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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Patch Notes & Announcements

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Mar 6, 2012: Tribes Open Beta Version 0.1.811.0



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 Mar 6, 2012: Tribes Open Beta Version 0.1.811.0 
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HiRezStew

Hi-Rez Team Member
Hi-Rez Team Member

Joined: Wed Apr 23, 2008 9:42 pm
Posts: 3165
Steam Gamer Name: HirezStew
Post Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
As a follow-up to yesterday's 0.1.809 patch, this morning we will be applying a small version 0.1.811.0.

Users should expect 1 to 2 hours of downtime while the patch is deployed.

The patch contains the following fixes:

Hot Fixes in 0.1.811.0
Fixed a bug in which the turret rate of fire was inadvertently increased.
Fixed a bug in team joining that allowed for imbalanced team sizes in matches.
Fixed a bug that treated "Kill Credit For ... " kills as a negative score on the scoreboard.


Tue Mar 06, 2012 8:13 am
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CareBearII

Beta Tester
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Joined: Sun May 02, 2010 8:23 am
Posts: 903
Steam Gamer Name: CareBearII
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Thanks for the update Stew


Tue Mar 06, 2012 8:42 am
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Safaex
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Joined: Thu Dec 15, 2011 8:55 pm
Posts: 354
Location: Sweden
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Finally, current turrets were on meth, made me want to do meth.


Tue Mar 06, 2012 8:43 am
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Quadbyte


Joined: Sun Nov 20, 2011 5:14 pm
Posts: 22
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
A quick question:

Pre-0.1.809 you were able to destroy an Mk4 Gen with just 5 sticky grenades, right now this isn't possible..
However nothing was mentioned in the 0.1.809 patch notes.. (I saw no changes written for generator health, or sticky damage to assets)
Can you clarify whether this is intentional or not?

Also get rid of the 3sec cooldown on stealth (INF), we don't need more nerf.. If technicians leave their generator/turrets unnatended, it's not our fault for not giving them free turret/bot-kills.*
The technicians are the community's primary complaint, yet you're inventing ways to make things easier for them, and harder for the already nerfed infiltrators.. "You're doing it wrong."

*If a technician is doing his role, this means defence, even if an infiltrator flickers his stealth - the technician can be aware and still pick him up with a single thumper shot.
Not to mention: motion sensors = bye bye stealth altogether. (And a very quick, plus unavoidable, death; when combined with at least 2 close-by turrets)

Last edited by Quadbyte on Tue Mar 06, 2012 9:31 am, edited 2 times in total.

Tue Mar 06, 2012 8:46 am
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portland1220


Joined: Thu Oct 13, 2011 4:36 am
Posts: 5
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
They need a few hours for a small patch ?


Tue Mar 06, 2012 9:10 am
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BUENOO


Joined: Wed Feb 29, 2012 3:50 pm
Posts: 2
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Hoping it doesn't stay down like yesterday.


Tue Mar 06, 2012 9:14 am
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DogmeatX
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Joined: Thu Dec 02, 2010 9:13 am
Posts: 1263
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Does badge XP get affected by Boosters? If not why not?


Tue Mar 06, 2012 9:18 am
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HiRezStew

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Joined: Wed Apr 23, 2008 9:42 pm
Posts: 3165
Steam Gamer Name: HirezStew
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
DogmeatX wrote:
Does badge XP get affected by Boosters? If not why not?


The presentation is a little poor today, but boosters do affect the badge XP.

For level 1 badges, you get 500 XP as a free user, 750 if VIP and 1500 if VIP/Boosted.

Level 2 badges are 1000/1500/3000.


Tue Mar 06, 2012 9:24 am
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s0vere1gn


Joined: Sun Nov 27, 2011 6:01 am
Posts: 4
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
Quadbyte wrote:
A quick question:

Pre-0.1.809 you were able to destroy an Mk4 Gen with just 5 sticky grenades, right now this isn't possible..
However nothing was mentioned in the 0.1.809 patch notes.. (I saw no changes written for generator health, or sticky damage to assets)
Can you clarify whether this is intentional or not?

Also get rid of the 3sec cooldown on stealth (INF), we don't need more nerf.. If technicians leave their generator/turrets unnatended, it's not our fault for not giving them free turret/bot-kills.*
The technicians are the community's primary complaint, yet you're inventing ways to make things easier for them, and harder for the already nerfed infiltrators.. "You're doing it wrong."

*If a technician is doing his role, this means defence, even if an infiltrator flickers his stealth - the technician can be aware and still pick him up with a single thumper shot.


+1 +1 +1 +1

Couldn't agree more with that.

TCN is the most OVERPOWERED class right now. At this moment this class is mroe like a super SLD class. They have almost everything a soldier has ....you gave them Thumper...a TECHNICIAN..with thumper...yeah....sure.. seems legit. THEIR main purpose IS defend! And that means staying in the base repairing stuff and deploying turrets etc..if they leave something unattended it's not our fault! BUT noooo like it wasn't unbalanced now..you made it even more. placed a stupid timer on stealth..making us ultimately vulnerable to turrets.

Also they have that motion sensors. 1 hit by them and our energy goes to almost zero. THAT's just stupid. with all that even 2 INF at the same time cannot enter any GEN room if a TCN has deployed sensors AND turrets...

And one last thing. INF prism mines are supposed to be ''stealthy'' besause THEY ARE IN A INFILTRATOR CLASS. with that green thingy you can spot them like a beacon from 1km..jeez..EVEN the Doombringer has more ''stealthy'' and low profile mines !!!!!! How is this even possible????


Tue Mar 06, 2012 9:36 am
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FaCE
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Joined: Fri Oct 29, 2010 12:02 am
Posts: 40
Location: San Diego, CA
Steam Gamer Name: F [a] C E
Post Re: Mar 6, 2012: Tribes Open Beta Version 0.1.811.0
in terms of CTF: imo there need to be class limits, like no more than 3 tcn/2 inf,sentinel per side. or some hard limit on the number of deployables within a certain range. tcn and inf are both really obnoxious.

in terms of non-CTF gametypes: tcn is amazingly overpowered... smg + shotty/hitscan pistol + 'nades + turret(s) + medium armor is incredibly strong with no drawbacks i can think of.

i have no idea how you could balance the tcn for all gametypes short of giving it a disc launcher instead of smg, maybe.
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Tue Mar 06, 2012 9:50 am
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