit bonus on almost all weapons, greatly reduced on others.
Removed minimum damage clamping
Increased all explosive radii
Call-ins removed
“Requiring Call-ins to clear defensive stacking is not fun, nor does it promote skill-based gameplay and teamwork. We have made appropriate adjustments to nerf stacking and are subsequently able to remove call-ins. The deployable inventory station will be coming back in another form in a future PTS.”
The following weapons have been changed back to hitscan. Damage and falloff values were also adjusted.
 “This was an over-aggressive change to high-ping players that negatively impacted their ability to play the game in its current state. The hitscan weapons damage and falloff values have been adjusted to be balanced with other non-hitscan sidearms.”
Light: Sparrow
Medium: Eagle
Heavy: Nova Colt
The following weapons have been set to utilize 100% inheritance
“At the community’s request, a set of 100% inheritance automatic weapons have been added to each armor.”
Light: Falcon SMG
Medium: NJ4 SMG
Heavy: X1 LMG
Numerous stealth gameplay adjustments
A stealthed player may not pick up or return the flag.
Stealth pack now reveals when you are jetting.
Stealth pack may not be active while the flag is being carried.
When a pack is toggled on, such as a shield or stealth pack, the health regen timer is reset. It then starts over from the beginning once the pack is turned off.
The Phase Rifle now locks a passive energy pack into your pack slot overriding whatever was there before.
There are some known issues here with the UI. The old pack will appear locked in the pack slot. However, an energy pack is actually locked in the slot. The in-game hud shows the correct pack however.
All shotguns have had their spread reduced and patterns adjusted.
Deployable explosives have had their damage reduced and impulse increased.
Screen shake has been reduced by 50%, and its length also reduced by 30%.
The Rocket Turret has been moved to Heavy armor.
Vehicles no longer require credits to purchase.
Equipment Changes
Current loadout spreadsheet
Weapon Class System
“Weapons have been simplified and condensed down to a less overwhelming number. Weapons will come back in a later patch if they offer additional gameplay value. Damage numbers, ammo counts, radii, and falloff have all been modified to further balance the game.”
Impact - Explode on impact
Automatics - Rapid fire weaponry
Timed - Fuse timed explosives
Sidearms - Small backup weaponry
Short Range - High damage short range weaponry
Speciality - Armor specific weaponry
Light Armor
“We are increasing the number of weapons carried by light armor to support the classic, and well rounded, Disk + Chain + Grenade Launcher loadout.”
Health set to 1000, up from 900.
Light armor may now carry 3 weapons.
A light grenade launcher has been added with 100% inheritance.
Default loadout:
Light Spinfusor
Light Assault Rifle
Light Grenade Launcher
Impact Nitron
Thrust Pack
Medium Armor
“Armor mass, air control, and ski control values have been adjusted to make capping in medium armor more difficult than light armor.”
Health set to 1300
Medium armor is now 10% larger
Mass set to 110, up from 100
Flight acceleration set to 140, down from 150
Jetpack initial acceleration set to 1400, down from 1500
Ski control percentage set to 0.55, down from 0.65
Air/Ski control reduced by 10%
Default Loadout:
Spinfusor
Assault Rifle
Grenade Launcher
AP Grenade
Shield Pack
Heavy Armor
“Armor mass has been adjusted to help players fulfill Heavy on Flag duties. Energy regeneration and jetpack changes were made to improve quality of life as Heavy. Finally, air control and ski control values have been adjusted to limit heavy capping viability. Essentially, heavies can get around the map easier but flag running is not viable.”
Health set to 2600
Energy regeneration set to 12, up from 10.
Mass set to 160, up from 130.
Air control reduced by 50%
Ski control reduced by 40%
Flight acceleration set to 120, up from 110
Default Loadout:
Heavy Spinfusor
Chaingun
Fusion Mortar
Auto Shotgun
Frag Greade
Heavy Shield Pack
Packs
“Packs providing only passive effects have been removed from the game. All remaining packs have an active functionality.”
All equipable passive packs have been removed from the game.
Light Energy Recharge
Medium Utility
Heavy Survival
Heavy Health Regen
Heavy Energy
All equipable packs have an ability bound to the pack button (C by default).
Light Thrust
Light Stealth
Medium Shield
Medium Jammer
Medium Light Turret
Heavy Shield
Heavy Force Field
Heavy Rocket Turret
Perks Removed
“Perks were not compelling enough. Some specific combinations were required to fulfill a role adequately, others didn’t promote good playstyle behavior, or they were next to useless and never picked.”
Perks removed
Bounty Hunter
Close Combat
Determination
Looter
Pilot
Potential Energy
Safety Third
Sonic Punch
Rage
Rage will be returning in a future PTS redesigned.
All Armor passively receives
Quickdraw
-30% weapon switch time on weapons and belt items.
Reduced value, previously quickdraw granted -50% switch time.
Stealthy
+50% targeting time vs turrets.
Light Armor now passively receives:
Egocentric
-15% self damage
Lightweight
-30% mass
Wheel Deal
Increased vehicle energy
Reach
Flag radius increased to 55, up from 40 (Default)
Medium Armor now passively receives:
Wheel Deal
Increased vehicle energy
Mechanic
+15% repair rate with repair tools
Survivalist
+15% health off of ammo drops
Safe Fall
25% less fall damage
Vehicle impact protection has been removed.
Heavy Armor now passively receives:
Super Heavy
Impact damage dealt to body blocked players
Additional mass has been removed from perk
Mechanic
+15% repair rate with repair tools
Ultra Capacitor 1 + 2
+20 Energy
Belt Items
“To reduce grenade spam and defensive stacking belt item numbers have been reduced. Maximum Belt item deployed numbers have also been reduced.”
Grenade counts have been reduced to 2 across the board to reduce spam.
Deployables like Mines and Claymores have been reduced to 1, this is to require the player to go and resupply if they want more.
Deployable explosives are now limited to 1 out per player.
NOTE: There are known usability issues and UI deficiencies associated with this transition that make it more difficult than it should be to both equip your weapons and to understand what you have equipped.  There are also known bugs with the display on the HUD of your equipped weapons.  We want to test this system on PTS prior to finalizing the User Interface, as feedback from testing could lead to changes in the overall design, which may in turn impact the user interface.
UI
A work in progress weapon loadout bar is now enabled by default. It shows the following:
Weapon slots, belt items, and packs equipped.
Keys bound to these slots
Which weapon slot is currently selected
Active and Passive reload progress
Ammo for each slot
Credit Counter / Call-ins UI has been removed as we move towards removing credits.
Once a weapon is picked while outfitting your loadout you are automatically brought back to the base level of your currently selected loadout.
Mousewheel scrolling has been added to the vertical stack menu.
Old progression tracks have been removed from equipment menus.
Misc.
Standardized particle system size for automatic projectiles to help read distances better.
Picking up dropped ammo now replenishes all weapon slots for the appropriate amount.
Picking up a repair tool now swaps with your current weapon in hand.
All skins are now available on the appropriate armor.
Fixed an issue where new maps couldn’t be spun up by private servers.
Fixed an issue where previous/next weapon keybinds were not behaving properly.
Fixed an issue where weapon upgrades were still applying in PTS1
Fixed an issue on Arx Novena where spawn points were not symmetrical.
Fixed an issue on Fraytown where players could enter block weapon collision volumes.
Fixed water areas in Terminus where you could go below the water level.
Fixed water collision vs projectiles in Terminus.
Fixed an issue with animations not being tagged for sound/particle fx on throwing knives.
Fixed an issue where ini texture mip level could be set lower than the minimum supported.
Modified drydock spawns to never drop you in the middle of the basin.
Sentinel skin transparency effect has been reduced by 75%
Jetpack trail visibility has been reduced by 50%
Mines have glowing fresnel added to them and they glow more aggressively at distance.
/stat unit is now supported. This will show more detailed CPU and GPU usage informat.
Balance Changes
Light Weapons
Light spinfusor
“All base spinfusors are balanced between light, medium, and heavy.”
Class is now Impact
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage.
Damage set to 700, up from 550
Range set to 540, up from 360
Collision size set to 15, up from 10.
Twinfusor
“Twinfusors offer more opportunity to hit targets, with smaller splash damage. If you do manage to hit your target both times directly it does a little more damage than a single MA.”
Class is now Impact
Damage falloff is now linear
Direct hit multiplier set to 1.1, down from 1.4
Damage set to 350, down from 410
Range set to 500, up from 360
Collision size set to 15, up from 10.
Bolt Launcher
“Bolt launchers and thumpers are good for stand clearing and dueling. They are also more forgiving and offer larger splash damage radii.
Class is now Impact
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage.
Damage set to 715, up from 650
Range set to 600, up from 360
Collision size set to 15, up from 10.
Blinksfusor
“The best chasing spinfusor without a doubt. Still 100% inheritance, still 100% intuitive. Offers a small 10% direct hit bonus for midair hits.”
Class is now Impact
Damage falloff is now linear
Direct hit multiplier set to 1.1, down from 1.4
Damage set to 650, up from 550
Range set to 540, up from 340
Collision size set to 15, up from 10.
Light Assault Rifle
“The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
Class is now Automatic
Damage set to 75, down from 80
Min damage set to 50%, down from 75%
Collision size set to 25, down from 50.
Range set to 6000, down from 8000
Damage falloff now starts at 10% range and falls of to 50%
Magazine size set to 24, up from 21
Max ammo carried set to 192, up from 120
Falcon SMG
“The Falcon SMG, NJ4 SMG, and X1 LMG have been balanced between one another. Their hitbox size has been dramatically reduced. They now fire faster and offer 100% inheritance.”
Class is now Automatic
Inherits 100% of player velocity
Fire Interval set to 0.08, down from 0.1
Damage set to 60, down from 65
Min damage set to 50%, down from 70%
Collision size set to 25, down from 50
Range set to 6000
Damage falloff now starts at 10% range and falls of to 50%.
Magazine size set to 30, up from 20
Max ammo carried set to 180, up from 100
Light Grenade Launcher
“The all new Light Grenade Launcher offers balanced gameplay with the standard grenade launcher but offers 100% inheritance.”
New weapon based on Grenade Launcher for Medium Armor
Class is Timed
Inherits 100% of player velocity
Falloff is linear
Damage set to 500
Fuse time set to 1.5 seconds
Range set to 550
Collision size set to 20
Jackal
Class is now Timed
Damage falloff is now linear
Removed stick bonus, moved bonus damage to base damage.
Damage set to 225, up from 200
Collision size set to 20, down from 42
Throwing Knives
“The throwing knives now function like a sidearms. Hitbox sizes have been reduced, splash damage removed, and damage falloff is balanced with other sidearms.”
Class is now Sidearm
Fire Interval set to 0.4, down from 0.5
Damage set to 300, up from 100
Damage now falls off at distance.
Min damage set to 50%, down from 100%
Speed set to 18000, up from 15000
Removed Splash damage.
Collision size set to 25, down from 50
Added damage fall off, max range set to 6000.
Damage falloff now starts at 10% range and falls of to 50%
Sparrow
Class is now Sidearm
Reverted to hitscan
Damage set to 100, up from 90
Min damage set to 50%, up from 40%
Magazine size set to 12, down from 24
Range set to 6000, down from 10000
Damage falloff now starts at 10% range and falls of to 50%
Shocklance
Class is Miscellaneous, this is a temporary work around
Class eventually will be Close Range
Range set to 960, up from 500
Base damage set to 650, down from 700
Shared between Light, Medium, and Heavy armors
Shotgun
Class is now Close Range
Damage set to 80, up from 65
Range set to 2500, down from 3000
Damage falloff starts at 10% range and falls of to 50% damage at range
Reduced spread, now sends at least one pellet down the center of the crosshair
BXT1
“The BXT1 is now considered a battle rifle instead of a sniper rifle. It does not come with the heavy constraints of the Phase Rifle, but it has its limitations. It’s best for mid range softening or finishing targets.”
Class is now Specialty
Base damage set to 250, down from 500
Removed scope charge time.
Removed out of scope damage penalty.
Falloff distance set to 8000, down from 100000
Damage falloff is starts at 50% range and falls of to 50% damage at range
Phase Rifle
“The Phase Rifle is now controlled by its energy usage. No fall off, means that timing your shots with your energy pool regen is the most important factor. Due to it’s high energy drain it’s very hard to use while traversing, or just after having jetted. It locks an energy pack in your pack slot so it can not be paired with any packs.”
Class is now Specialty
Base damage set to 0, down from 60
Damage per energy set to 3.5, down from 5
Max energy consumed set to 100, up from 90
Distance falloff removed
Selecting this weapon will override your pack with an energy pack and lock the slot
Impact Nitron
“The damage reduction to Impact Nitrons is to allow for extra impulse from additional explosive jumps. The radius has been reduced as well to make them a little harder to force a flag drop.”
Damage falloff is now linear
Damage set to 200, down from 300
Radius set to 350, down from 460
Collision size set to 20, down from 42
Explosive Nitron
“Damage reduction to allow for more impulse.”
Damage falloff is now linear
Damage set to 425, down from 650
Radius set to 400, up from 360
Collision size set to 20, down from 42
Sticky Grenade
“Detonation time changed to balance comparatively to other grenades”
Damage falloff is now linear
Damage set to 500, down from 1000
Detonation time set to 2 seconds, up from 1.5 seconds.
Collision size set to 20, down from 42
Claymore
“Claymores have been dramatically adjusted. Players hit by them should be softened by them instead of outright killed.”
Damage set to 300, down from 700
Detonation Radius set to 150, down from 200
Radius set to 400, up from 300
Setup time has been increased to 4 seconds, up from 2 seconds
Impulse increased by 50%
Carry number set to 1
Max deployed per player set to 1
Jumper Pack
No changes
Stealth Pack
Drain set to 8, up from 5
All other devices removed from the game temporarily.
Medium Weapons
Spinfusor
“All base spinfusors are balanced between light, medium, and heavy.”
Class is now Impact
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage.
Damage set to 700, up from 650
Range set to 540, up from 360
Reload speed set to 1.25, down from 1.5
Collision size set to 15, up from 10
Twinfusor
“Twinfusors offer more opportunity to hit targets, with smaller splash damage. If you do manage to hit your target both times directly it does a little more damage than a single midair impact.”
Class is now Impact
Damage falloff is now linear
Direct hit multiplier set to 1.1, down from 1.4
Damage set to 350, down from 410
Range set to 500, up from 360
Reload speed set to 1.4, down from 1.6
Collision size set to 15, up from 10.
Thumper
“Bolt launchers and thumpers are good for stand clearing and dueling. They offer larger splash damage so they are a bit more forgiving.”
Class is now Impact
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage.
Damage set to 550, down from 650
Range set to 600, up from 360
Collision size set to 15, up from 10
Plasma Gun
“The plasma gun is ideal for tearing up base assets and destroying vehicles, but it’s still quite potent against enemy players if you can land the slower projectiles.”
Class is now Impact
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage.
Damage set to 500, up from 400
Range set to 400, up from 270
Collision size set to 20, down from 25
Speed set to 3000, down from 3620.
Impulse set to 6250, up from 5000.
Damage bonus to generators set to 200%, up from 125%
Damage bonus to sensors, and turrets set to 400%, up from 330%
Assault Rifle
“The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
Class is now Automatic
Fire Interval set to 0.1, down from 0.11
Damage set to 75, down from 80
Min damage set to 50%, down from 75%
Collision size set to 25, down from 50.
Damage falloff starts at 10% range and falls of to 50% damage at range
Max ammo carried set to 192, up from 144
NJ4 SMG
“The Falcon SMG, NJ4 SMG, and X1 LMG have been balanced between one another. Their hitbox size has been dramatically reduced. They now fire faster and offer 100% inheritance.”
Class is now Automatic
Inherits 100% of player velocity
Fire Interval set to 0.08, down from 0.11
Damage set to 65, down from 75
Collision size set to 25, down from 50
Range set to 6000
Damage falloff starts at 10% range and falls of to 50% damage at range
Min damage set to 50%, down from 75%
Magazine size set to 30, up from 24
Max ammo carried set to 180, up from 144
Grenade Launcher
Class is now Timed
Damage falloff is now linear
Damage set to 500, down from 550
Range set to 550, up from 500
Collision size set to 20, down from 42
Arx Buster
Class is now Timed
Damage falloff is now linear
Fire Interval set to 0.35, up from 0.25
Damage set to 250, down from 600
Range set to 400, up from 360
Collision size set to 20, down from 42
Nova Blaster
“The Nova Blaster has moved over from light to be the medium armor’s projectile pistol. Values have been adjusted to make it feel more like other projectile pistols.”
Moved from Light to Medium
Class is now Sidearm
Fire Interval set to 0.4, up from 0.35
Damage set to 300, down from 350
Reload time set to 1.8, down from 2
Speed set to 18000, up from 8000
Collision size set to 25, down from 50
Added damage falloff, Range set to 6000, down from 8000
Damage falloff starts at 10% range and falls of to 50% damage at range
Eagle Pistol
Class is now Sidearm
Reverted to hitscan
Magazine size set to 12, down from 16
Range set to 6000, down from 10000
Damage falloff starts at 10% range and falls of to 50% damage at range
Shocklance
Class is Miscellaneous, this is a temporary work around
Class eventually will be Close Range
Range set to 960, up from 500
Base damage set to 650, down from 700
Shared between Light, Medium, and Heavy armors
Sawed off Shotgun
Class is now Close Range
Damage set to 65, up from 70
Range set to 2500, down from 3000
Damage falloff starts at 10% range and falls of to 50% damage at range
Reduced spread
Improved Repair Tool
Class is now Specialty
AP Grenade
Damage set to 500, down from 1200
Collision size set to 20, down from 42
EMP Grenade
Damage set to 300, down from 600
Radius set to 600, up from 320
Collision size set to 20, down from 42
Cluster Grenade
Damage set to 200, down from 400
Radius set to 500, down from 600
Collision size set to 20, down from 42
Secondary explosive damage set to 100, down from 425
Secondary explosive collision size set to 20, down from 42
Repair Kit
No Changes
Shield Pack
Energy drain set to 8, up from 3
Jammer Pack
Energy drain set to 4, up from 3
Light Turret
“Deployable numbers changed to reduce defensive stacking”
Max deployed per player set to 1
All other devices removed from the game temporarily
Heavy Weapons
Heavy Spinfusor
“All base spinfusors are balanced between light, medium, and heavy.”
Class is now Impact
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage
Damage set to 700, down from 750
Range set to 540, up from 360
Reload speed set to 1.25, down from 1.8
Collision size set to 15, up from 10
Heavy Twinfusor
“Twinfusors offer more opportunity to hit targets, with smaller splash damage. If you do manage to hit your target both times directly it does a little more damage than a single midair impact.”
Class is now Impact
Damage falloff is now linear
Direct hit multiplier set to 1.1, down from 1.4
Damage set to 350, down from 440
Range set to 500, up from 360
Reload speed set to 1.4, down from 1.9
Direct hit multiplier set to 1.5, up from 1.4
Collision size set to 15, up from 10
Heavy Bolt Launcher
“Bolt launchers and thumpers are good for stand clearing and dueling. They offer larger splash damage so they are a bit more forgiving.”
Class is now Impact
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage
Damage set to 715, down from 750
Range set to 600, up from 360
Reload speed set to 1.5, down from 1.7
Direct hit multiplier set to 1.3, down from 1.4
Collision size set to 15, up from 10
Plasma Cannon
“The plasma cannon is ideal for tearing up base assets and destroying vehicles, but it’s still quite potent against enemy players if you can land the slower projectiles.”
Class is now Impact
Fire Interval set to 0.74, down from 0.85
Damage falloff is now linear
Removed direct hit bonus, moved bonus damage to base damage
Damage set to 715, up from 460
Range set to 400, up from 270
Reload speed set to 1.8, down from 2.75
Collision size set to 20, down from 25
Impulse set to 6250, up from 5000.
Damage bonus to generators set to 200%, up from 125%
Damage bonus to sensors, and turrets set to 400%, up from 330%
Chaingun
“The Light Assault Rifle, Assault Rifle, and Chaingun have been balanced between one another. Their hitbox size has been dramatically reduced.”
Class is now Automatic
Spin-up time reduced to 1 second, down from 1.5 seconds.
Fire Interval set to 0.1, down from 0.11
Damage set to 75, down from 95
Collision size set to 25, down from 50
Speed set to 21000, up from 18000
Range set to 6000
Damage falloff starts at 10% range and falls of to 50% damage at range
Min damage set to 50%, down from 75%
X1 LMG
“The Falcon SMG, NJ4 SMG, and X1 LMG have been balanced between one another. Their hitbox size has been dramatically reduced. They now fire faster and offer 100% inheritance.”
Class is now Automatic
Inherits 100% of player velocity
Fire Interval set to 0.08, down from 0.11
Damage set to 60, down from 75
Collision size set to 25, down from 50
Reload speed set to 2, down from 2.75
Range set to 6000
Damage falloff starts at 10% range and falls of to 50% damage at range
Min damage set to 50%, down from 75%
Magazine size set to 30, down from 40
Max ammo carried set to 240, down from 320
Fusion Mortar
Class is now Timed
Damage falloff is now linear
Range set to 1000, up from 700
Collision size set to 20, down from 42
Speed set to 4000 (Deluxe’s value value), up from 3500
MIRV Launcher
Class is now Timed
Damage falloff is now linear
Damage set to 100, down from 200
Bomblet damage set to 325, down from 450
Range set to 700
Collision size set to 20, down from 42
Nova Blaster MX
“The Nova Blaster MX has moved over from light to be the heavy armor’s projectile pistol. Values have been adjusted to make it feel more like other projectile pistols.”
Moved from Light to Heavy
Class is now Sidearm
Reload time set to 1.8, down from 2
Magazine size set to 5, down from 16
Fire Interval set to 0.4, up from 0.25
Damage set to 300, up from 250
Min damage set to 50%, down from 100%
Speed set to 18000, up from 8000
Collision size set to 25, up from 15
Range set to 6000
Damage falloff starts at 10% range and falls of to 50% damage at range
Nova Colt
Class is now Sidearm
Reverted back to hitscan
Fire Interval set to 0.16, down from 0.24
Damage set to 100, down from 190
Magazine size set to 12, up from 6
Weapon Range set to 6000, down from 10000
Damage falloff starts at 10% range and falls of to 50% damage at range
Automatic Shotgun
Class is now Close Range
Damage set to 60, up from 45
Range set to 2500, down from 3000
Damage falloff starts at 10% range and falls of to 50% damage at range
Reduced spread
Shocklance
Class is Miscellaneous, this is a temporary work around.
Class eventually will be Close Range
Range set to 960, up from 500
Base damage set to 650, down from 700
Shared between Light, Medium, and Heavy armors
Gladiator
Class is now Specialty
Removed direct hit bonus.
First explosion damage set to 300
Second explosion damage set to 250
Third explosion damage set to 200
Sabre Launcher
Class is now Specialty
Thrown Spinfusor Disk
Damage set to 450, down from 1200
Range set to 300, down from 700
Removed direct hit bonus.
Collision size set to 15, down from 42
Frag Grenade
Damage set to 500, down from 900
Radius set to 500, down from 520
Fuse Time increased to 2 seconds, up from 1.5
Collision size set to 20, down from 22
Fractal Grenade
“Fractal’s area denial time has been drastically reduced; its final explosion damage has also been reduced by 90%”
Damage set to 150, down from 1500
Secondary explosive damage set to 150, down from 370
Fractal Time reduced to 2 seconds, down from 4.5
Now fires 10 secondary shots, instead of 22
Collision size set to 20, down from 42
Mines
Damage set to 300, down from 700
Detonation Radius set to 150, down from 200
Radius set to 400, down from 300
Setup time has been increased to 4 seconds, up from 2 seconds
Impulse increased by 50%
Carry number set to 1
Max deployed per player set to 1
Heavy Shield Pack
“The heavy shield pack now mitigates impulse from explosions. This should promote its usage while filling Heavy on Flag duties.”
Energy drain set to 11, up from 8.5
While active Heavy shield pack now reduces impulse by 50%
ForceField
Max shield impact damage set to 300, down from 800
Min shield impact damage set to 0, down from 100
Min required speed for damage increased by 400%
Rocket Turret
Moved from Medium to Heavy Armor
Max deployed per player set to 1
All other devices removed from the game temporarily.

_________________
"Down with democracy... we need more dictatorships"! Galamoth :D
"Derms, celebrate your independance"! Babz :P
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PostPosted: Sun Sep 27, 2015 3:15 pm 
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Posts: 2120
Location: Amite, Louisiana
Call ins were unnecessary, and hirez did say the inventory station deployables will make a return, These changes are bringing this game more in line with previous tribes games, and I like the direction its heading in. Give it time, all the changes are positive moves imo. Based on the changes this shows the dev team is actively listening and deploying changes based on community feedback. Balance can always be fixed(and obviously balance as of right now is not where it needs to be, but ascend was never really well balanced to begin with) but with the sweeping changes like this it is hard for balance to be perfect. Be sure to keep providing feedback. Also, I played Ice Coaster and I need more tribes 1 inspired maps in my life. Did not expect to play that map in Ascend :)

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PostPosted: Sun Sep 27, 2015 8:36 pm 
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Runt Dawg
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Joined: Fri Oct 29, 2004 8:43 pm
Posts: 471
Location: Alberta Canada
Gee Dunna, aren't you glad you didn't have to type that whole thing. You would have really lost me. :D

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PostPosted: Tue Sep 29, 2015 11:53 am 
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Joined: Tue Sep 16, 2003 12:09 pm
Posts: 4715
Location: Milky_Way\Earth\USA\PA\Philly!
Hi Windjammer, how ya been buddy! :D
edit: Happy Belated Birthday!!! :party

Beggin, just hush... lol, I'm happy with some changes but this was over the top! They nerfed everyone but cappers and especially the LO/sniper/cappers!

1. They nerfed LD/chasing!
2. They raped Infiltrator, it's non-viable! I honestly believe it was for sniper/cappers!
3. They nerfed HO, they are arthritic hippos now!
4. They nerfed Med D, technicians lost EXR turrets?!!!

I understand they want to discourage ground pounds, but you need them! Flagstand clearing (mines, shields, turrets, moving the HOF)! So to appease the whiny brats we end up with Mid Air Disk loses power over distance? What kind of chuckwagon cesspool drugs are they smoking at Hirez!

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"Derms, celebrate your independance"! Babz :P
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