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TRIBES UPDATED AGAIN WHAT THE FUCK

Among other things they removed random spread and increased the direct hit multiplier.
>>
Notes:
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
>>
>>332607180
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.
>>
>direct hit multiplier increased

Good. Maybe everyone screaming how much skill they have with Spinfusors will do something besides ground pound.

Too bad the games even more dead now than before the ootb update
>>
>>332607290
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.

the game is still gonna stay dead
>>
>Too bad the games even more dead now than before the ootb update

This. They came back, updated the game and still managed to fuck it up worse than they left it.
>>
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>speedlimit still not removed
>>
>>332606680
Who /Tribes2/ here?
>>
>>332607605
>still spouting that there's a speedlimit
You're scaring people
>>
>>332607605
Why the fuck wasn't this the first thing they did?
Surely they know it's one of the nails in the coffin?
>>
>>332607614
How many players does T2 have compared to Ascend?
>>
>>332607880
ded gaem
ded series
>>
>>332608238
Fuck you all I wanna do is go fast and hit people with glorified frisbees
>>
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Who the fuck here still plays anyway?
>>
Hard to believe the shazbowl was more than 4 years ago
Thread replies: 15
Thread images: 3

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