Tribes: Ascend saw a new update today which lowered the price of all skins to 480 gold each. Other changes include adjustments to armor, weapons, and gameplay.
Developer Hi-Rez Studios detailed the update on Tribes' Steam page, revealing several gameplay changes to the first-person shooter. Pressing Q will now switch back to the previously selected weapon, and voting to kick someone will now only require 35% of all players to pass. Energy weapons will also no longer be refilled at inventory stations, preventing players from bypassing the recharge time.
You can see the full patch details below:
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 400Light Blinksfusor radius reduced to 360, down from 400Bolt Launcher radius reduced to 400, down from 500Medium Armor
Spinfusor radius reduced to 360, down from 425Blinksfusor radius reduced to 360, down from 425Twinfusor radius reduced to 300, down from 320Thumper radius reduced to 400, down from 530Heavy Armor
Heavy Spinfusor radius reduced to 360, down from 450Heavy Blinksfusor radius reduced to 360, down from 450Heavy Twinfusor radius reduced to 300, down from 340Heavy Bolt Launcher radius reduced to 400, down from 565Grenade 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 350Phase 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 slotCharge mechanic removedDeals 250 damage in scope or outRange increased to 20,000, up from 10,000Falloff starts at 2,000 and falls off to 100 damage at max rangeSaber Launcher
No longer locks onto airborne playersProjectile speed increased to 845, up from 650.Sparrow, Eagle, and Nova Colt
Damage increased to 95, up from 85Magazine 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 5Total 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 240Nova Blaster max ammo increased to 54, up from 48Sawed Off max ammo reduced to 24, down from 60.Belt Items
T5 Grenade is now available to the Light Armor.
Explodes after 2 secondsDamage is 800, falls off to 400 at max rangeExplosion radius is 600Blackout Grenade radius increased to 600, up from 550Cluster Grenade radius increased to 550, up from 500EMP 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 theTribes: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 affectingvarious weapon stats.
"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 CycleMax in play 4Max of 1 on deckGeneration time 30 seconds
ShrikeMax in play 2Max of 1 on deckGeneration time 90 seconds
BeowulfMax in play 2Max of 1 on deckGeneration time 60 secondsGrav Cycle
Fire interval increased to 0.1 seconds, up from 0.08 secondsDamage 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.
Everyone may enter the booster, but only friendlies get the boost applied. This will allow an enemy to return his flag inside the booster.