The Cyber Sports Network values true and open competition and we will continue to reinforce that with the Tribes: Ascend community. The Launch Cup will be available for any team that can field a 7 man roster. The competition will also be best of 3 maps and double elimination as an attempt to make sure that the best Tribe can take the top prize.
“We’re very encouraged with the rapid growth of the Tribes: Ascend competitive scene”, says Todd Harris, Hi-Rez Studios Chief Operating Officer. “There has been high player demand for professionally administered tournaments and we’re pleased to partner with Cyber Sports Network to kickoff this first North American event”
The matches will be casted by Bart ‘HiRezBart’ Koenigsberg from Hi-Rez Studios and Ben ‘Fishstix’ Goldhaber live on the Cyber Sports Network stream located at http://cyber-sports.net/live.
If you are an first person shooter fan and feel like you have what it takes to take home the top prize be sure to sign your team up on Cyber Sports Network immediately. If you have yet to play the free-to-play Tribes: Ascend, you can download it at https://account.hirezstudios.com/tribesascend/.
Tournament Format:
32 teams, double elimination.
Sat. May5:
Upper Bracket Round 1 at 7:00pm EDT.
Upper Bracket Round 2 & Lower Bracket Round 1 at 8:30pm EDT.
Lower Bracket Round 2 at 10:00pm EDT.
Sun. May6:
Upper Bracket Round 3 & Lower Bracket Round 3 at 7:00pm EDT.
Upper Bracket Round 4 & Lower Bracket Round 4 at 8:30pm EDT.
Lower Bracket Round 5 at 10:00pm EDT.
Sat. May12:
Lower Bracket Round 6 at 7:00pm EDT.
Lower Bracket Round 7 at 8:30pm EDT.
Upper Bracket Round 5 at 10:00pm EDT.
Sun. May13:
Lower Bracket Round 8 at 7:00pm EDT.
Grand Finals at 8:30pm EDT.
(schedule subject to change)
Prizes: $2500 total
1st - $1050 + 7 Tt eSPORTS Saphira mouse and Dasher mousepad
2nd - $700
3rd - $420
4th - $280
To Create and Register a Team:
1. At the 'Home' Page in upper right, choose 'Register Team'
2. Choose 'Create New Team" - Team Captains are asked to create the teams
3. Fill out required information. Teams are strongly encouraged to include a professional looking graphic as their team logo for use during casting/streaming.
4. Create a Team Password and give it out to only players on your team!
5. Have your teammates 'Join Existing Team', using the password that you supplied them to join.
6. Go to Event Page and if your team has the required roster size, you will be able to JOIN EVENT.
NOTE: All players on the roster MUST have their Tribes:Ascend username on their profile for the team to be eligible to sign up.
Players may be added to rosters up until the start of round1.
Please follow our sponsors for this event:
FORMAT:
7v7 CTF
RESTRICTED ITEMS:
Infiltrator:
Jackal
Smoke Grenades
Raider:
Plasma Gun
Whiteout Grenade
RESTRICTED CLASSES:
None
RESTRICTED PERKS:
None
MAPPOOL:
Arx Novena
Crossfire
Drydock
Katabatic
Raindance
For matches, teams will do a drop/pick system for deciding maps. Each team will be allowed to drop 1 map each, and then pick a map to play. The map left over will be used as a tiebreaker. The team with the seed closest to 1 will drop and pick first.
The team that did not pick the map being played will get side choice for that map. The team with the seed closest to 1 gets side choice for tiebreaker map.
=- Full Server Settings -=
TIME SETTINGS:
Warmup time: 30 sec
Gametime Limit: 25 min
Overtime Limit: 10 min
Respawn Time: 5 sec
SCORE SETTINGS:
Scores to Win: 5
PLAYER SETTINGS:
Classes Allowed: ALL
Spawn Naked: Disabled
TEAM SETTINGS:
Max Players: 18 (or more)
Team Join Type: Unbalanced
AutoBalance: Disabled
Base Destruction Req: Off
Pool Team Credits: Disabled
BASE SETTINGS:
Base Objectives: Enabled
Base Upgrades: Disabled
Generator Regen: Disabled
Generator Destroyable: Enabled
Powered Deployables: Enabled
VEHICLE SETTINGS:
Health Multiplier: x1.0000
Gravcycle Limit: 2 per team
Gravcycle Price: 1200 credits
Beowulf Limit: 1 per team
Beowulf Price: 6000 credits
Shrike Limit: 1 per team
Shrike Price: 9000 credits
CALL-IN SETTINGS:
Powered Call-ins: Disabled
Tactical Strike - Call-In Active: Disabled
Supply Drop - Call-In Active: Enabled
Supply Drop - Price: 2000 credits
Supply Drop - Cooldown Time: 30 sec
Supply Drop - Buildup Time: 2 sec
Supply Drop - Ammo Only: Disabled
Orbital Strike - Call-In Active: Disabled
FRIENDLY FIRE SETTINGS:
Friendly Fire (FF): Enabled
FF Damage Multiplier: x1.0000
FF on Deployables: Enabled
FF on Base Assets: Enabled
Kill Limit (Autokick): Off
Damage Limit (Autokick): Off
| Registered Teams | |||
|---|---|---|---|
| • 1 Monomaniac_eSports Fri 4/20/12 11:19pm EDT | • 2 Team Legion. Sun 4/22/12 12:24pm EDT | ||
| • 3 Icarus Tue 4/24/12 3:42am EDT | • 4 Area 51 Gaming TA Wed 4/25/12 8:08am EDT | ||
| • 5 Tao of Tribe Mon 4/30/12 4:28pm EDT | • 6 Boss Sun 4/22/12 6:57pm EDT | ||
| • 7 Team Epidemic. Sun 4/22/12 11:06am EDT | • 8 Defense Turret Thu 4/26/12 4:30pm EDT | ||
| • 9 Exica Thu 5/3/12 12:45am EDT | • 10 Egocentric Sat 4/21/12 5:35pm EDT | ||
| • 11 Vexillifer Tue 4/24/12 11:16pm EDT | • 12 Vex Ubiquity Project Sun 4/29/12 4:38pm EDT | ||
| • 13 Order with Authority Sat 5/5/12 4:31pm EDT | • 14 Moot Point Thu 4/26/12 10:37pm EDT | ||
| • 15 Check-six Wed 5/2/12 7:28pm EDT | • 16 Mercenaries International Alliance Tue 4/24/12 4:12pm EDT | ||
| • 17 Team Klendathu Fri 4/27/12 7:42am EDT | • 18 The Art of Warfare Sun 4/29/12 11:32pm EDT | ||
| • 19 Forza Domination Tue 4/24/12 2:40am EDT | • 20 57th Mon 4/30/12 6:54pm EDT | ||
| • 21 DrunkenLegends Tue 5/1/12 11:04pm EDT | • 22 Annihilation Fri 5/4/12 11:17pm EDT | ||
| • 23 S1KKOZ Sat 5/5/12 4:32am EDT | • 24 50DKP.com Wed 5/2/12 2:33pm EDT | ||
| • 25 Puppy Kisses Fri 5/4/12 11:58pm EDT | • Golden Circle Sat 4/21/12 12:01pm EDT | ||
| • Revenant Tue 5/1/12 11:28pm EDT | |||
60 Comments
as I said earlier I would trade clusters for whiteouts, I'm not even sure plasma is that OP anymore.
Jackal is still fucked, but only because it's on the infiltrator in combination with it's other abilities, on another class it'd be borderline allowable.
There is no counter to whiteouts, the counter is run away, and even that doesn't work often because of their huge range. If there was a perk or something that could mitigate their effect I think it would be fine. Raider is allready the best class in the game it doesn't need them to do what it should.
as for the other stuff I'm not even sure why your directing these complaints at me.
I am actually STRONGLY OPPOSED to base upgrades being banned. They may be too strong when mk4 for they are too weak and totally fucking useless at mk0 so...rather then ban them why didn't we just put a cap on the upgrades. say mk2? or just make mk2 the standard for everything with no upgrades? people bitch cause they're hard to destroy, and they should be they are "base defenses" whats the point of keeping or repairing something that any class can kill in 4 seconds and in some cases 1-2 shots.
People bitch at 1st about the gens not being important enough, then when they make them important people bitch that it's too tough. Now with base upgrades banned I can't think of ANY reason other then to get a vehicle up that you would even consider keeping the gens up.
That being said, whiteouts are still a fucking egregious crutch for people who suck, to bail them out when they get in trouble in duels or when they can't actually kill their targets despite having the best duel class in the game, that isn't enough. You need to be able to blind your opponent up to 7 seconds too...
the only thing they have to do is kill the weakest dueling class in the game with the strongest one lol as I said, it's a crutch. makes you not have to do your job, which is to kill people.
Takes what?...6 bullets from an NJ5 to kill a pathfinder? The raiders that are dominant or even good players don't need to use them. The rest do.
This is CTF not team deathmatch. That's why we call raiders and HO's distracters, the objective is to distract and clear the flag stand for the capper. And your argument saying good raiders don't need to use them doesn't make sense, I don't need to use the AP grenades on the solider should they be banned? I don't need to use the grenade launcher on the raider should that be banned? All this banning is getting ridiculous. We want whiteouts banned, turret upgrades banned, generator upgrades banned, NJ5 banned, cluster grenades banned, plasma rifle banned, jackal banned, smoke grenades banned, sentinels limited, vehicles limited, and I even hear people now talking about limiting raiders. We basically need to make a ruleset that says what is allowed, because most of the stuff isn't allowed anymore. I mean where does this stop? The depth of the game is fading away everyday. People spend more time complaining about stuff rather than going in a server and practicing and coming up with counters. I never thought I'd see the day where people complain about turret upgrades especially when they don't even have a shield like the T2 turrets did. Have people got so lazy now they can't go in a private server and find a spam point to take the turret down in 5-10 seconds?
the only thing they have to do is kill the weakest dueling class in the game with the strongest one lol as I said, it's a crutch. makes you not have to do your job, which is to kill people. Not to mention the fact they have the numbers advantage. Often 3 raiders vs 2 lights and a sniper taking a shot here or there with the capper coming in.
Takes what?...6-7 bullets from an NJ5 to kill a pathfinder? A gun that can continuously fire for over 10 seconds without reloading. So...13-16 bullets between the 2-3 raiders total? The raiders that are dominant or even good players don't need to use them. The rest do.
The brokenness of whiteouts is even more evident in 7's since you can't really afford to send one of your 2 on stand D to go after a raider who's hiding and waiting for the right moment because then your stand is left too lightly guarded vs the other 3 offense who are coming.
This is exactly my point here. Guys want to be able to sit comfortably with 2 guys on the stand and just watch for cappers. They feel like if they can dodge a few chaingun bullets and avoid the grenade launcher they can nitron the flag carrier, which is the easiest thing to do on the game, doesn't take much skill to throw a nitron at the flag. People are getting mad because whiteouts ruin that plan and make it hard for them to nitron the carrier. Like i said to ryukolink if your letting raiders get to your stand you deserve to get whited out, that's bad defense.
I would gladly trade cluster grenades for whiteouts, clusters are not even that good and pretty avoidable.
Whiteouts are the crutch of every raider who sucks, they get in trouble in a duel they just spam whiteouts and use the 4 seconds it buys them to either kill you or just run like a bitch get their shield pack and health back, even though they had the class advantage to begin with.
Whiteouts make it so Raiders, despite being the arguably the most powerfull dueling class in the game, can get out of actually doing their job (killing the stand D) in favor of just blinding them at the right time.
We on D shouldn't have to hurry get rid of the raider (who's coming in timed anyways) before the moment of thruth, he should have to hurry to get rid of the much more lightly armored and outnumbered stand D (7's), not just stay alive then throw a couple of practically unavoidable nades to blind everyone when the time comes. Specially on small stands where there is really no-where you can go and also be in position for the cap coming in. It's backwards.
The brokenness of whiteouts is even more evident in 7's since you can't really afford to send one of your 2 on stand D to go after a raider who's hiding and waiting for the right moment because then your stand is left too lightly guarded vs the other 3 offense who are coming.
Have you played with the plasma rifle since the patch? I tested it all day yesterday. It's now working like it's suppose to. The hitbox for it is actually accurate now. It's a poor man's spinfusor. It's still easier to MA with it than the spinfusor but does way less damage, and slower projectile so it's hard to get longer distance ground shots with it. I see no reason why this should still be banned. Grenade launcher is still going to be the primary weapon for clearing with raider. There shouldn't be any reason why any of the raider weapons should be banned at this point.
And your argument that a raider whiteout can blind LD too easily is not a good argument for a ban, it's actually provides insight on why it does not need to be banned. If your LD is just sitting on towers hovering and waiting to nitron the flag carrier they deserved to be whited out. That is what is suppose to happen if you ignore raiders and let them get to your flag stand. The only way whiteouts should be banned is if they don't fix the IFF bug before the tournament.
plasma gun is good for what then? Why do you want it in the league?... and what, whiteout? I'm sorry my dude but come on now, we all know how whiteouts play out in scrims. It has nothing to do with hovering , going out to the LO with LD or anything, it has everything to do with no matter what the whiteout blinds you lol, its a cheap ass tactic and boring... Not that hard to ski in at 10 seconds, spam 3 white outs and get the cap. If you think the raiders are just sitting there waiting for a call out time then whiting out you are mistaken...
You should know that whiteouts need to be reverted, I don't care about realism or not they are way too strong with quickdraw and safety third against defenders.
Why would you want something banned that is not OP is a better question. Like Xy said below it's a classic tribes weapon, Hi-rez messed up and relased it OP, but now it is fine. Why wouldn't you want it in the game? Banning something just because it WAS broken is silly. And the arguments about whiteouts, I've played this game since closed beta day 1 and I've played in a ton of scrims at this point and never have these word come out of my mouth "If only whiteouts were banned, we would have crushed them." Are they annoying? Yes. But, they are suppose to be. They NJ4 making my screen shake is annoying as well, should we ban that weapon? It just seems like every time something kills or makes someone's job harder they want to ban it. That's why the community is split over a competitive ruleset, so many people complain about stuff that isn't even that big of deal. In tribes 2 we played with whatever, if something became a problem, teams practiced and made adjustments.
Have you played with the plasma rifle since the patch? I tested it all day yesterday. It's now working like it's suppose to. The hitbox for it is actually accurate now. It's a poor man's spinfusor. It's still easier to MA with it than the spinfusor but does way less damage, and slower projectile so it's hard to get longer distance ground shots with it. I see no reason why this should still be banned. Grenade launcher is still going to be the primary weapon for clearing with raider. There shouldn't be any reason why any of the raider weapons should be banned at this point.
And your argument that a raider whiteout can blind LD too easily is not a good argument for a ban, it's actually provides insight on why it does not need to be banned. If your LD is just sitting on towers hovering and waiting to nitron the flag carrier they deserved to be whited out. That is what is suppose to happen if you ignore raiders and let them get to your flag stand. The only way whiteouts should be banned is if they don't fix the IFF bug before the tournament.
plasma gun is good for what then? Why do you want it in the league?... and what, whiteout? I'm sorry my dude but come on now, we all know how whiteouts play out in scrims. It has nothing to do with hovering , going out to the LO with LD or anything, it has everything to do with no matter what the whiteout blinds you lol, its a cheap ass tactic and boring... Not that hard to ski in at 10 seconds, spam 3 white outs and get the cap. If you think the raiders are just sitting there waiting for a call out time then whiting out you are mistaken...
You should know that whiteouts need to be reverted, I don't care about realism or not they are way too strong with quickdraw and safety third against defenders.
The plasma gun after patch is close to identical to the plasma gun from T1 and T2. The only difference is a very slight faster rate of fire. Why a 14 year old weapon would be banned is ridiculous. Its not the Jakal which is new and broken. It is as old as the spinfusor but less versatile since in TA you can disk span base turrets and Radar But in T1 and T2 you could not. That was the plasma guns biggest plus. You could take out base assets without taking out the gen because all base assets had a FF that the spinfusor could not penetrate with gens online.

Any word on how maps are being determined?