Showing posts with label Fletcher's Blog. Show all posts
Showing posts with label Fletcher's Blog. Show all posts

05 May 2012

Tribes: Ascend - Classes

Tribes is unique in the FPS landscape in that it there is no purchase price and is free to play . The three basic classes I have already covered, the Pathfinder, Soldier and Juggernaut are all unlocked at the start of the game (See Here). The rest of the classes can be unlocked with "Gold" purchased through the store or XP, accrued in game, ala League of Legends. A lot of the alternate weapons of classes are very expensive if using XP but are not game-breakingly over powered. In this post I will cover the basic gameplay of the vanilla unlockable classes and basic strategies.

Sentinel

The Sentinel class is a light suit that focuses on sniping. The BXT1 Rifle is the primary weapon and requires charging up to deal full damage. At full charge it will only do 500 damage, has a slow firing rate and at base level a 4 round clip. Combined with weapon falloff, sniping is much harder in this game than others. The secondary weapon available is the Nova Blaster. This revolver fires a fast moving laser beam that ricochets once off a surface, effectively dealing with most enemies that get close. The Claymore is a brilliant grenade item, acting much the same as most other games. The utility item for this class is the extremely useful Drop Jammer. When deployed this will make everyone in the radius fade and eventually turn invisible. It will also reveal any Infiltrators trying to sneak their way past your defences. This class is one of the harder to play and doesn't contribute as obviously to most game types unless practised.



Infiltrator

As alluded to above the Infiltrator is the sneaky class of the game. This class is brilliant at sneaking into the base of the enemy to destroy and disrupt defences. The opening weapons are the Rhino SMG and SN7 Silenced Pistol. These are both basic ballistic weapons and are fairly lethal from stealth. One of the major weapons the Infiltrator fields is the sticky grenade. Sticking them to your enemies and watching them run is a joy. The utility item is obviously the ability to stealth, which will drain energy but fade you out of sight shortly after taking damage or firing. Going over 173km/h will also remove this effect. This is a fairly basic class to play and, with enough guile, very effective.

Technician

The second medium suit is the Technician. This defensive class is at its most effective in Capture the Flag for a number of reasons. The first weapon is a basic SMG, the TCN4. The secondary "weapon" is an enhanced repair gun with increased repair rate. This limits the offensive capabilities of the technician a fair bit but makes them ideal for base defence. The belt item they carry is a basic fragmentation grenade, with decent damage and range. The utility item of the technician is one of the strong points of the class in its vanilla state. The turret is an automated defensive placement that can be used to defend choke-points and flag points. Although only able to take a couple of hits from a spinfusor this item is superb when used in conjunction with other defensive measures. Due to the static defensive nature and important repairs needed in CTF this class will excel in that game type more than any other.

Raider

The last medium suit is the aptly named Raider. This quick moving attack class is designed to ravage the various defences of the enemies base. The primary weapon, the Arx Buster, has a 3 round clip of sticky explosives. These can be stuck to both enemies and defensive emplacements, although it takes practice to be accurate while moving at high speed. The secondary weapon is another SMG, which proves useful for longer-range fire-fights as the buster has an arced firing line. The grenade weapon for this class is the useful EMP Grenade which can kill a light suit on a direct hit and will also drain energy, useful for slowing/immobilising enemies. The utility item for this class is the Shield Pack which, when activated, will slowly drain energy and remove any damage taken from the energy pool instead of health. This is especially helpful when trying to create a breach into generator rooms or on flag points. This class is a bit more difficult to master than the soldier or pathfinder but devastatingly effective when refined.

Doombringer

The Doombringer is the second heavy suit and has a fairly misleading name. This largely defensive class is effectively a flak cannon, designed to down quick moving and/or flying enemies. The main weapon is the Chaingun, a gatling gun with 280 rounds in the vanilla version. Although requiring a short spin-up this weapon needs no reloading, has decent range and will destroy an approaching pathfinder easily. The secondary weapon, the Saber missile launcher, fires a homing missile and is great for destroying enemy vehicles and any flying enemies. This weapon requires a 3 second line-of-sight lock on which will only activate if the enemy is in the air or in a vehicle. The missile can be shot down or avoided but does 1000 damage on suits and 1400 to vehicles, destroying grav bikes in a single blast. The grenade item is a basic frag, useful for doing any aoe damage with no ability to lock on. One of the major features of the class is the utility item, the force field. This placement will block enemy fire and, more importantly, damage enemies that go through. The faster the enemy is going the more damage they take, leading to pathfinders splattering like bugs on a windshield if the force field is placed near the flag. This class is fairly noob friendly and extremely effective in CTF but can be trumped by other class combinations relatively easily.



Brute

The final heavy suit, the Brute, is a fairly basic class to play with lots of health and very powerful weapons. The primary weapon is the Heavy Spinfusor, a beefed up variant which fires the same but packs a much stronger punch. The secondary weapon is an automatic shotgun, giving the Brute much needed close combat capabilities as the spinfusor is impractical in close quarters. The grenade item of the Brute, the Fractal Grenade or "disco ball", epitomises the Brute. Throwing one of these will clear the area fairly quickly as the grenade fires out multiple random lasers and slaughters any light suits nearby. This is a fantastic weapon for clearing areas and is a great revenge weapon, thrown just prior to death in a small room. The utility item of this class is a basic Energy Pack, allowing the Brute a bit more mobility, in line with its offensive disposition.

The general consensus with unlocking/upgrading classes for free is to choose one of the three basic classes, upgrade the starting gear and practice with that one till competence. At this point you should be able to rake in enough xp in a couple of games to unlock other classes. The more defensive classes, the Technician and Doombringer, may be less suited for modes of play other than the classic CTF as their utilities are somewhat neutered with minimal chokepoints and tunneling. The Sentinel is also difficult to get used to if you are accustomed to sniping in other games. My personal preference is the pathfinder as Tribes has always been about going mind numbingly fast for myself.

16 April 2012

Tribes: Ascend Beginners Guide

After its fairly extended "beta" the fourth (PC) installation of the fast paced,jetpacking shooter Tribes has finally been released. To have even a chance of survival you will need to master a number of skills fairly specific to the series. With the separate classes these skills can vary to a certain extent but the unifying skill is "Skiing".

Tribes: About to crater

A coding error in the original game allowed players to slide down slopes with no friction, giving players enhanced speed but limited control over direction. This has been replicated in the following games and has become symbolic for the brand.The basic concept in skiing is to try and hit as many downward slopes as possible while using your anti-friction capabilities (spacebar). All upward slopes should be avoided by either jetpacking over (right click) or seeking other paths.

Energy will recharge at different rates for different classes, so the availability of the jetpack varies. In Tribes: Ascend the varying classes are divided into light, medium and heavy, all differing in both mass and energy for the jetpack. The light classes, especially the always available pathfinder, are the most agile but have the least health and generally lighter weaponry.The outcome of all this is that light suits are great flag runners and chasers while heavy suits are better optimised for a more stationary bombardment or defensive style of play.

The second skill that is fairly unique to this game is the necessity to predict enemy movement. Due to rapid movement in all directions it takes a lot of practice to hit other players midair and it is far easier to fire at the ground where the enemy will land. Depending on which class you use the tactics will vary slightly.

The Pathfinder can use the light spinfusor to fire a moderate speed explosive disc, the shotgun to shoot others up close and the impact nitron, a grenade that sends enemies veering off, dropping any flags they may be carrying. They are designed primarily to attack face to face, catching up to other targets and using their speed as protection.

The Soldier is the vanilla medium suit, a fairly basic starter class, is versatile in either defense or offense. The main weapon is a basic assault rifle with falloff that needs to be managed at longer ranges. The secondary weapon is a basic grenade launcher with an arched launch. Their grenade weapon is a very powerful fragmentation grenade which can devastate light suits. This class is a great start for anyone with any experience in fps games.

The starting Heavy, the Juggernaut, is an immensely powerful, long range combatant. The fusion mortar fires high yield grenades that will destroy a light suit with a single direct hit. As a mortar the projectile is lobbed unless fired directly at the ground. This can be used to bombard groups of enemies from literally halfway across the map. The juggernaught also fields an enhanced spinfusor and frag grenade, making sure this class packs a powerful punch. This power comes at the cost of mobility although this is mitigated by a much higher health pool.

Mastering these basic skills will see you on your way to victory and the unlockable classes and goodies that come with the accrued points.