Community Announcements - lilmamacita
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

Hi-Rez Studios stopped updating Tribes: Ascend [official site] in 2013 as they shifted focus to their MOBA Smite, but they have recently returned to the free-to-play jetpacking FPS. Following December’s ‘Out of the Blue’ update and another patch in January, last night Hi-Rez released version 1.3. This latest update has brought more balance tweaks and a new map named Hellfire.

… [visit site to read more]

PC Gamer

Back in December, the free-to-play FPS Tribes: Ascend was updated for the first time in two years, shortly after which developer Hi-Rez Studios talked to us about how it had screwed up the game, and more importantly, what it was doing to try to bring it back. The December patch was a small step forward for the hardcore guys that stuck around, but Creative Director Sean McBride said that more was on the way. Apparently, he wasn't kidding.

The Tribes: Ascend 1.3 patch adds the new Hellfire map for CTF and Blitz modes, increases the votekick percentage from 35 to 45 percent, changes ammo pickup heals to 400 hp across all armor types, and, by community request, removes the Blueshift map from rotations, although it will still be available to play on custom servers.

Changes have also been made to equipment and vehicles, some of them quite dramatic: All automatic weapons have had RNG-based spread removed in favor of skill-based precision—you hit what you aim at, in other words, and miss what you don't—and Thrown Disk damage has been nearly halved, from 600 points to 350; the direct hit multiplier has been increased, however, from 1.5 to 2. Naturally, the update also includes some bug fixes and network optimizations designed to improve the game's performance.

It's not a huge patch but it's fairly extensive for a four-year-old game. What makes it interesting, though, is the fact that it exists at all. Tribes: Ascend doesn't have the worst Steam player numbers I've ever seen, but it's still in pretty dire shape. It enjoyed a nice bump in December thanks to the release of the patch, but quickly settled back into a sub-150 average player count. (Update: As a couple of folks have pointed out, Tribes: Ascend is available outside of Steam using its own launcher, so that's not the total user count. Even so, I think it's a fair reflection of the game's relatively tiny audience.) Those are numbers a studio might understandably be tempted to walk away from (especially when compared to Hi Rez's other game, Smite, which drew nearly 11,000 average players over the past 30 days), and so the fact that it's hanging in there is actually kind of impressive. I hope it works out.

Community Announcements - lilmamacita

Gameplay
  • Hellfire is now available to play for CTF and Blitz and has been added to all appropriate server map rotations.
  • Votekick percentage increased to 45%, up from 35%
  • Changed votekick message to include player who initiated the votekick.
  • "Vote by [votekick_starter]: kick [kickable_player]?"
  • Ammo pickups now yield the same 400 hp heal on all armor types when
    • Light - Heals for 400 HP, up from 300.
    • Medium - Heals for 400 hp, down from 462.
    • Heavy - Heals for 400 hp, down from 520.
      picked up.
  • Blueshift has been removed from map rotations by community request. This map will still be available to play on custom servers.
Equipment Changes
  • Automatic Weapons
    • All rapid fire weapons have had RNG based spread completed removed in favor for precise shots based on player skill only.
    • The following weapons have had their damage falloff values adjusted to 80% damage at range. This is to normalize the falloff between other similar weapons.
      • Falcon
      • NJ4
      • X1 LMG
  • Saber Launcher
    • May now fire without locking a target. This will result a dumbfire missile with no tracking ability, similar to the old Titan Launcher.
    • Tracking Missile
      • Target vehicle is locked with the same previous method and timing
      • Damage increased to 1350, up from 1200
      • Impulsed increased to 85000, up from 80000
      • Range increased to 360, up from 220
    • Dumbfire Missile
      • Impulsed increased to 85000, up from 80000
      • Range increased to 360, up from 220
      • Damage set to 370
      • Direct impact damage multiplier set to 2.0
      • Impulse set to 85000
      • Range set to 300
      • Speed set to 3000
      • Inheritance set to 50%
      • Size set to 15
  • Mortar Launcher
    • Mortar direct impact timer increased to 0.75 seconds, up from 0.5 seconds.
    • When hitting a vehicle the shorter timer is now used.
    • Damage lowered to 1300, down from 1400.
    • Direct hit bonus increased to 1.154, up from 1.0. Now deals 1500 damage on direct impact.
      Minimum damage decreased to 600 damage at max range.
  • Thrown Disks
    • Decreased damage to 350, down from 600.
    • Increased direct hit multiplier to 2.0, up from 1.5. Now deals 700 damage on direct impact.
  • Heavy weapons impulse reduction
    • The following weapons have had their impulse values reduced to 85,000 down from 90,000.
      • Heavy Spinfusor
      • Heavy Bolt Launcher
      • Heavy Blinksfusor
  • Plasma Gun
    • Fire interval reduced to 0.5, down from 0.6
    • Damage reduced to 270, down from 280.
  • NJ5 returns to Medium armor.
    • Fire interval set to 0.2
    • Damage set to 150
    • Falls off to 80% damage at at max range of 6000.
  • Impact Nitron
    • Increased radius to 400, up from 350.
  • Shocklance
    • Damage increased to 600, up from 500.
    • No longer drains energy for up to 250 bonus damage.
    • Damage dealt from behind remains at 2x.
    • Removed impulse given to hit target.
  • Fixed a long standing issue where beams from sniper rifles would not connect with a target when successfully hit at long distances.
  • Fixed an issue preventing players from equipping a repair tool at a repair station when they have the ELF gun equipped.
  • Fixed an issue where the Flak Cannon / EFG would not reload at various stages in its clip.
  • Fixed an issue where the Flak Cannon / EFG would award multiple kills on a single target.
Vehicles
  • Vehicle ejection speeds have been increased.
    • Light ejects at 50% vehicle speed, up from 40%
    • Medium ejects at 40% vehicle speed, up from 35%
  • GravCycle
    • Health reduced to 1400, down from 2200.
  • Shrike
    • Health reduced to 1400, down from 2800
    • Energy regeneration per second reduced to 10, down from 20
    • Reduced impulse from weapon to 2500, down from 10,000
    • Explosion radius reduced to 200, down from 250
  • Fixed an issue where many projectiles were being killed on direct impact with a vehicle and not dealing damage to them, especially while stationary.
Misc.
  • Additional network optimizations to improve performance.
  • Tweaked load balancing logic to try and keep players on the same physical server between map transitions.
  • Lowered minimum mip settings to allow players to adjust their INI settings for extremely low texture resolutions.
  • Fixed an issue where the weapon HUD would turn back on after match completed even though it had been disabled.
  • Fixed an issue where the laser targeter target location wasn’t being properly set while in 3rd person camera mode.
  • Fixed an issue where empty perks were being shown in the spectator hud.
Community Announcements - lilmamacita


March NA Draft Information

Date & Time
The draft will be on March 12th/13th; picking will start at 4PM EDT on the 12th.
Group stages will start at ~5PM EDT.
For the teams that make it to Day 2 (13th) the games will begin at 5PM EDT.

Sign-ups
Make sure you confirm your registration by Saturday, March 12th, 12PM-4PM EDT otherwise you will not be picked.

Rules
  • 1 Phase per team
  • No hand disks for heavy
  • 5 minute(300 second) shrike cooldown
Subject to change until the 4th
All matches will be best of 3
The group stages(day 1) will have predetermined maps, with the playoff maps being chosen by the teams with the following process:
  • Higher seeded team decides who gets to ban the first map
  • Each team bans one map
  • The last unbanned map is the first played, with the team who got one less ban getting to chose the side played
  • Loser of a map get picks the next map, with the winner chosing sides
Maps
Arx
Kata
DX
Raindance
Terminus
Community Announcements - lilmamacita

What is a newblood workshop?

Teaching new players how to play PUGs (7v7 with coms), run routes, as well as how to fight enemies and so on.There will be Mentors for each specific role. If you are just curious about the event and arent ready to try out the workshop you are more than welcome to just watch. The workshop will be streamed on the official Tribes Ascend twitch channel
There is no level requirement, just install mumble and join us on the newblood channel at 8:30CET Having a microphone is strongly recommended.
Label:
shazbot.eu mumble
Address:
mumble.shazbot.eu
Port:
30033

How it will be organized?

  • Streams will go on in the afternoon with a Mentor that will go over routes, time calling and loadouts. The Workshop will start at 3PM and go on till 7PM. We will be doing giveaways in chat during this time.
  • At 8:30PM CET: Mentors will meet the newbloods in the mumble channel of the role they taught (capper, Hof, O/D...): If you are new, just connect to the mumble and look for a channel called newblood workshop, we'll help you from there.
  • At 10PM We will do a 7v7 with the newbloods that participated in the workshop. Casted if possible!
If you are new or afraid to participate because of your accent, bad english, or your level: Fear not this is a class to learn and become a better player we want the experiance to be enjoyable and fun.
If you have any questions,concerns or comment, please do so here
Community Announcements - lilmamacita
There will be a draft tournament happening on the 27th and 28th of February 2016
Sign up here

For more information please go to http://www.ocedraft.com/


Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

Tribes: Ascend [official site] is receiving another update this evening. Patch 1.2 will bring sweeping balance changes to the gotta-go-fast jetpack FPS, increasing heavy armour there, reducing blast radii here, making it so pressing ‘Q’ selects your previously held weapon, that sort of thing. There’s a full list of changes in this Google Doc and a chart of new weapon values in this here spreadsheet.

… [visit site to read more]

Community Announcements - lilmamacita


We will be upgrading Tribes starting Thursday, January 28th 2016, at 10:00 AM EST(5:00 PM CEST) Expected downtime will be around 3 hours.
Skin prices have been reduced to 480 gold per skin.

Equipment Changes
  • Heavy Armor
    • Increased mass by 7%
    • Decreased initial jetpack impulse by 25%
  • Most Impact class explosive weapons have received a reduction in radius size.
    • Light Armor
      • Light Spinfusor radius reduced to 360, down from 400
      • Light Blinksfusor radius reduced to 360, down from 400
      • Bolt Launcher radius reduced to 400, down from 500
    • Medium Armor
      • Spinfusor radius reduced to 360, down from 425
      • Blinksfusor radius reduced to 360, down from 425
      • Twinfusor radius reduced to 300, down from 320
      • Thumper radius reduced to 400, down from 530
    • Heavy Armor
      • Heavy Spinfusor radius reduced to 360, down from 450
      • Heavy Blinksfusor radius reduced to 360, down from 450
      • Heavy Twinfusor radius reduced to 300, down from 340
      • Heavy Bolt Launcher radius reduced to 400, down from 565
  • Grenade Launcher explosion radius reduced to 500, down from 530.
  • Fusion Mortar
    • “The Deluxe Mortar Launcher was a fan favorite, so these changes are to bring the fusion mortar more in line with the feel of the DXML”
    • Radius reduced to 650, down from 700.
    • Increased bounce damping to 80%, up from 75% (DXML)
    • Removed direct hit bonus.
    • Now deals full damage (1400) on direct hit.
  • Jackal radius increased to 400, up from 350
  • Phase Rifle
    • Locks an Energy pack in your pack slot.
    • Phase Rifle sets your energy pool max to 75, 90 with Rage active.
    • Damage per energy increased to 5.333 per energy consumed. Up from 3.
    • Fully charged shot consuming 75 energy deals 400 damage. up from 375.
    • Fully charged shot consuming 90 energy, after Rage buff, deals 480. up from 450.
    • With a max energy of 75, time to regen to full charged shot reduced to 5.35 seconds, down from 8.9 seconds.
  • BXT1
    • Locks an Energy pack in your pack slot
    • Charge mechanic removed
    • Deals 250 damage in scope or out
    • Range increased to 20,000, up from 10,000
    • Falloff starts at 2,000 and falls off to 100 damage at max range
  • Saber Launcher
    • No longer locks onto airborne players
    • Projectile speed increased to 845, up from 650.
  • Sparrow, Eagle, and Nova Colt
    • Damage increased to 95, up from 85
    • Magazine size increased to 15, up from 12.
      • Increased ammo carry numbers to support larger magazines.
  • Shock Lance
    • Now deals 500 base damage, regardless of how much energy is available.
    • Consumes up to 50 energy, or less depending how much energy is available.
    • Damage is calculated as Energy Consumed x 5
    • Total damage is doubled when target is struck in the back.
  • Flak Cannon
    • Reduced projectile size to 25, down from 30.
    • Lowered damage per connecting shot to 65, down from 75.
  • Plasma Gun
    • Damage increased to 280, up from 230.
    • Carried ammo increased to 54, up from 48.
  • Chain Gun
    • Damage increased to 80, up from 75.
  • Ammo adjustments
    • Assault Rifle max ammo increased to 216, up from 192.
    • NJ4 SMG max ammo increased to 270, up from 240
    • Nova Blaster max ammo increased to 54, up from 48
    • Sawed Off max ammo reduced to 24, down from 60.
  • Belt Items
    • T5 Grenade is now available to the Light Armor.
      • Explodes after 2 seconds
      • Damage is 800, falls off to 400 at max range
      • Explosion radius is 600
    • Blackout Grenade radius increased to 600, up from 550
    • Cluster Grenade radius increased to 550, up from 500
    • EMP Grenade radius increased to 600, up from 550.
    • Sticky Grenade radius increased to 600, up from 550.
  • Drop Station deployables no longer require generators to be up to function.
  • Stealth pack reveal speed increased to 150, up from 100. This is the
  • Tribes:Ascend 1.0 value.
  • Fixed an issue where Drop Stations were still functional after being destroyed.
  • Fixed an issue where Chaff Grenades could permanently jam a friendly player.
  • Fixed an issue where the Heavy Blinksfusor had incorrect reload speeds.
  • It is now in line with the standard heavy spinfusor.
  • Fixed an issue where Nova Blaster MX could still have upgrades affecting
  • various weapon stats.
Vehicles
  • Vehicles are now generated on a team wide timer
    • “At the beginning of the round vehicle timers are started. Once each vehicle's timer has completed, 1 vehicle is generated, up to the limit per vehicle type. Once that vehicle is taken, it is moved from “Generated”, to in play. The vehicle in play still affects the ability to generate more vehicles of that type. For example: The server has limited shrikes to 1. Once generated, that shrike may be claimed by a player. Because the server has limited shrikes to 1, no additional shrikes will be generated until the shrike has been destroyed.”
    • All of the following values are modifiable through custom server settings.
    • Each vehicle type has:
      • Max number in play.
      • Length of time before each vehicle type is generated.
      • Max of one Generated, or “On Deck”. If this vehicle is not claimed and the timer reaches zero, the timer resets to the max time and restarts.
    • Default Values:
      • Grav Cycle
    • Max in play 4
    • Max of 1 on deck
    • Generation time 30 seconds
      • Shrike
    • Max in play 2
    • Max of 1 on deck
    • Generation time 90 seconds
      • Beowulf
    • Max in play 2
    • Max of 1 on deck
    • Generation time 60 seconds
  • Grav Cycle
    • Fire interval increased to 0.1 seconds, up from 0.08 seconds
    • Damage multiplyer vs base assets reduced to 2, down from 4.
  • Shrike
    • Fire interval increased to 0.125 seconds, up from 0.1 seconds.
    • Ammo pool reduced to 9, down from 12.
    • Burst fire count reduced to 3 shots.
Gameplay
  • Pressing Q now selects your weapon that was previously in hand.
  • Grenade throw speed increased by 25%.
  • Votekick now only requires 35% of all players in the server to vote “Yes” to pass. Reduced down from 70%
  • Lifetime for bullet based projectiles has been increased to 1 second, up from 0.5 seconds. This will increase the range of the projectile back to Tribes:Ascend 1.0 ranges.
  • Ammo pickups now restore 20% of your energy pool when picked up. Healing has not changed.
  • Inventory stations no longer refill your energy. This is to prevent energy based weapons from circumventing the recharge time.
  • Fixed an issue where vehicle stations were not taking bonus damage from base asset damage modifiers.
  • Fixed an issue in blueshift where players could abuse the team blocker on the boosters.
    • Everyone may enter the booster, but only friendlies get the boost applied. This will allow an enemy to return his flag inside the booster.
Misc.
  • Music and flag audio queues have been fixed on maps introduced in 1.1.
  • Fixed issues with banning equipment where some banned equipment would unintentionally ban other equipment while customizing a server.
  • Fixed an issue where long distance explosions would not play their explosion FX. This was most obvious on the Mortar Launcher.
  • Fixed an issue on perdition where ragdolls would catapult out of the map.
  • Fixed an issue where the armor select UI would not go up to 100% even though a player had unlocked all items available.
Community Announcements - lilmamacita
Draft date: 23-24 January 2016
Signups now open

Head over to tribesschedule.com and sign up for the January 2016 Draft Event.
Introduction to the website and how to sign up here: https://imgur.com/a/8SBTA done by Flagician the IT magician

Check-ins will open Saturday 23 January at 8 am and close at 4pm Central European Time (CET). After check-ins are closed, the captains will begin picking the teams. Games will hopefully start at 5 pm.

What are check-ins? A check-in is a confirmation that you will be present for the tournament. By signing up you just state that you might/will be there unless something happens. When you check-in you commit to being in the EU mumble in time for games to start.

Captains
Check that captain box when you signup. While it is true that not many people enjoy captaining, without you the draft does not happen. So be a good sandraker/butcher and lead your team to victory.

Tournament Format
Sadly we cannot provide you with a proper schedule. Why? Because this can only be done once we know how many teams can be formed with the players attending. And this is impossible to know until draft day.
That said, here are the scenarios:
  • If 6 or 8 teams we will have a Round Robin group stage with teams evenly split in two groups. Games will be bo2 with predetermined maps. With a single elimination knockout stage (bo3 with map bans)

  • If we have 5 or 7 teams we will have a Round Robin group stage but with only one group. Games will be bo1 and have predetermined maps. Then a single elimination knockout stage (again, bo3 with map bans)
In all of the above cases, the top 4 (or top2 of each group) will advance to the knockout stage, which will consist of semifinals and a final.
It is a bit different with 4 teams. In that case we will do the following:
  • A double elimination knockout tournament, with all games being bo3 except the Grand Final, which will be a bo5. In the grand final, the team that comes into it undefeated will start with a 1 - 0 lead. (Meaning they only need to win 2 maps while the opponents need to win 3)
Schedules for all of this scenarios will be premade and the proper one will be put in a reddit post on draft day while picking happens.
In all of these scenarios, even the last placed team will play 4 - 6 maps while it not being too exhausting as a format. We'll try to space the schedule properly so players can catch a breather in between games.
One thing I would like to hear from you lot: Currently the Final is set to be a bo3 if we have 5 teams or more. Would you prefer it to be a bo5?

Mappool
Arx Novena, Katabatic, Dangerous Crossing, Drydock, Raindance, Terminus and Ice Coaster
There was much deliberation for choosing a mappool. As pretty much every Tribes player seems to despise all maps bar 3 or 4. So pleasing everybody here is a gargantuan task.
The reasoning behind our picks is rather straightforward: Arx, Kata & DX are the golden trio (even if DX can be pretty polarizing). They are the most played maps in pugs for a reason. Drydock and Raindance are tested maps that favour a different playstyle. Drydock makes cluster play more viable while Raindance rewards offense & capper synergy. Terminus and Ice Coaster are included because they are new and fresh. Plus it wouldn't be an Out of the Blue tournament without Out of the Blue maps.

Do you already hate the entire mappool bar 3 - 4 maps? Do not fret! You will be able to ban them in the knockout stage of the draft. Here is how:

Map ban process:
For this tournament we would like to ditch the old map ban process and try something new. You are probably familiar with it if you follow CS:GO.
Previously, the captains would ban one map each and then remove maps until one was left. Then, the loser of the map would pick the next one (couldn't picked the 2 maps that were banned at the start)
The new system is the following: Captains ban 1 map each, then pick one map each. Then, captains ban 1 map each again and the remaining one will be the last map of the bo3.
For the semifinals, the seeded (as in, the team that placed higher in the group stage) team will be the one banning first. For the final, an admin will flip a coin to determine who bans first.
This system is only for the knockout stage. In the group stage, maps will be pre-determined.

Tournament Rules
Gameplay rules
  • Shrike Health set to 50%
  • Maximum of two heavies allowed per team
  • Chaff Grenade banned
  • Throwing Disk banned
  • Saber Launcher banned
This is basically the current EU Pugs ruleset. If the upcoming patch happens to drop before the tournament and changes any of these items to the point that they aren't a problem anymore, we will consider unbanning them. On the same note, if this upcoming patch breaks something horribly, we can make a last second adjustment to ban it. Let's hope that is not needed.

More information...
...

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