Tribes Ascend

A place to discuss other games such as World of Warcraft, BF2 or Red Orchestra
Cpt._Keyes
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Re: Tribes Ascend

Post by Cpt._Keyes » Mon Apr 23, 2012 4:32 pm

TTHREAZ wrote:
Cpt._Keyes wrote:forcefields
Oh yeah, add this to my list of gripes.
I dont see any major issue with it...just emphasises the need to take out the generator... which is why im loving infiltrator so much now... that and the ability to cause 5 people to chase me in the gen room looking for a stealthed guy lobbing stealth spinfusors at them gives me such glee
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Re: Tribes Ascend

Post by TTHREAZ » Mon Apr 23, 2012 6:15 pm

My issue with it is the fact that forcefields in the other Tribes games were a part of mods, not the original, base game.

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Re: Tribes Ascend

Post by Cpt._Keyes » Mon Apr 23, 2012 6:34 pm

TTHREAZ wrote:My issue with it is the fact that forcefields in the other Tribes games were a part of mods, not the original, base game.
but, this is tribes ascend, not 1 or 2, i had the same reaction with other games...like red alert 2 vs 3...but i have to remind myself...if i like "the way it was" play the original game...this is a new one...its supposed to be tribes inspired...it still has the super fast play style, full 3d spatial combat...i think it captured the essence of tribes rather well...but it is still different
CG6505 CPT Nelson LCDR Wischmeier AST1 Skimin AMT2 Nichols-4SEP08
CG1705 LCDR Barnes LT Bryant AMTC Seidman AET2 Grigonis AET2 Beacham AMT2 Moletzsky AMT3 Kreder-29OCT09
CG6017 LT Krueger AMT1 Hoke AMT2 Banks-07JUL10
CG6535 LCDR Taylor LTjg Cameron ASTC Jorge AET3 Knight-29FEB12
WPB87340-2 BMC Terrell Horne-2Dec12
WMSL751 BM3 Obendorf-18DEC13

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