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Topic: Tribes 2

The new items published under this topic are as follows.

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Tribes 2 Siege Pub - Thursday, July 8, 2010 @ 9:00 PM EST
Posted by: Celios on Thursday, July 08, 2010 - 09:11 PM
I believe someone said they are bringing friends tonight. Hopefully things pan out better than last week's pub!



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Tribes 2 Siege Pub - Thursday, July 1, 2010 @ 9:00 PM EST
Posted by: Celios on Thursday, July 01, 2010 - 09:18 PM
Gonna do another one tonight. Hopefully the turnout is as good as it was last time. See you there!



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Tribes 2 Siege Pub - Thursday, June 24, 2010 @ 9:00 PM EST
Posted by: Celios on Thursday, June 17, 2010 - 01:12 AM
We're going to try to start running weekly Siege pubs again, this time on a Thursday-night schedule.

Please attend if you have the chance, and let anyone who might be interested know!



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Tribes 2 Start Running Siege Pubs Again?
Posted by: Celios on Tuesday, September 15, 2009 - 10:40 PM
With fall just around the corner, we've been pondering starting up the weekly Siege pubs again. Please check out this thread and leave us some feedback!



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Tribes 2 Just-in-Time Updates (For March 27th, 2009)
Posted by: Celios on Friday, March 27, 2009 - 09:06 PM
We've made a few updates in time for the pub tomorrow.

First, Banjoside and Katazatic, two of our less popular Warfare maps have been removed. In their place, Red Shifter has put up Phalanx. This puts us at a 3 map rotation for the gametype, so if you have any ideas for a map of your own, be sure to check RS's guidelines. We probably won't play the gametype again until we have a wider selection of legitimately good maps.

Second, Persistence has gotten a bit of an overhaul. Thanks to everyone for their suggestions on how to tighten it up. The O-base has already been moved back a bit, and this week I've also upped the amount of time the defense has to repair each generator from 30 seconds to 45 seconds. I've also implemented the most common suggestion, which was to make the switch uncappable until all the buildings are destroyed. This means that the whole Respite-like mechanic has been removed and the generators are now the only thing you have to worry about. Hopefully this results in longer and more interesting games.

Third, since it's proven to be as popular as ever, Convoy -Pond Edition- has officially been re-added to the rotation.

Finally, a few tweaks have been made to some old classics. Delirium -Pond Edition- has been updated slightly so that the D-bunkers' green forcefields are now quickpass. Also, I've made a Pond Edition of Empire that eliminates the ability to disable the Airbase gen before the Disruptor gen has been killed. This should make the map much more fun since it's no longer just a contest of who gets the better spawns on D.

Hope to see you at the pub!



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