Tribes: Ascend - (Matt Cox)



Jan 13, 2017
Half-Life - (Alec Meer)

So often the bleeding edge of games tech, yet so often fundamentally the same underneath: there’s a reason we can’t get enough of pretend shooting pretend people in their pretend faces. It is a pure test of skill and reflex, a game about movement at least as much as it is about violence, and done right it is absolutely delightful>. And hey, sometimes you get a decent gimmick or story thrown into the mix.

These are our favourite 50 first-person shooters on PC, from 1993-2017. Your favourite is at number 51.

… [visit site to read more]

Tribes: Ascend - (Alice O'Connor)

Eleven months after Tribes: Ascend [official site] unexpectedly received the ‘Out of the Blue’ update, reviving development on the superfast multiplayer FPS, here comes ‘Parting Gifts’. Update 1.4 is now out and seems to be the end for this fleeting reinvigoration. 1.4 is less flashy than some of the recent patches, mostly bringing one last set of balance tweaks and bug fixes. You’re a big boy now, Tribes: Ascend.

… [visit site to read more]

Tribes: Ascend

The brilliantly weird, and largely unintuitive, Tribes: Ascend has endured a chequered past. It s on-off-on again legacy mirrors that of an afternoon soap opera romance having been brought back from the edge of extinction in late December last year via its first update in two years however its latest update, named Parting Gifts, marks its curtain call.

We caught up with developer Hi-Rez following last year s rejuvenating patch 1.1, where the studio told us its mismanagement of Tribes: Ascend was like death by a thousand cuts . The latest appropriately-named update brings the game to version 1.4 and signals the end of the line.

Full patch notes which include tweaks to gameplay, equipment and vehicles, among other things can be located over here, and a pretty comprehensive weapons statistics spreadsheet can be perused this way.

In conversation with Chris at the start of this year, Tribes creative director Sean McBride who was a member of the original team that pushed for Hi-Rez to acquire the license in the first place spoke of how relaunching in 2015 was more about steadying the ship, not necessarily about turning profit.

We all know that player counts are not going to be super high, he said about the game s diminished community The intention is to at least stretch it out over a longer tail, so, if we do need to leave it, we ll have a planned date, so we can make sure everything s in order. We didn t do that last time. It was like we all need to go onto Smite, right now.

Over on Reddit, it seems the community, what s left of it, is already making peace with the fact Tribes: Ascend is no more. One user, Regginator12 , sums up his or her feeling thusly: This game was so good while it lasted, such a wasted opportunity, I ve never seen such a high speed FPS since with huge maps and no hitscan. RIP.

Following the publication of this story, we changed the original headline, "Tribes: Ascend is no more" to better reflect the fact that Tribes: Ascend is still playable and available. Patch 1.4 is simply the final official update for the game. Ed.

Tribes: Ascend - lilmamacita
Tribes: Ascend - (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]

Tribes: Ascend

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.

Tribes: Ascend - lilmamacita

  • 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.
  • 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.
  • 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.
Tribes: Ascend - 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.

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

  • 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
Tribes: Ascend - 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: mumble

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

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