Tribes : Ascend

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They are not going to release the Unreal Editor for the game while they want to make money from it.

It's going to be quite a wait.
 
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Welcome to Tribes:Ascend, home of the cluttered landscape. Previous battlegrounds included rolling hills and wide open areas, but here at high rez we decided that was just to plain for our tastes, so we kicked it up a notch. After eliminating alot of the rolling hills that got in the way of our plans we added in trees and buildings and other shit. But dont worry folks, we still have jetpacks so this is a tribes game.
 
I really don't think that loadouts are the issue. The issue is the whole two weapons per armor thing. Loadouts would be a really good idea, if it was actually a Tribes sequel and loadouts looked like this:

LD/LO/CAP) light, chain, disk, gren, e-pack
LD) light, chain, disk, snipe, e-pack
LD) light, chain, disk, gren, sheild
TF) med, chain, disk, gren, plasma, turrent
TF) med, chain, disk, gren, plasma, invo
HO) heavy, chain, disk, gren, mortar, plasma, e-pack
HO) heavy, chain, disk, gren, mortar, plasma, invo
HD) heavy, chain, disk, gren, mortar, plasma, shield
HD) heavy, chain, disk, gren, mortar, plasma, rep-pack

yeah, the loadouts don't have anything to do with an actual role. Its a CTF game with momentum based movement, so you've got to have flag cappers and flag defense/chasers. Then you have the supporting elements, Base Attack(HO), Base Defense, and midfield. If the loadouts were designed to be alternate means of performing those roles, then they'd be ok. But they don't seem to have any rhyme or reason to them, except that some retarded developer thought "hey, it'd be totally kewl to have like, an assasin class".
 
true...one also hopes that said maps are halfway decent

Gonna take a wait and see approach. I've been pleased with the maps of two recent f2ps though: world of tanks and crimecraft. Nothing barrier shattering, just a lot of care and effort by people who obviously get the vision for their own game. Hopefully the Ascend maps show a vision for the game and at least a thoughtful play on some of the great tribes maps of the past.
 
Gonna take a wait and see approach. I've been pleased with the maps of two recent f2ps though: world of tanks and crimecraft. Nothing barrier shattering, just a lot of care and effort by people who obviously get the vision for their own game. Hopefully the Ascend maps show a vision for the game and at least a thoughtful play on some of the great tribes maps of the past.

like the nub tube on crossfiresidewetf? real well thought out development.
 
This is from what I've seen, and heard.
T:A closed beta is already happening, and OPEN BETA will happen at the end of this month
 
Welcome to Tribes:Ascend, home of the cluttered landscape. Previous battlegrounds included rolling hills and wide open areas, but here at high rez we decided that was just to plain for our tastes, so we kicked it up a notch. After eliminating alot of the rolling hills that got in the way of our plans we added in trees and buildings and other shit. But dont worry folks, we still have jetpacks so this is a tribes game.

Cave Johnson .. we're done here.
 
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