What do you think of Tribes: Ascend? (Any tips for gameplay?)

Recommended Videos

Beat14

New member
Jun 27, 2010
417
0
0
Berenzen said:
Thanks for the tips, you sure make it sound worth while getting to grips with the fusion mortar (or MIRV), do you stick with the spinfusor for the secondary on jug? Due to the disk jumping.

I've been trying to be more objective based, doing so has caused me to experience the pain of seeing someone lama grabbing the flag after you have set up a route and called for it, then whiz past empty handed, all without the enemy having ever touched our flag. Grim times

(talk more later) Thanks for all the tips and experiences.
 

Azure-Supernova

La-li-lu-le-lo!
Aug 5, 2009
3,024
0
0
Tips for an Infiltrator: Deception is the best weapon you have and Technicians are your sworn enemy.

I've found that Close Combat and Survivalist are my preferred perks for generation sabotage. The Jackal is worth saving for, if only for its ability to draw enemies away from your location so you can take out the generator. However for being a general nuisance the Rhino will do just fine. If there's only one Technician on the enemy team and you're pestering them by taking out their turrets, they're not repairing the turrets or radar.

If you've got the Jackal and Prism Mines there are lots of easy kills to be had on Arx Novena against enemy Infiltrators. You can put three down at once, I usually put two hidden in the hallway that leads to the dual entrances and one at the rear entrance. Even if a heavy happens to trip it, they'll suffer enough damage for a backstab or three stickied Jackal shots. This is a last measure "They keep spamming Raiders at our gen" tactic though.

If you're squaring off against a particularly craft Technician take a minute to just observe them. See what they do and where they go, then once you're sure you can pull it off take out one of their turrets. In stealth just sit by the Inventory Station, because after replacing that turret they will almost certainly restock, then stabby time (or sticky time if you have the Jackal).

These are mostly the tactics I use and they work most of the time, with exceptions to paranoid Technicians who just spray SMG fire everywhere. Once you've been nicked by a stray shot you're exposed to everything!

Also be nice to your Infiltrators. If you're a Heavy under fire don't run into the hiding place of your Infiltrator team mates. I can't count the number of times I've been killed by enemies trying to kill my team mates. That's just an annoyance of mine though...

Finally... screw you Blood Eagles, your Infiltrators look silly >.>

NightHawk21 said:
Also if you're not an infiltrator stay out of the gen room. I hate when non infiltrator classes come into the gen room. For one that's not your role, leave it the the people who are supposed to be clearing it. Secondly every non infiltrator class turns the gen room into a cluster fuck of explosives everywhere and your infiltrator is almost guaranteed to get hit and die.
Except on Raindance of course! With the co-operation of a Juggernaut we held the enemy Gen room for the entire match, they never once got it back online by themselves. I can usually hold the room by myself, but the TCN got frustrated and must have called in some heavies to clear me out. Next time I took the Jug with me and he spammed the entrance, I cleared out anything that got past that.

Djinn8 said:
It's crying out for extra maps though. I've got just over 100 matches in now and it's starting to grate on me playing the same 5 maps over and over (I only really like two of them as well). I suppose they'll release more soon. I just hope they make them part of the public servers and don't charge for them, making them custom server only.
Hey at least you like 2, I only really like Drydock. Raindance and Sun Star are alright, with Crossfire almost being fun if it wasn't so cramped in those ships. But Katabatic and Temple Ruins are the bane of my existance.

The Madman said:
Better I find to just keep a turret near the generator and keep an eye on its status. When it goes down without a fight I know to return to the gen room because some pesky inf is in there...
Funny you should say that because you're exactly the kind of Technician I like to prey on. It works just as well with Motion Sensors too. Slink into the enemy gen room, two pistol shots and a melee to destroy the nearest turret and then I get the hell out of there. As soon as the TCN comes to see what's wrong, three Jackal stickies and boom, then it's gen destruction time.
 

brunothepig

New member
May 18, 2009
2,163
0
0
This has been an interesting thread so far. Allow me to throw my advice in here.
Main thing is all the complaints about the Sentinel. Sentinel isn't that hard to play. You just need to stop focussing on how many kills you're getting. Sentinel is for flag defence, and maybe base offense if your cappers are having a hard time of it. For flag defence, kills are easy once you get used to hitting targets. That is the difficult bit, but you'll be surprised how easy it becomes with a bit of practice, and some forethought. Lay some claymores near the flag, you will net some kills simply through that, or at least damage the capper. Then set yourself up somewhere the enemy will be heading straight away from you, instead of horizontally. With that line, it's easy enough to hit them. 500 damage doesn't seem like much, but if you're good you can hit them twice, if not it's enough that the chasers should be able to kill them. (Someone was saying there's no reason to go Soldier over Raider. That's one thing Soldier is good for, chasing a flag capper. The rifle really helps at chipping away that last bit of damage.) Remember, thay should already be damaged, either because of your defenders, or your claymore. More often than not I'll kill an enemy capper in one hit.

As for attacking the enemy base, I wouldn't recommend it usually, but you do see games with 5 or more players sitting on their flag, that's when you go start shooting them. They should scatter, or all rush towards you, leaving the way open for your capper. It's a situational thing, one you'll start to recognise with experience. Generally you should stay, but, for example, if no enemy cappers are getting near (or aren't even trying) and instead the whole team is sitting on their base, by all means go take some shots at them. Lastly, as a Sentinel, if you get a free minute look for a Juggernaut or Sentinel or what have you harassing your base defenses. There is probably one around.

I don't have any more class advice that hasn't already been said, but I will say two more things. Many new players make these mistakes.
First, don't get bogged down with base defence. If you feel like you're unnecessary, i.e. there's two other team mates camping the generator, go do something else. Too often you'll see four players sitting in the gen room. Yes, our generator will be up all game. That's no help if we can't capture the flag because no one is attacking the enemy base or capping.
Second, most vital of all. Do not llama grab. I was playing a game just last night where there was a Brute and a Juggernaut sitting around the enemy base, walking over the enemy flag whenever it returned. Leaving me to zoom over the empty stand at 200+ km/h, then see them drop it seconds later. Do not be that guy. Except for E-Grabs. If the enemy team is about to score, grab their flag. It doesn't matter if it takes them 5 seconds to shoot you down, it may be enough time for your teams chasers to catch up to the enemy flag carrier.

Lastly, if anyone is reading through this thread and thinking "I might check this out" please use <a href=https://account.hirezstudios.com/tribesascend/?referral=1341024&utm_campaign=email>this. It's a referral link, once you hit level 6 we'll both get some bonus XP.
 

brunothepig

New member
May 18, 2009
2,163
0
0
SmashLovesTitanQuest said:
Beat14 said:
Also I haven't played it properly, hopefully those impact nitrons will help me make one hell of a speedy flag grab/cap.
Just keep going fast, keep learning your routes and such and you will hit 350 km/h (or mph, not sure how they measure it) in no time. I remember getting the achievement for going 350, I did by accident while trying to get to home base.
It's km/h.
As for the voice command stuff, I agree with Smash here. Yes, most people only use it to spam VGS, but that's just another reason to point new players in the right direction. It's not like Smash telling people will lead to more shazbots. You join a game, hear shazbot all the time, see those three letters, and that's all you use. Or, someone points out there is a lot of commands, and they can be very helpful for co-ordination.

So yes, new players, try to use the voice commands. They're quite logical once you use them a little. VSAF. Voice, Self, Attack, Flag. "I'll go for the enemy flag". See how helpful that might be? Poiumty is right, many players ignore them. But still, having five or so players informing you of what they're doing, and what may need to be done can be very helpful. Even a quick VVB, "is our base secure" can be useful knowledge, you only need one person to reply.
 

Azure-Supernova

La-li-lu-le-lo!
Aug 5, 2009
3,024
0
0
brunothepig said:
So yes, new players, try to use the voice commands. They're quite logical once you use them a little. VSAF. Voice, Self, Attack, Flag. "I'll go for the enemy flag". See how helpful that might be? Poiumty is right, many players ignore them. But still, having five or so players informing you of what they're doing, and what may need to be done can be very helpful. Even a quick VVB, "is our base secure" can be useful knowledge, you only need one person to reply.
It's damned useful, it's even more useful when people actually start taking this kind of stuff into account. When I'm the sole Infiltrator on my team and I announce that I'm off to pop a sticky grenage on the generator, it irks me to turn up, only to be followed by three comrades.

The only thing worse than people who spam the chat to annoy you are your own team mates that spam the same commands over and over. When I'm playing Technician and there's an Infiltrator and Brute in our gen room, spamming 'Repair our generator!' isn't going to make repairing it any easier.
 

Cpu46

Gloria ex machina
Sep 21, 2009
1,604
0
41
hazabaza1 said:
Cpu46 said:
Watches vid.
Oh this is pretty interesting, might learn some tactics.
Guy grabs flag
"OH GOOD GOD MY EARS!"
lrn 2 sanic nub
I kid. But seriously, watch out for sanic.
It's not the music itself it is just the quality and volume of it. Sounded like someone was rubbing my eardrums with sandpaper to the beat of the sonic theme.
 

NightHawk21

New member
Dec 8, 2010
1,273
0
0
Azure-Supernova said:
NightHawk21 said:
Also if you're not an infiltrator stay out of the gen room. I hate when non infiltrator classes come into the gen room. For one that's not your role, leave it the the people who are supposed to be clearing it. Secondly every non infiltrator class turns the gen room into a cluster fuck of explosives everywhere and your infiltrator is almost guaranteed to get hit and die.
Except on Raindance of course! With the co-operation of a Juggernaut we held the enemy Gen room for the entire match, they never once got it back online by themselves. I can usually hold the room by myself, but the TCN got frustrated and must have called in some heavies to clear me out. Next time I took the Jug with me and he spammed the entrance, I cleared out anything that got past that.
Ya as an infiltrator I can usually hold the gen room by myself, or cause enough of a rukus that it'll be repaired very very slowly. I just don't like heavies coming into the gen room when its already fixes cause more often than not the enemy sends in a heavy or two and you're stuck in a little room where spinfusers and explosives are going off every 3 feet and don't allow you to do your job. If they wanna come in after I clear it out and break the gen be my guess I'll go farm some flagstand defenders, but when I'm actively fighting for the gen I prefer to be alone or with another infiltrator or a raider. Also like you said more often than not, they'll start losing cause they're outnumbered and run to your hiding places which ofcourse causes you to get hit my a ton of explosives.
 

Azure-Supernova

La-li-lu-le-lo!
Aug 5, 2009
3,024
0
0
NightHawk21 said:
Ya as an infiltrator I can usually hold the gen room by myself, or cause enough of a rukus that it'll be repaired very very slowly. I just don't like heavies coming into the gen room when its already fixes cause more often than not the enemy sends in a heavy or two and you're stuck in a little room where spinfusers and explosives are going off every 3 feet and don't allow you to do your job. If they wanna come in after I clear it out and break the gen be my guess I'll go farm some flagstand defenders, but when I'm actively fighting for the gen I prefer to be alone or with another infiltrator or a raider. Also like you said more often than not, they'll start losing cause they're outnumbered and run to your hiding places which ofcourse causes you to get hit my a ton of explosives.
Like I said, usually you can keep a gen room under your control if you're tactical about it, but with Raindance once you've spent too long in there I've noticed that less experienced teams switch to heavy, usually escorting the Technician just to mortar spam the room.

That being said, every other gen room is pretty open, usually with an escape route that isn't the entrance. Hell on Katabaric you've got three ways to get into the gen room and the rest two. With its single entry point Raindance can be a real pain if there's a few Technicians on the other side, they'll try and squeeze as many turrets into the room as the game will allow.
 

zombieshark6666

New member
Sep 27, 2011
381
0
0
I will just say this: I think watching people bounce around a valley at 300 km/h trying to shoot a pew pew laser at someone is fucking retarded silliness.

In other words, I can see why someone would find it awesome, but it's too ridiculous for my testes.