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Tribes Ascend - FREE [now on Steam]


Willow
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http://i41.tinypic.com/feowp5.jpg

 

www.tribesascend.com

 

Now on Steam! http://store.steampowered.com/app/17080/

 

All you need to do is create a quick account, install (2.5 gig in size) and that's it  :thup:

Currently in Beta, leaves beta in April, totally free to play and god damn awesome.

 

 

http://www.mmofront.com/images2/tribes-ascend-beta.jpg

http://media.pcgamer.com/files/2012/02/tribes_headerv2-610x315.jpg

http://nerdemic.com/wp-content/uploads/2011/12/tribes-ascend-beta-screenshots-oxcgn-18-600x375.jpg

 

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Guest ObiChrisKenobi

Aye, its decent. Messed about in the closed beta a while back, I'm sure its improved vastly since then. Its pretty much Project 8.  :lol:

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Been playing this for the past few hours and it's an absolute blast. So much fun playing capture the flag, sliding around hills and blasting people away in mid-air.

 

Can't wait to start messing with turrets, vehicles and the rest of the classes. Easy to pick up and understand too :D

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GOTY 2012 for me so far  :cheesy:

 

Tribes: Ascend has been given an official release date of April 12, Hi-Rez Studios announced today. The free-to-play PC shooter's open beta has been running for a few weeks, and boasts over 400,000 participants.

 

Beta sign-ups are still active, so if you want to give it a whirl before the release date you can still enlist at the official site. The studio also released a parody trailer called "Llama Island" to mark the occasion.

 

Why Llama Island? Perhaps we should leave the explanation to the Hi-Rez COO Todd Harris. "Tribes is all about speed and movement," he said. "In fact the community uses the term llama to refer to a player moving too slowly, like a plodding llama. So this video demonstrates the perils of trying to capture a flag while going too slow. The outcome is predictable but no less tragic."

 

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  • 2 weeks later...

Big patch came out  :smitten: Such an addictive game, surprised none of you lot have tried it! although there's so many games out at the mo, time is precious  :snod:

 

http://i.imgur.com/j0Kcm.jpg

 

Major Highlights

 

    Sunstar, a new Capture the Flag map,has been added to the Quick Play rotation. Note that this map is not in its final design or art state.

    Temple Ruins, a Capture the Flag map, has been added back to the Quick Play rotation after significant revisions. Note that this map is not in its final design or art state.

    The European server region has been split into two regions in order for users to better select the region that gives them the best performance: Europe - London and Europe - Amsterdam.

    The Asia server region has been split into two regions in order for users to better select the region that gives them the best performance: Asia - Japan and Asia - Singapore.

    A variety of physics changes have been made in order to fix several issues impacting the fluidity of movement. This includes the elimination of several items that would cause deadstops and hitches, as well as a bug that would allow you to ski/jet along the boundary wall. Changes were also made in order to fix a few issues that would occur when traveling up steep hills. Additional improvements are planned for future releases.

    A variety of improvements to server performance have been implemented. Additional improvements are planned for future patches.

    Users may now choose to turn off unwanted HUD elements using the SETTINGS menu.

    Reticules and HUD icons have undergone a significant polish pass.

    User settings are now stored server-side. Settings may be reset as a result of this patch, but future patches should not have to reset bindings, etc.

 

Weapon/Balance Items

 

    The Impact Nitron grenade will force you to drop the flag if it is used for self-damage.

    Increased Heavy run speed by 20%.

    Increased maximum reduction of weapon switch time on the Quick Draw perk from 20% to 50%.

    Modified inheritance on the Grenade Launcher (now 50%).

    The cost of the Tactical strike was increased to 4000 credits from 3500.

 

Additional Items

 

    While in a match, the Class Select screen provides an indication of how many of your teammates are currently playing each class.

    The new Purchase Vehicle menu now shows how many of each type of vehicles are currently spawned. The option to purchase a vehicle is locked when a max for that vehicle is reached in a match.

    New Features are showcased when entering the menus.

    Fixed an issue where throwing grenades or executing melee attacks in rapid succession could have the server and client get out of sync and animate strangely.

    If a player picks up a dropped ammo pickup while their current weapon has zero ammo, the weapon automatically reloads the new ammo into the clip.

    Made a variety of changes to weapon FX to help improve performance.

    Fixed issues with Quick Draw perk where the client was not scaling the putdown/retrieve animations correctly and where the server was not switching fast enough (and leading to some dry fires).

    A variety of UI-related bug fixes and improvements were implemented.

    Fixed a bug that that would cause occassional “dry fires” of weapon.

    Fixed a bug that would prevent you from adding or removing friends until you restarted the game client.

    Fixed a bug in which the client would lock up under extended packet loss.

    Fixed an issue in which information was not updating correctly on equipment page when scrolling perks.

    Variety of cleanups and bug fixes to the badges system, including some adjustments to XP rewards from badges.

    The end of match screen now highlights XP earned from badges during the match.

    Fixed an issue where the Pathfinder’s Light Assault Rifle would fire repeatedly in a training map.

    Fixed an issue where mine icons were disappearing.

    Added new effects to the Shrike.

    Fixed an issue where Supply Drops were able to be deployed on areas not intended.

    Fixed an issue where melee attacks were causing double damage in certain situations.

    Fixed an issue where melee sounds and effects were playing when no damage was done.

    Fixed an issue where the Beowulf gunner was able to fire faster than intended.

    Fixed an issue where firing and reloading a shotgun was allowing them to be fired faster than intended.

    Fixed an issue where zoom was not being re-enabled when a player was zoomed and a reload occurred.

    Fixed an issue where pushing someone to their death with Sonic Punch was not properly rewarding the kill.

    Fixed an issue where players were able to either stand on or hop over the boundary wall in some maps.

    Fixed an issue where the energy conduit in Nightabatic TDM did not extend all the way to the ground.

    Fixed several collision issues in Outskirts TDM

    Fixed an issue where friendly players and vehicles were taking damage from friendly turrets.

    Fixed an issue where entering a vehicle while firing a weapon would continuously fire that weapon in training and roaming maps.

    Fixed an issue where the fumbled flag post process effect wasn’t playing.

    Fixed an issue where friends on the enemy team were having their marker drawn over exceptionally long distances.

    Fixed an issue where player-owned deployables and projectiles were not being destroyed when becoming a spectator.

    When in-scope with the Sniper Rifles using the Sentinel Class, the targeting reticule no longer color shifts to red when hovering over enemy players.  Although, the reticule does continue to turn green when hovering over friendly players.

    Fixed an issue where vehicle sounds would constantly play if you exited the Beowulf as the gunner while it was on fire.

    Fixed an issue where there could be two flag carriers on the same team in Team Deathmatch and Capture the Flag.

    Fixed an issue where teams could be credited for multiple flag caps or a single flag cap if the flag carrier landed on the flag (either on-stand or out in the field) in a certain way with the Reach perk active.

    Fixed an issue where the call-in confirmation sound would play but the call-in wouldn’t activate.

 

Known Issues

 

    Ping is not reporting on the Scoreboard correctly. A hot fix is being developed to fix.

 

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  • 2 weeks later...

Tribes Ascend is officially launching  :frantic: :smitten:

 

Tribes: Ascend Patch Notes - Version 1.0.905.0

https://hi-rez.custhelp.com/app/answers/detail/a_id/312

 

Major Highlights

 

    With this patch, Tribes Ascend has dropped the "Open Beta" moniker. The game will continue to evolve and improve with regular updates after this patch, but we now have moved to Version 1.0! Progress made by players during the beta period is preserved.

    Players who reach at least Level 10 in Beta will earn the "Veteran" Badge with an XP reward upon their first login following the official game launch time (Thursday, April 12, at 2:00 PM US Eastern).

    A new CTF map, Raindance, has been added to the Quick Play rotation.

    A new gametype, Capture and Hold, has been added with three initial maps (Katabatic, Raindance and Outskirts).

    Significant additional functionality has been added under a "SOCIAL" menu. Among the changes:

        People that have friended you now appear on your Social menu as "Followers". Followers may be friended reciprocally, or blocked.

        You may now send a message to online Friends and Followers. When typing in the chat console, use the format "@playername <message>" to send a message to a specific player. Block a player to avoid receiving messages from them. You can universally block the hud notifications for new messages using the NOTIFICATIONS section under SETTINGS.

        A variety of other cleanups and feature enhancements to improve the friend functionality have been implemented.

    Players can now test unowned weapons and classes in the Target Practice map under Training. Classes and Weapons will still appear locked on your menu, but if you select them, you can try them.

    All gametypes have a warm-up timer lasting 20 seconds after a second player has joined the match.

    The HUD now shows the status of player deployables.

    An early Sneak Preview of upcoming Custom Server functionality has been included in this release. Additional functionality is expected in future releases. During the Sneak Preview:

        Hi-Rez will operate a limited number of Custom Servers that players may join that take advantage of customized game rules. You may browse the list of available Custom Servers from the PLAY menu. Note that this server browser includes only Custom Servers, and not regular public matches accessed through the Play menu. Some servers reserved for competition play or other purposes may only be accessed using a password. Additional servers will be added regularly during the Sneak Preview period to test various Custom Server functionality.

        Players will not yet be able to rent and configure their own servers. This functionality will be coming in an upcoming release.

 

Capture and Hold Gametype

 

    Capture and hold the various Control Points. Each Control Point is labeled A, B, C, etc.

    A Control Point is captured by touching a Control Point's switch. A successful capture will result in your Tribe's icon hologram switching and the switch's HUD marker will blink blue as it becomes "held."

    Once a Control Point is been held for five seconds, the owning team gains a score. Any Control Point defenses, such as Inventory Stations, Repair Stations, Base Turrets, and Radar Sensors also become owned by your team when a point is considered held.

    Damaged defenses will return up to half-health when a point is successfully held by a team.

    Held Control Points generate a score every 5 seconds.

    The team that reaches the goal score wins the match.

 

Weapon/Balance Items

 

    Increased Doombringer's Heavy Bolt Launcher Projectile speed by roughly 3%.

    Added a 6% base increase to energy regeneration for equipping Pathfinder or Sentinel Energy Regeneration Packs. Reduced each upgrade on the packs to +4%. Still the same maximum bonus fully unlocked.

    Thrown flags now only bounce once, then slide on second contact with the ground. This helps players predict where a dropped flag will go and allow for easier pickups and team passes.

    Increased the distance a player throws a flag.

    Fixed an issue in which projectiles would not do damage to game objectives when the firing player had died.

    Fixed an issue where friendly players could damage their own objectives (when not in a custom server with friendly fire on).

    Fixed an issue where Light Turrets could deal four times the normal amount of damage to Shrikes.

 

New VGS Commands

 

    VGS commands are now filtered depending on the game mode.

    [VFQ]: "I'll retrieve our flag!"

    [VUG] (CTF only): "Upgrade our generator!"

    [VUS] (CTF only): "Upgrade our sensors!"

    [VUT] (CTF only): "Upgrade our base turrets!"

    [VSUG] (CTF only): "I'll upgrade our generator."

    [VSUS] (CTF only): "I'll upgrade our sensors."

    [VSUT] (CTF only): "I'll upgrade our base turrets."

    [VA1] (C&H only): "Attack point A!"

    [VA2] (C&H only): "Attack point B!"

    [VA3] (C&H only): "Attack point C!"

    [VA4] (C&H only): "Attack point D!"

    [VA5] (C&H only): "Attack point E!"

    [VD1] (C&H only): "Defend point A!"

    [VD2] (C&H only): "Defend point B!"

    [VD3] (C&H only): "Defend point C!"

    [VD4] (C&H only): "Defend point D!"

    [VD5] (C&H only): "Defend point E!"

    [VSA1] (C&H only): "I'll attack point A."

    [VSA2] (C&H only): "I'll attack point B."

    [VSA3] (C&H only): "I'll attack point C."

    [VSA4] (C&H only): "I'll attack point D."

    [VSA5] (C&H only): "I'll attack point E."

    [VSD1] (C&H only): "I'll defend point A."

    [VSD2] (C&H only): "I'll defend point B."

    [VSD3] (C&H only): "I'll defend point C."

    [VSD4] (C&H only): "I'll defend point D."

    [VSD5] (C&H only): "I'll defend point E."

 

Additional Items

 

    Players who are referred by another player through the friend referral system will now earn the "Pay it Forward" badge when they reach Level 6 (includes an XP reward).

    A number of cleanups and fixes have been made to several maps.

    Enemy stations no longer draw to the HUD, unless it is spawned from a Supply Drop call-in.

    Fixed an issue in which the # of players playing each class would not show correctly on first spawn into a match.

    Fixed an issue where the Infiltrator's Jackal was stacking the damage numbers for damaged targets directly on top of each other, making it seem like only one of the projectiles was damaging the target. Now each projectile's damage number on a target is represented.

    Fixed an issue where players could interrupt a melee attack or belt throw with a weapon switch using the direct switch keys (i.e., '1', '2', etc.), allowing for an exploit of quick weapon switching.

    Fixed an issue where if all the players from a team left an Arena match, during a round transition, the game would not autobalance, leaving the other team stuck in the round transition indefinitely.

    The whiteout effect from the Raider's Whiteout Grenade no longer persists when a victim respawns.

    Projectiles that can stick to surfaces no longer can stick directly to the flag.

    Adjusted the position of the first person flag model (it was facing sideways in first person view).

    Fixed a bug in which the game client would crash if you attempted to change your name to a 15-character name.

    Shrike now has a horn!

    Added announcers to Arena.

    Fixed issue where announcer messages would overlap.

    Damage fall-off is now applied to Supply Drops.

    Fixed an issue where the smoke grenade would not properly stealth a player in certain situations.

    Fixed an issue where Jackal rounds were not properly sticking to players.

    Fixed an issue where placing a deployable in Training would cause you to lose weapons.

    Stealthed friendlies will now have their player model rendered and pulsed for better visibility.

    Fixed an issue where fast-switching weapons using the default bind of "1" and "2" would break the zoom effect.

    Fixed an issue where fast-switching weapons using the default bind of "1" and "2" would cause the BXT1 to charge even without being scoped.

    Fixed an issue where a Supply Drop called in on a friendly would cause them to get stuck.

 

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