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* Fandom Rivalry: The launch of ''VideoGame/Battlefield1942'' began a rivalry between the two fanbases as a result of their both being dissimilar to popular infantry focuses titles of the day such as Call of Duty & Medal of Honor. The failure of ''Vengeance'' just before ''Battlefield 2'' launched to wild critical & popular acclaim ended the rivalry with Tribes going on a long hiatus.

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* Fandom Rivalry: FandomRivalry: The launch of ''VideoGame/Battlefield1942'' began a rivalry between the two fanbases as a result of their both being dissimilar to popular infantry focuses titles of the day such as Call of Duty & Medal of Honor. The failure of ''Vengeance'' just before ''Battlefield 2'' launched to wild critical & popular acclaim ended the rivalry with Tribes going on a long hiatus.
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* Fandom Rivalry: The launch of ''VideoGame/Battlefield1942'' began a rivalry between the two fanbases as a result of their both being dissimilar to popular infantry focuses titles of the day such as Call of Duty & Medal of Honor. The failure of ''Vengeance'' just before ''Battlefield 2'' launched to wild critical & popular acclaim ended the rivalry with Tribes going on a long hiatus.
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* GoodBadBugs: A glitch in the physics engine of the original ''Tribes'' enabled players to "ski" down inclined areas using the JetPack. The use of this glitch became universal. See AscendedGlitch above.
** "Skiing" had nothing to do with the jetpack. The bug essentially went as follows: When you fall, you accelerate. This is normal. When you jump while going downhill, you fall a little further down than you did up, giving you a little acceleration. So far so good. The bug was the fact that there was a very brief delay when you landed before your inertia was cancelled, allowing you to immediately jump again, retaining your inertia from the first jump and accelerating further. By moving downhill in an endless series of short bunny-hops, you could build up enough speed to send you flying halfway across the map...and that's BEFORE you even used the Jetpack or did something ludicrous like [[ViolationOfCommonSense disk-jumping (think rocket-jump).]] Skiing took what was intended to be a squad-based tactical game and turned it into a crazy lightning-fast experience with a freedom of movement that bordered on the absurd...and it was AWESOME!

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* GoodBadBugs: A glitch in the physics engine of the original ''Tribes'' enabled players to "ski" down inclined areas using the JetPack. The use of this glitch became universal. See AscendedGlitch above.
** "Skiing" had nothing to do with the jetpack. The bug essentially went as follows:
areas. [[note]] When you fall, you accelerate. This is normal. When you jump while going downhill, you fall a little further down than you did up, giving you a little acceleration. So far so good. The bug was the fact that there was a very brief delay when you landed before your inertia was cancelled, allowing you to immediately jump again, retaining your inertia from the first jump and accelerating further. By moving downhill in an endless series of short bunny-hops, you could build up enough speed to send you flying halfway across the map...and that's BEFORE ''before'' you even used the Jetpack or did something ludicrous like [[ViolationOfCommonSense disk-jumping (think rocket-jump).]] Skiing took what was intended to be a squad-based tactical game and turned it into a crazy lightning-fast experience with a freedom of movement that bordered on the absurd...and it was AWESOME!''awesome!'' [[/note]] The use of this glitch became universal. See AscendedGlitch on the main page.

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Removed: 211

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* MostAnnoyingSound: Most of the voice commands in the game are grating on the ears, and worst of all easily spammable. SHAZBOT and Woohoo are easily the worst offenders, but they're certainly not the only ones.



* {{Scrub}}[=/=]StopHavingFunGuys: The endless debate between "comp" and "non-comp" players. Open games often forbid various "cheap" tactics because the players involved can't defend against them properly.

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* {{Scrub}}[=/=]StopHavingFunGuys: {{Scrub}}: The endless debate between "comp" and "non-comp" players. Open games often forbid various "cheap" tactics because the players involved can't defend against them properly.
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* MostWonderfulSound: The "Ching" sound when getting a blue plate special or airmail accolade.

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* MostWonderfulSound: SugarWiki/MostWonderfulSound: The "Ching" sound when getting a blue plate special or airmail accolade.
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So Cool Its Awesome is a fanspeak term that doesn't get wicks.


** "Skiing" had nothing to do with the jetpack. The bug essentially went as follows: When you fall, you accelerate. This is normal. When you jump while going downhill, you fall a little further down than you did up, giving you a little acceleration. So far so good. The bug was the fact that there was a very brief delay when you landed before your inertia was cancelled, allowing you to immediately jump again, retaining your inertia from the first jump and accelerating further. By moving downhill in an endless series of short bunny-hops, you could build up enough speed to send you flying halfway across the map...and that's BEFORE you even used the Jetpack or did something ludicrous like [[ViolationOfCommonSense disk-jumping (think rocket-jump).]] Skiing took what was intended to be a squad-based tactical game and turned it into a crazy lightning-fast experience with a freedom of movement that bordered on the absurd...and it was [[SoCoolItsAwesome AWESOME!]]

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** "Skiing" had nothing to do with the jetpack. The bug essentially went as follows: When you fall, you accelerate. This is normal. When you jump while going downhill, you fall a little further down than you did up, giving you a little acceleration. So far so good. The bug was the fact that there was a very brief delay when you landed before your inertia was cancelled, allowing you to immediately jump again, retaining your inertia from the first jump and accelerating further. By moving downhill in an endless series of short bunny-hops, you could build up enough speed to send you flying halfway across the map...and that's BEFORE you even used the Jetpack or did something ludicrous like [[ViolationOfCommonSense disk-jumping (think rocket-jump).]] Skiing took what was intended to be a squad-based tactical game and turned it into a crazy lightning-fast experience with a freedom of movement that bordered on the absurd...and it was [[SoCoolItsAwesome AWESOME!]]AWESOME!
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** Sandraker Scum or any variation of the Blood Eagles propaganda and smear campaigns against the Diamond Sword tribe in Ascend are commonly used throughout the fanbase regardless of which tribe they typically play as.
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** The [=TribalWar=] forum community even hates ''Tribes 2'' in additon to ''VideoGame/TribesVengeance'' and ''Tribes Ascend'', considering ''Starsiege: Tribes'' to be the only good game. Chances are they're an UnpleasableFanbase.

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** The [=TribalWar=] forum community even hates ''Tribes 2'' in additon to ''VideoGame/TribesVengeance'' and ''Tribes Ascend'', considering ''Starsiege: Tribes'' to be the only good game. Chances are they're an UnpleasableFanbase.
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Cut for having no context; if anyone wants to re-add, discuss it here first.


* CompleteMonster: Seti, the leader of the Blood Eagles in ''Vengeance.''


* ComplacentGamingSyndrome: "Base-raping", referring to destroying all the core structures in the opposing base and hanging around to make sure they stay that way. [[BerserkButton Everyone hates it,]] [[PlayerPreferredPattern everyone does it.]]

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* ComplacentGamingSyndrome: "Base-raping", referring to destroying all the core structures in the opposing base and hanging around to make sure they stay that way. [[BerserkButton Everyone hates it,]] [[PlayerPreferredPattern [[ComplacentGamingSyndrome everyone does it.]]
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** The [=TribalWar=] forum community even hates ''Tribes 2'' in additon to ''TribesVengeance'' and ''TribesAscend'', considering ''Starsiege: Tribes'' to be the only good game. Chances are they're an UnpleasableFanbase.

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** The [=TribalWar=] forum community even hates ''Tribes 2'' in additon to ''TribesVengeance'' ''VideoGame/TribesVengeance'' and ''TribesAscend'', ''Tribes Ascend'', considering ''Starsiege: Tribes'' to be the only good game. Chances are they're an UnpleasableFanbase.

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These aren\'t YMMV. Moving.


* AwesomeButImpractical: Shrike-diving. See PowerupLetdown below.
* BribingYourWayToVictory: The biggest problem with ''Ascend'' in the eyes of many is the large amounts of expensive guns that take an extremely long amount of time to purchase via XP. Not helping this is that several are almost necessary to do well at a class, such as the Infiltrator's default primary being pretty much terrible.
** To put this in perspective, most of the unlockable items that are considered to be worthwhile are upwards of 70K exp. Generally speaking, it's a rare occurrence for a player to earn 3K exp an hour. It generally takes upwards of ''25 hours'' of play to unlock a single gun, pack item, or grenade.
** And the kicker? The player's rank, which is used to determine matchmaking, is based on EXP. It's quite possible for a level 14 free player to have only unlocked new classes and a couple of perks, while a paying player the same level COMPLETELY DESTROYS THEM because they have access to a full inventory of upgraded guns.
** Fortunately, a patch in January 2013 halved the XP cost of every item in the game. While the trope still applies, it is now substantially less painful for free players.



* DifficultButAwesome: Sentinels in Ascend. It's easy to understand that a sniper class would have trouble frequently hitting enemies in a game where going faster than 100 miles an hour is the norm, and as a result, most Sentinels tend not to do very well. Those that DO, however, are an absolute nightmare to face. Because most of the maps are fairly open, with the only cover being the bases themselves and the occasional hill, valley, or small structure, a good Sentinel can hit anyone from just about everywhere. They're the only class that has an increased respawn time, simply to give flag carriers a chance.
** Juggernauts fall under this as well, due to the nature of their primary weapon. Mortars are incredibly difficult to aim, especially under fire, and the obvious projectiles that they launch means that an enemy will inevitably locate you within mere moments. The Mortar also requires a certain amount of air time before it will detonate on impact, making it nearly useless at anything but long range. While they do have a Spinfusor, they also have amid the lowest speeds in the game, and since Mortars require being stationary to provide any real accuracy, they're easily outmaneuvered by just about any class in a firefight. However, a skilled Juggernaut can utterly waste the enemy team's base structures with impunity, flatten land-based vehicles with little difficulty, break up a turtling team in just a few shots, or bounce Mortar shells off of walls at close-range to annihilate anyone who tries to take advantage of the class's supposed weakness at close range. It's even entirely possible to shell flag carriers and Shrikes from across the map with a bit of foresight and a healthy bit of luck.



* PowerupLetdown: The Shrike in Ascend. Despite being the most expensive vehicle (and being tied with the Tactical Strike for the second most expensive call-in in the game), and being unavailable to heavy-armoured units, the Shrike's cannons are virtually impossible to aim while flying (as it flies towards what it's aiming at), not particularly powerful, and have a ridiculously small clip and reload speed (one burst of four shots with roughly six seconds of reload in between). The Shrike itself is fast, but is cannon fodder for a Doombringer's anti-air homing rockets (or a well-placed grenade), difficult to control, and will explode if it so much as brushes against the environment, killing the pilot if they're still inside. It also has less health than the less expensive, land-based Beowulf tank.
** As a result of this, there are a surprising number of fairly popular modded servers within the community which decrease the price of the Shrike (in some cases, making them absolutely free), which actually causes them to avert this, but not in the way you might expect. While the Shrikes are still deemed to be garbage for actual combat in most cases, a fairly common tactic on these servers is to buy a Shrike, fly around the enemy base, and then bail out as they reach around the flag, giving the attacker incredible speed as they grab the flag, allowing the momentum to carry them across most of the map. In the core game, this is AwesomeButImpractical as a result of the prohibitively high cost of the Shrike [[ItOnlyWorksOnce especially considering that the Shrike will NOT survive the attack]], but when these mods are in play it quickly becomes AwesomeButPractical.
** Likewise, the airstrikes are not particularly useful for their cost. Unlike in the CallOfDuty series, the player calling in a strike must aim at the target uninterrupted for a few seconds with an INCREDIBLY obvious laser pointer. The area of effect is not particularly large, and unless the prohibitively expensive Orbital Strike is used, the timing has to be absolutely perfect in order to take out enemy units or buildings (the Orbital Strike lasts a few seconds longer). The airstrikes have one saving grace, in that a successful hit is an instant kill (and as such can be used as an effective, if not incredibly expensive, way to disable a Base Turret), but considering that there are ways to take them out that do not cost several thousands of credits a pop (such as the Juggernaut's Mortars and the Infiltrator's Sticky Grenades), it's simply not practical.
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Added DiffLines:

* DifficultButAwesome: Sentinels in Ascend. It's easy to understand that a sniper class would have trouble frequently hitting enemies in a game where going faster than 100 miles an hour is the norm, and as a result, most Sentinels tend not to do very well. Those that DO, however, are an absolute nightmare to face. Because most of the maps are fairly open, with the only cover being the bases themselves and the occasional hill, valley, or small structure, a good Sentinel can hit anyone from just about everywhere. They're the only class that has an increased respawn time, simply to give flag carriers a chance.
** Juggernauts fall under this as well, due to the nature of their primary weapon. Mortars are incredibly difficult to aim, especially under fire, and the obvious projectiles that they launch means that an enemy will inevitably locate you within mere moments. The Mortar also requires a certain amount of air time before it will detonate on impact, making it nearly useless at anything but long range. While they do have a Spinfusor, they also have amid the lowest speeds in the game, and since Mortars require being stationary to provide any real accuracy, they're easily outmaneuvered by just about any class in a firefight. However, a skilled Juggernaut can utterly waste the enemy team's base structures with impunity, flatten land-based vehicles with little difficulty, break up a turtling team in just a few shots, or bounce Mortar shells off of walls at close-range to annihilate anyone who tries to take advantage of the class's supposed weakness at close range. It's even entirely possible to shell flag carriers and Shrikes from across the map with a bit of foresight and a healthy bit of luck.


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* MostAnnoyingSound: Most of the voice commands in the game are grating on the ears, and worst of all easily spammable. SHAZBOT and Woohoo are easily the worst offenders, but they're certainly not the only ones.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeButImpractical: Shrike-diving. See PowerupLetdown below.


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** Fortunately, a patch in January 2013 halved the XP cost of every item in the game. While the trope still applies, it is now substantially less painful for free players.


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** As a result of this, there are a surprising number of fairly popular modded servers within the community which decrease the price of the Shrike (in some cases, making them absolutely free), which actually causes them to avert this, but not in the way you might expect. While the Shrikes are still deemed to be garbage for actual combat in most cases, a fairly common tactic on these servers is to buy a Shrike, fly around the enemy base, and then bail out as they reach around the flag, giving the attacker incredible speed as they grab the flag, allowing the momentum to carry them across most of the map. In the core game, this is AwesomeButImpractical as a result of the prohibitively high cost of the Shrike [[ItOnlyWorksOnce especially considering that the Shrike will NOT survive the attack]], but when these mods are in play it quickly becomes AwesomeButPractical.
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None

Added DiffLines:

** To put this in perspective, most of the unlockable items that are considered to be worthwhile are upwards of 70K exp. Generally speaking, it's a rare occurrence for a player to earn 3K exp an hour. It generally takes upwards of ''25 hours'' of play to unlock a single gun, pack item, or grenade.
** And the kicker? The player's rank, which is used to determine matchmaking, is based on EXP. It's quite possible for a level 14 free player to have only unlocked new classes and a couple of perks, while a paying player the same level COMPLETELY DESTROYS THEM because they have access to a full inventory of upgraded guns.
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None

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** The Brute's Fractal Grenades, in particular the Extended Fractal, are a great way to induce foaming rage for attackers and defenders alike. They don't do too much damage on hit, but they're nearly impossible to escape from in enclosed spaces, as they have a HUGE area of effect and last for a fairly long period of time. Considering that they're borderline useless while fighting in the open, this doesn't seem too broken... at first. Where the REAL problem rears its head is when said Brute can constantly replenish their grenades, allowing them to spam their grenades and quickly resupply before the effect ends, letting them do this indefinitely. While this requires enough people to die on offense to pick up their ammo drops, on defense, the resupply pads will continue to supply the Brute with enough Grenades to do this forever unless the generator is destroyed-- and as such, most Brutes use this to make sure absolutely NOTHING can reach the Generator long enough to destroy it. As a result, a single Brute camping the enclosed Generator area can bring an entire game to a screeching halt.
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namespace


* MorePopularSpinoff: Of ''{{Starsiege}}'', and in turn ''Earthsiege''.

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* MorePopularSpinoff: Of ''{{Starsiege}}'', ''{{VideoGame/Starsiege}}'', and in turn ''Earthsiege''.''[=EarthSiege=].''
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moved from Starsiege Tribes

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* BribingYourWayToVictory: The biggest problem with ''Ascend'' in the eyes of many is the large amounts of expensive guns that take an extremely long amount of time to purchase via XP. Not helping this is that several are almost necessary to do well at a class, such as the Infiltrator's default primary being pretty much terrible.
* ComplacentGamingSyndrome: "Base-raping", referring to destroying all the core structures in the opposing base and hanging around to make sure they stay that way. [[BerserkButton Everyone hates it,]] [[PlayerPreferredPattern everyone does it.]]
** Katabatic in ''Tribes 2'', [[AbridgedArenaArray the one map popular enough to have several 24/7 servers.]] It even made its way into ''Tribes: Ascend''.
* FountainOfMemes: SHAZBOT.
** GOTTA GO FAST is pretty popular in ''Ascend'' as well.
** Pasting the heads of various classes on things is always a big crowd pleaser.
** For that matter replacing various statements with the keys to use the appropriate stock voice-command (like typing out "[VGCA]" instead of "awesome").
** Brute's Fractal Grenades, which release green lasers everywhere, have been nicknamed disco grenades. Reached it's [[AscendedMeme ascention]] in the "Staying Alive" update, the promotional art depicting the Brute striking the traditional disco pose.
* CompleteMonster: Seti, the leader of the Blood Eagles in ''Vengeance.''
* GameBreaker: ''Ascend'' has a BrokenBase and very few people can agree on what is and isn't broken. With that said, virtually everyone agrees the Technician's Thumper is overpowered. In most aspects it is identical to the Soldier's Spinfusor--overall an extremely well-rounded weapon--despite the Technician otherwise being built more for defense. On offense this makes Technicians nearly as good as classes meant solely for that function ''without'' using their turrets. On defense, it makes them a complete nightmare, especially since the only major difference between it and the Spinfusor (faster projectile but shorter range) makes it even ''better'' in close-corner areas like in a Generator room.
** The Plasma Gun for the Raider was extremely strong when released due to having an enormous hitbox and high damage output. However it was quickly nerfed and is much more balanced as of now. Interestingly, this brought up concerns from some that the weapon was more powerful than the Technician's Thumper, which was fairly amusing in light of the Technician's role as a defensive class versus the Raider, a class designed around doing damage.
* GoodBadBugs: A glitch in the physics engine of the original ''Tribes'' enabled players to "ski" down inclined areas using the JetPack. The use of this glitch became universal. See AscendedGlitch above.
** "Skiing" had nothing to do with the jetpack. The bug essentially went as follows: When you fall, you accelerate. This is normal. When you jump while going downhill, you fall a little further down than you did up, giving you a little acceleration. So far so good. The bug was the fact that there was a very brief delay when you landed before your inertia was cancelled, allowing you to immediately jump again, retaining your inertia from the first jump and accelerating further. By moving downhill in an endless series of short bunny-hops, you could build up enough speed to send you flying halfway across the map...and that's BEFORE you even used the Jetpack or did something ludicrous like [[ViolationOfCommonSense disk-jumping (think rocket-jump).]] Skiing took what was intended to be a squad-based tactical game and turned it into a crazy lightning-fast experience with a freedom of movement that bordered on the absurd...and it was [[SoCoolItsAwesome AWESOME!]]
* MorePopularSpinoff: Of ''{{Starsiege}}'', and in turn ''Earthsiege''.
* MostWonderfulSound: The "Ching" sound when getting a blue plate special or airmail accolade.
* PowerupLetdown: The Shrike in Ascend. Despite being the most expensive vehicle (and being tied with the Tactical Strike for the second most expensive call-in in the game), and being unavailable to heavy-armoured units, the Shrike's cannons are virtually impossible to aim while flying (as it flies towards what it's aiming at), not particularly powerful, and have a ridiculously small clip and reload speed (one burst of four shots with roughly six seconds of reload in between). The Shrike itself is fast, but is cannon fodder for a Doombringer's anti-air homing rockets (or a well-placed grenade), difficult to control, and will explode if it so much as brushes against the environment, killing the pilot if they're still inside. It also has less health than the less expensive, land-based Beowulf tank.
** Likewise, the airstrikes are not particularly useful for their cost. Unlike in the CallOfDuty series, the player calling in a strike must aim at the target uninterrupted for a few seconds with an INCREDIBLY obvious laser pointer. The area of effect is not particularly large, and unless the prohibitively expensive Orbital Strike is used, the timing has to be absolutely perfect in order to take out enemy units or buildings (the Orbital Strike lasts a few seconds longer). The airstrikes have one saving grace, in that a successful hit is an instant kill (and as such can be used as an effective, if not incredibly expensive, way to disable a Base Turret), but considering that there are ways to take them out that do not cost several thousands of credits a pop (such as the Juggernaut's Mortars and the Infiltrator's Sticky Grenades), it's simply not practical.
* {{Scrub}}[=/=]StopHavingFunGuys: The endless debate between "comp" and "non-comp" players. Open games often forbid various "cheap" tactics because the players involved can't defend against them properly.
* TheyChangedItNowItSucks: ''Tribes: Ascend'' is a slower placed game, easier for new players to get in (no more heavies flying around at a million miles per hour mortaring everything to death.). This alone is enough to make people rage about the game on the forums.
** The [=TribalWar=] forum community even hates ''Tribes 2'' in additon to ''TribesVengeance'' and ''TribesAscend'', considering ''Starsiege: Tribes'' to be the only good game. Chances are they're an UnpleasableFanbase.
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