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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 145

Forum Index > Sports & Games 1 2 3 4 5 6 7 8 9 10 100 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 185 186 187 188 189 190 191 192 193 194 195
 
 GARO   United States. April 19 2012 03:24. Posts 1574
Profile Blog # 

On April 19 2012 00:51 pettter wrote:

Show nested quote +


Jugs as HD is not as much HoF (though that depends on the map) as countering the HO/LO of the opposing team. Shelling their jugs right back, and leaving the DMB to handle cappers and some LO.

At least, that's how it should work, I think

Are you also pettter in game?
Played a few rounds of CTF this morning on EU and our HoF on a drydick game had that name :O
Old Post

 
 pettter   Sweden. April 19 2012 06:03. Posts 895
Profile # 

On April 19 2012 03:24 GARO wrote:

Show nested quote +


Are you also pettter in game?
Played a few rounds of CTF this morning on EU and our HoF on a drydick game had that name :O

Yep that would be me. I play mostly capper, some HoF and some chase. All depends on what the team seems to be failing worst at at the moment
Old Post

 
 Raelcun   United States. April 19 2012 07:04. Posts 3574
Profile Blog # 

On April 19 2012 00:30 NukeD wrote:
I really dont think base defense is what Juggernaut is good at or should be used for that. What use is the mortar in your own base? None. If you want to play HD why not simply go with Doombringer? Its a lot more fit for the job.

On the other hand, if you really like Juggernaut, try playing with mortar/LMG/throwing discs and go HO. Clear the stand, duel people and just make havoc for your capper.


Jug as base defense is perfectly fine depending on the map. On maps where the DMB deployables aren't going to stay up at all going jug is perfectly fine because you can LMG drill incoming cappers and disc them as they hit the flag.

The mortar is useful in your own base for clearing out the light offense, especially on maps like crossfire. The MIRV is mostly useless in base defense unless you're playing in the midfield and turn around to shell your own base while it's under pressure. The mortar is vastly superior for fighting in your own base though.

On the other hand if you want to go heavy offense and clear the stand for your capper you should be using the MIRV, as it's far better at taking down base assets and you can shell large areas of the base with it.

Basically I disagree with you on every point of Jug and I pretty much only play DMB and Jug
Last edit: 2012-04-19 07:04:51
Old Post

 
 NukeD   Croatia. April 19 2012 09:21. Posts 455
Profile # 
You are probably righ Raelcun. For some weird reason while talking about base defense I only meant preventing cappers from taking the flag while writing my points on Juggernaut. Basically my post was about HoF.

Also I didnt know Juggernaut was good HoF too so I guess my post was false in that regard too. But on the other hand now I look forward to trying out that role aswell.
(ง ͡ö ͜ʖ ͡ö)ง
Old Post

 
 dbddbddb   Singapore. April 19 2012 14:53. Posts 926
Profile # 
Does anyone know how to get turn off the sunlight rays when you look at the sky? It is really annoying. It gets automatically removed when set to Low/Minimal. But i want to play on medium settings but turn that off
Old Post

 
 HwangjaeTerran   Finland. April 19 2012 15:49. Posts 4968
Profile Blog # 
bAllowLightShafts=False
Last edit: 2012-04-19 15:50:31
“Work is against human nature. The proof is that it makes us tired.” Michel Tournier
Old Post

 
 SniXSniPe   United States. April 19 2012 16:37. Posts 1448
Profile Blog # 
Stopped playing in beta.


Started playing again recently to see how different it was.


Still very disappointed in the game, very casual based.
Complexity Academy: http://www.complexitygaming.com/academy/
Old Post

 
 Khalum   Austria. April 19 2012 17:13. Posts 467
Profile # 

On April 19 2012 16:37 SniXSniPe wrote:
Stopped playing in beta.


Started playing again recently to see how different it was.


Still very disappointed in the game, very casual based.


Yeah, your account doesn't even get deleted when you die ingame.
Old Post

 
 nimbus99   Canada. April 19 2012 17:15. Posts 194
Profile Blog # 

On April 19 2012 16:37 SniXSniPe wrote:
Stopped playing in beta.


Started playing again recently to see how different it was.


Still very disappointed in the game, very casual based.


dont be a negative nancy! My friends and I are getting into it because it is easy to get into. Perfect balance of expert stuff (going faster by blowing yourself up) and noob stuff (free to play, good menu layouts, easy to join games, in game tips)
Hail to the Emperor of Terran
Old Post

 
 gTank   Austria. April 19 2012 17:20. Posts 578
Profile # 
I only have the beta client installed, do i have to reinstall the full game again?
It looked rly interesting, i might end up playing that for a while
Old Post

 
 pettter   Sweden. April 19 2012 18:29. Posts 895
Profile # 

On April 19 2012 17:20 gTank wrote:
I only have the beta client installed, do i have to reinstall the full game again?
It looked rly interesting, i might end up playing that for a while

It'll patch you up to release patch and beyond, but it might take a while.
Old Post

 
 gTank   Austria. April 19 2012 18:33. Posts 578
Profile # 
Oh well i try to patch it over night, shouldnt take more than 8 hours ^^
Old Post

 
 Keltanokka   Finland. April 19 2012 19:18. Posts 274
Profile Blog # 
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great
Old Post

 
 Ethenielle   Norway. April 19 2012 19:30. Posts 955
Profile Blog # 

On April 19 2012 19:18 Keltanokka wrote:
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great


Beg to differ. Insisting on using c with cedilla but failing to use commas was an early tipoff. If the generator radiates newbdom, his article radiates tryhard. A painful read.
Theres a fine line between fishing and just standing on the shore like an idiot.
Old Post

 
 imJealous   United States. April 19 2012 19:41. Posts 765
Profile # 
Sweet video for tribes beginners I saw in the related videos of something someone posted earlier...

Last edit: 2012-04-19 19:44:11
Old Post

 
 Raelcun   United States. April 19 2012 20:24. Posts 3574
Profile Blog # 

On April 19 2012 19:18 Keltanokka wrote:
http://www.spinfusor.org/2012/04/19/perpetual-newbdom-the-generator/

The perpetual newbdom articles are great


I don't trust this guy because he recommends using safety third on Doom Bringer with Super Heavy. If you're running Super Heavy for HoF you should run Reach to return flags from bodyblocks. Think about it, a third mine is often garnered from any of the cappers coming in to the stand and you can't deply more than 3 anyway. Where as if you have Reach and you get a good bodyblock then the flag doesn't go flying off the stand because you return it automagically. Clearly he's a perpetual newb himself.
Old Post

 
 DCRed   Finland. April 19 2012 20:41. Posts 174
Profile # 

On April 19 2012 20:24 Raelcun wrote:

Show nested quote +



I don't trust this guy because he recommends using safety third on Doom Bringer with Super Heavy. If you're running Super Heavy for HoF you should run Reach to return flags from bodyblocks. Think about it, a third mine is often garnered from any of the cappers coming in to the stand and you can't deply more than 3 anyway. Where as if you have Reach and you get a good bodyblock then the flag doesn't go flying off the stand because you return it automagically. Clearly he's a perpetual newb himself.


Writers of spinfusor.org are comp players so they kinda know what they are talking about. If you block someone and he manages to touch the flag before, you don't need reach to return it 'cause it wont go far and there's usually someone else who can do it, you're supposed to be on stand if they happen to have 2 cappers. If the guy manages to grab the flag and punt it, you're not gonna get to the flag with heavy. Oh and btw, you can place total of 4 mines. Perpetual newb and so on.


We have managed to get few custom servers now and I'll post later and explain the pick up games which happen in a irc channel. There should be few guys who are already bored of pubs here and want to play in more competitive setting using our own made ruleset.

Old Post

 
 Wesso   Netherlands. April 19 2012 20:42. Posts 943
Profile # 

On Apr 19 2012 13:24<span style='color:#d20000'> (17 min)</span> Raelcun wrote:

Show nested quote +



I don't trust this guy because he recommends using safety third on Doom Bringer with Super Heavy. If you're running Super Heavy for HoF you should run Reach to return flags from bodyblocks. Think about it, a third mine is often garnered from any of the cappers coming in to the stand and you can't deply more than 3 anyway. Where as if you have Reach and you get a good bodyblock then the flag doesn't go flying off the stand because you return it automagically. Clearly he's a perpetual newb himself.


It might be because you want to shoot the flag to a secure place instead of returning it. I don't know if that's better but it might be something to take into consideration.
Old Post

 
 Raelcun   United States. April 19 2012 20:53. Posts 3574
Profile Blog # 

On April 19 2012 20:41 DCRed wrote:

Show nested quote +



Writers of spinfusor.org are comp players so they kinda know what they are talking about. If you block someone and he manages to touch the flag before, you don't need reach to return it 'cause it wont go far and there's usually someone else who can do it, you're supposed to be on stand if they happen to have 2 cappers. If the guy manages to grab the flag and punt it, you're not gonna get to the flag with heavy. Oh and btw, you can place total of 4 mines. Perpetual newb and so on.


We have managed to get few custom servers now and I'll post later and explain the pick up games which happen in a irc channel. There should be few guys who are already bored of pubs here and want to play in more competitive setting using our own made ruleset.




They're comp players so they know what they're talking about, but they use satire to make their points. I was making a joke as well. The number of mines is really not that important. If you're playing HoF having 3 mines on the stand is already pretty overkill as it's going to get cleared out by havoc really easily. The most effective uses of mines in a comp scene is to be putting them in locations where they catch the LO offguard. But, the issue with that is you generally have to leave your stand in order to do this. The resulting factor being that while mines on the stand aren't that effective you're limited to placing them there most of the time anyways by the requirement to be actually near the flag to be playing heavy on flag.

Due to this fact, I don't personally see any need for safety third on doombringer. On a juggernaut for an extra disc maybe, but not really necessary on DMB when you can apply other things for that perk. Reach allows for some good plays in standoff situations, or intercepting a loose flag when necessary etc. Hence my preference to Reach, and I know for a fact that there are competitive players who do the same thing.

Besides all of that the point becomes, if you automatically return the flag from a successful bodyblock, nobody from your defense has to take time to move the flag. Putting the flag in a safe place can take quite some time and if they ARE running 2 cappers you frequently wont get it in a safe place in time. Having the ability to put it back on the stand with literally zero effort just because of reach means nobody has to leave their roles and your defense is uninterrupted.
Last edit: 2012-04-19 20:57:58
Old Post

 
 Coriolis   United States. April 19 2012 21:13. Posts 1043
Profile Blog # 
The reason you don't want reach is so that you can move the flag where you want it. 95% of the time the flag is safer off the stand rather than on it. Reach is bad on a HoF, and since most teams only run 1 capper its not that big of a deal to get out of position to return it. If they aren't running 1 capper then their other capper is screwed because his route goes to the stand....where there is no longer a flag.

The HoF shouldn't be returning flags anyways, thats the chaser's job. It takes forever for the HoF to get back on the stand due to the shitty jetpacks in this game, not to mention hes slow. A chaser can just return it and either ctrl k or go back to the stand.

Honestly I'm against running a HoF in the first place because I think sniper/shrike/chaser is a far better defensive combo.
Last edit: 2012-04-19 21:17:15
Descolada in everything not TL/Starcraft
Old Post

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