They finally got the jetpack strength and skiing velocity inheritance right per my tastes. I've only ever played Tribes: Ascend so apologies to the older games fans as I'm not sure if this will suit your liking.
Game still needs some work, but the core seems to be there now and 12v12 feels like a good size for the maps that currently exist in-game.
To answer questions people who played previous tribes may immediately have:
- game visually is like an updated Ascend
- bases have generators now
- base turrets still aren't as opressive as I wish they were
- competitive mode is 7v7 in this test (up from 5v5- I still play casual 12v12 because I think it's more fun)
- confirmed 32v32 private servers
- still only testing CTF
- vehicles are not in the game yet
Anyone can request access to the play test on steam (Tribes 3: Rivals) so if you have a passing interest give it a shot.
Minigun is fairly contentious right now because it looks like they overcorrected from the last test (it isn't hit scan but bullet projectiles are really fast).
I expect them to dial it back in because they've been responsive to feedback so far.
Biggest complaints from this test is they made the hitbox for spins a bit too large (bps are a bit too easy right now) and the velocity for spins and miniguns is a little high, but this is the best movement has felt in the game (in my opinion of course).
If they do some combination of tweaking spims hitboxes and/or reduce projectile velocity I think they'll be in a really good place. Minigun needs either a small damage nerf and/or projectile speed lowering too.
That's all good to hear. It really is one of my favorite multiplayer FPS of all time.
I hope they allow mods in private servers. Some of the mods for OG tribes were absolutely bananas, with dozens of new weapons/variants, and one mod that added big ass airships you could control and even build on.