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

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NightHawk21

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Azure-Supernova said:
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.
Ya granted Radiance is probably the worst map for infiltrators, since its really easy to hold with even 2-3 turrets alone, if you don't see them all right away. I think that is the worst infiltrator map (in regards to getting to the gen) probably followed immediately by the one with the flying ships.
 

Atmos Duality

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SmashLovesTitanQuest said:
poiumty said:
Game before voice is what I'm saying.
Voice is a primary, central pillar of the game.
Yes, let them be grunts, before commanders.

But the emphasis on voice is no less important: The more-coordinated team will win over the team with the better aim.

Camping the flagstand and ducking artillery strikes is an annoying, but easy source of kills. Stopping well-organized rushes is very difficult. One or two good scares on their generator room is usually enough to divert the enemy team for an easy cap.

Conversely, your flagrunner is going nowhere fast without someone clearing the flag stand and running interference.

Voice-coordination with even a couple of players gives you an edge.
When I can get online, I play the Sniper role, and run midfield interference.
Even if I don't kill the inbound Pathfinders (it's hard hitting targets moving that fast, so positioning against their routes is key) just hitting them once means they are not likely to survive an errant spinfusor blast or grenade.

I lower their margin of error greatly just by hitting ONCE, and if they can't cap, they can't win. Period. Snipers should have two main targets for any CTF match:
1) Flagrunners/Potential Flagrunners
2) Other Snipers

Everything else is a waste of ammo. Assaults need to be thwarted with heavier firepower.
 

Tohuvabohu

Not entirely serious, maybe.
Mar 24, 2011
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SmashLovesTitanQuest said:
zombieshark6666 said:
In other words, I can see why someone would find it awesome, but it's too ridiculous for my testes.
Its too ridiculous for you testicles?
Conversely, I believe my testes are too ridiculous for the game.

I downloaded the game a few days ago after hearing some good things, and I gotta say that I have been thoroughly impressed with it. I never had the chance to get too into a Tribes game before, so this the first time I can really call myself a part of the community. I've spent most of the game playing CTF, and it's probably going to be my favorite gametype for awhile.

CTF is exciting as hell. The first time I zipped into the enemy base and nabbed the flag was an instant rush. Just hearing that fast paced music kick in made my heart start racing, and feel a need for speed. And it also made me realize just how deep in shit I was when I turned around and saw the entire enemy team pursuing me and trying to blow me to pieces to the tune of the fast paced flag running music... It really was an impressive moment.

I also love flag blocking as a Doombringer. :3

The one grating thing is how long it takes for me to gather XP . Only been able to unlock the Doombringer and Technician so far after the few hours I spent playing. After awhile, gathering all that XP to unlock anything seems like such a grind. Just give me my guns and classes already!

But, it IS F2P and you start off with 3 basic classes that can fill the roles of whatever you need. The Doombringer so far has been a blast to play with (The Saber launcher is great, but getting a lock on with it seems incredibly unreliable.) And I haven't been able to try the Tech much. Either way, I am having lots of good times with the game and I didn't pay anything for it... yet. (I might drop some cash on it not just to aid in unlocking stuff, but also to support the devs for their fine work.)

As someone that never played Tribes much before, I can't say how it measures up to the older games. As it stands by it's own merits, it's great! I can't wait to play more when I get home.
 

Berenzen

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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 MPH in american servers, kph everywhere else. I know, because as a Canadian, I cap out at about 240 when flying down the map as a pathfinder, yet I've seen vids where people show themselves flying down at 400+.
 

Beat14

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SmashLovesTitanQuest said:
Good idea on the usergroup, makes a lot more sense. I go by the in game name of "Clan". Yeah the most creative I could come up with at the time tribes->tribe->clan so you might see me stumbling around the battle field
 

Beat14

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Jun 27, 2010
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Thanks for all the comments/tips more than I expected, Hope to put it into use. In the post above I mentioned my ingame name (Clan), I have so far only been on the EU London server if my memory is correct.

Currently whoring the raider by going into the enemy base and throwing grenades everywhere, I'm a classy player...
 

The Madman

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Azure-Supernova said:
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.
As opposed to just letting you blow the generator up? It's the Tech's job to keep the base running and to provide additional protection. Any Tech that wouldn't rush to the gen room knowing it was in danger is a damned poor one in my mind. The trick is to just not be an idiot about it and to not give the obviously hidden infiltrator a chance to throw those stickies and whatnot.

Technicians might be a one-trick pony but so are infiltrators after all. Hide. Ambush. Blow up generator. It's what pretty much every infiltrator does, although sometimes in a different order. And after playing enough you quickly start to realize they have the fun habit of always hiding in the same corners of various rooms as well. Only so many places to slink around without being bumped into after all! And as mentioned before for all their tricks infiltrators are about as durable as a sheet of wet paper once out in the open, especially when they're knocked into the open by a grenade because they were hiding in a painfully obvious location expecting I'd for some reason be dumb enough to stand still and politely wait for them to throw sticky bombs on me or get close to melee me.

Nah, when playing tech infiltrators aren't my problem. It's when some hulking heavy wanders in and none of my teammates are willing to help out. Sadly that's one situation where my favourite SMG + Grenades combo isn't exactly the most effective and I'm better served doing what damage I can before running till help arrives.
 

Lil_Rimmy

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Mar 19, 2011
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The Madman said:
Azure-Supernova said:
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.
SNIP.
Dude, I agree sooo much. I was just playing with a online friend then, (Hanging Death) and he was on the other team. As a brute, he and a Jug charged into our generator on the ice level (Katabaltic or something?) and camped the generator, rushing around inside. I was one of the only people fighting him. Me and another tech. Somehow, I dunno how, I caught them both in two grenade blasts and finished them off, only for 6 of my team mates to fly down and spam "Base is Secure"...

I wanted to fucking rip their throats out. Here's a quick message to all players:

Just because your mortar or spinfusor doesn't need the generator, just because you don't need a generator to capture a flag, does NOT mean the generator is useless. As a tech, if the generator is not working, the game becomes VERY boring and frustrating. And you wonder why the enemy just walk up and grab our flag? BECAUSE THERE ARE NO DEFENCES!

So, players, help out your Techs, and we will help you.
 

5ilver

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kortin said:
usmarine4160 said:
I loved Tribes and, to a lesser extent, Tribes 2. This is a mockery of the franchise and I'm glad I didn't waste any money on it. Experience in a Tribes game? Really?
Damn bro, sounds like you're pissed.

First of all: It's entirely free.
Second of all: they had to have some sort of system that they can use alongside the free to play model.
Yeah, God forbid you didn't have to grind for months or pay $$$ in a F2P game before you could actually start playing.
 

Berenzen

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Jul 9, 2011
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5ilver said:
kortin said:
usmarine4160 said:
I loved Tribes and, to a lesser extent, Tribes 2. This is a mockery of the franchise and I'm glad I didn't waste any money on it. Experience in a Tribes game? Really?
Damn bro, sounds like you're pissed.

First of all: It's entirely free.
Second of all: they had to have some sort of system that they can use alongside the free to play model.
Yeah, God forbid you didn't have to grind for months or pay $$$ in a F2P game before you could actually start playing.
Let's see, if you want to play offense- you can run flags as a pathfinder, assault the flagstand/gen room as a jug, or do whatever you want as a soldier. Defense- chasing as a pathfinder, defending flagstand as a jugg, do what you want as a soldier. All 3 classes are available right off the bat. You get 250 free gold to unlock a 42k weapon, class or perk, so you can choose what you want.

As for grinding for months in order to 'play the game' for the most part all weapons are sidegrades or downgrades, with a few notable exceptions, and upgrading your starting loadout takes no time at all. You can be extremely effective as a player doing whatever role you want to fill right out of the gate, and by the time that you hit rank 7, you should be able to have everything you need in your loadout to suit how you like to play. If you want to unlock things a little bit faster, go buy some gold, but I was able to get my first 100k weapon in about a week and a half (without any sort of boost) of constant saving. Do a little research on what the weapons are like (you're posting on a forum, I'm sure you know how to actually do a little research on the internet) and you can make your informed decision on if the purchase is worth it or not.
 

Zacharine

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Lil_Rimmy said:
Just because your mortar or spinfusor doesn't need the generator, just because you don't need a generator to capture a flag, does NOT mean the generator is useless. As a tech, if the generator is not working, the game becomes VERY boring and frustrating. And you wonder why the enemy just walk up and grab our flag? BECAUSE THERE ARE NO DEFENCES!

So, players, help out your Techs, and we will help you.
That is a good point, but there are limits to that as well.

Let's say the enemy is camping your gen room with two heavies, with an infiltrator there somewhere.

is it worth it, to go down there and try to root them out with 4 or 5 guys as backup to couple of techies?

I say it is not. Let them have the gen room. It's capture the flag you're playing, not capture the gen room. Ultimately, everything else is either doing one of these three, or enabling one of these three:

1. Pathfinders steal enemy flag
2. Pathfinder with the flag is to be protected on their way back to base
3. Prevent enemy pathfinders from stealing the flag.

If the enemy is using three players to hold your gen room, that's three players out there not harassing your flag or flag-capper. If it takes half your team away from the flag, the enemy at your gen room is acting succesfully as a distraction for their pathfinders. Let them have the gen room, and instead go up there to defend the flag - the technicians SMG is far from worthless. And a Doombringer with a technician or two as backup at flag defence is fairly hard to get through. Especially if the enemy team is effectively playing with 3 missing members (being useless at your gen room).

Then, a few minutes later, you can go check the gen room. Either the enemy is gone, or even better, still there and useless for the actual meaningful fight of flag-capping
 

Azure-Supernova

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Aug 5, 2009
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Lil_Rimmy said:
Just because your mortar or spinfusor doesn't need the generator, just because you don't need a generator to capture a flag, does NOT mean the generator is useless. As a tech, if the generator is not working, the game becomes VERY boring and frustrating. And you wonder why the enemy just walk up and grab our flag? BECAUSE THERE ARE NO DEFENCES!

So, players, help out your Techs, and we will help you.
Yeah, but by charging into the fray with two heavies and an Infiltrator (lethal combo much?) you're just giving them more ammo so they can camp there longer. Unless you're leading a full scale assault against them you're just feeding them. It's not worth diverting more than one heavy from defence to go clear out the generator room.

I get frustrated too, more often than not it's easier to just switch into a heavy class to clear the room out, then switch back to Tech.