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TRIBES 3: Rivals News

Plasma Gun/Honor Ball Update

The highly anticipated Plasma Gun and HonorBall game mode have arrived! Get out there everyone and wreak some havoc!




Here are the patch notes - Patch Notes

Patch Notes for Upcoming Plasma Gun/Honorball Update

Loadouts
  • Light
    • Both Pathfinder and Sentinel loadouts have access to the Explosive Nitron
    • Chaff grenade added to the Pathfinder
    • “Striker” loadout added to 4v4 game modes
      • Does not suffer from drag effects while carrying a bomb or flag
  • Medium
    • Plasma Gun added to the primary weapon slot
    • “Interceptor” loadout added to 4v4 game modes
      • Does an additional 15% damage to players carrying a bomb or flag
  • Heavy
    • Plasma Gun added to the secondary weapon slot
    • Force Field added to the Juggernaut
    • Nova Colt added to third weapon slot
    • “Defender” loadout added to 4v4 game modes
      • Gains +60% increased mass to combat knockback effects
  • Perks
    • Doombringer
      • Additional health gained from health nuggets reduced to 750
      • Added a 10% improvement to AoE sizes for weapons and grenades
  • Weapons
    • Plasma Gun added!
      • Slow moving projectiles with high damage make this a great close-range dueling weapon, just don’t rely on it for knockback effects
      • Weapon Achievement added for the Plasma Gun. 
    • Shotgun
      • Damage per bullet reduced from 110 to 95
      • Falloff reduction has been adjusted to overall be more generous
      • No longer does damage beyond 120 meters
    • Phase Rifle
      • Reduced particle effects around new tracer
      • Improved the scope reticle
    • Fusion Mortar
      • Will no longer explode before its set fuse timer of 1.5 seconds
    • Light Chaingun, Chaingun, and Stormslicer
      • Tracers have been improved
    • Bolt Launcher, Thumper, and Heavy Bolt Launcher
      • Ammo reserves have been standardized with their Spinfusor counterparts
  • Ability Packs and Grenades
    • Force Field added!
      • More defensive assistance for Juggernauts to help defend their flag with this deployable wall of energy that damages enemies who pass through it. Be careful though, as it is only functional as long as your generator is running!
    • Chaff Grenade added!
      • A new tool for the Light Offense to disorient defensive players by taking away their HUD elements for a period of time
    • Impulse Grenade replaced with Explosive Nitron
      • A powerful tool offering high knockback and dealing a fair amount of damage in a small area, great for self impulses or clearing stands
      • Charges available reduced from 2 to 1
    • Regen Station
      • Station health raised by +200
      • AoE size increased by +50%
      • Health granted per tick increased to 45
      • Cooldown lowered to 35 seconds 
    • Light Turret
      • Damage increased from 65 to 75
      • Can no longer be placed on top of the flag stand
    • Phase Shift
      • Cooldown lowered to 38 seconds
      • Increased VFX visibility while the pack is active
    • Stealth
      • Players will now exit stealth if they shoot their weapons while under the effect
      • Cooldown lowered to 24 seconds
    • Dome Shield
      • Cooldown lowered to 38 seconds
GAMEPLAY
  • CTF
    • Reduced match size to 12v12
      • We will continue to monitor performance to weigh out best player limits moving forward. 
  • Honorball
    • Honorball is back as a 4v4 arena mode! 
  • Deathmatch Arena 
    • Moved to Custom Matches only. 
    • Added “Final Blow” accolade to the end of match screen.
    • Players can no longer recall during TDM
    • More randomized spawn points have been added so players will not so easily benefit from hiding with the flag near their team’s side.
  • General
    • Generator health has been reduced from 17,000 to 13,000
      • The lower health value should enable players to more easily destroy generators, and reduce the up-time of the new force field packs
    • The Orbital Strike from controlling an outpost has been removed
      • We will be monitoring gameplay to identify other ways to safely reduce rabbiting efficacy in a more player-friendly manner
    • Health nuggets now restore 100 health per second, and duration scales with the amount of additional health they are healing for (Juggernaut perk)
    • Overall improvement to grenade throwing physics, they now travel faster and will feel more predictable to aim
    • Added a notification icon to the Customization tab when a new Suit, Weapon skin, Title, Banner or Avatar icon is unlocked. 
    • Lowered the Flag Killer 5 achievement to 2500 kills from 10000.
    • Added inheritance sliders for Chaingun weapons.
    • Added inheritance sliders for the Thumper.
    • Thumper visuals have been remastered and it will now be able to receive weapon skins.
    • The Flag now fully inherits both lateral and forward velocity when thrown. Increased linear drag on the Flag to compensate.
    • Recall decreased from 5 to 2 seconds. 
    • Shooting weapons and throwing grenades will now take players out of Stealth. 
    • VGS now blocks 3P toggle input. 
    • Outpost and Flag overlays do not show in the “Waiting for Players” phase. 
    • The Outpost Teleporter overlay is hidden while you have the flag.
    • Enabled shooting in 3P.
    • Added new loading screen tips.
    • Added a setting to hide crosshairs. 
    • Added volume slider for ambient map SFX (rain, wind, etc.).
    • Added in special “Community” identity title items as a thanks for the support we have received from certain members of the community
    • General map collision fixes. 
  • Torment
    • Added new terrain elements. 
    • Adjusted fog.
  • Hollow
    • Adjusted hills and bounce for Left and Right flag runs. 
  • Wavemist
    • Fixed slight bump players were getting when running left and right flag caps. 
FIXES
  • Fixed an issue where Sparrow skins were not properly granted from reward crates.
  • Fixed an issue where players were getting removed from their parties after leaving a match at the End of Match screen. 
  • Fixed an issue with how JumpZ was calculated. 
  • Fixed an issue where the Dome Shield would not be visible from long distances.
  • Fixed an issue where the Dome Shield could block flags. 
  • Fixed an issue where pings would not be cleaned up after the "Waiting For Players" phase. 
  • Fixed multiple issues with killfeed icons showing an inaccurate depiction of the weapon used
  • Fixed an issue where players could get the Deadeye achievement for killing an enemy’s deployable turret.
  • Fixed an issue where the Phase Rifle crosshair would not render at certain resolutions. 
  • Fixed an issue where the Impact Nitron would not apply correct impulse to flag after forcing the targeted player to drop it.
  • Fixed an issue where clamped icons on the minimap would sometime have their directional arrows pointing the wrong way. 
  • Fixed an issue where certain key prompts would not update correctly after they changed their keybind settings (repair/capture prompt, zoom, etc.).
  • Fixed an issue where Ski VFX would be visible on Stealthed players. 
  • Fixed an issue where players could clip inside base turrets and sensors.
  • Fixed an issue where players would see “Cannot use while holding flag” messages when walking over enemy teleporters without the flag. 
  • Fixed an issue where Recall FX would not play correctly.
  • Fixed an issue where players could score after the match had ended. 
  • Fixed an issue where SFX would play in the Deathmatch Arena pre-match phase.
  • Fixed an issue where the Flag could be auto-passed to a recalling player. 
  • Fixed an issue where the flag was not visible on the minimap in Deathmatch Arena.
  • Fixed an issue where reward names were cut off in the End of Match screen.
  • Fixed an issue where the End of Match screen would not show rewards sometimes.  
  • Fixed an issue where Caerbannog would trigger when killing a player-deployed turret in CTF and Deathmatch Arena. 
  • Fixed an issue where Flag Defender would trigger when killing a player-deployed turret near the flag in CTF.
  • Fixed an issue where Air Mail and Blue Plate Special accolades could be rewarded from enemy deployable turrets. 

Known Issues
  • DLC rewards may sometimes grant the items and not show a crate to open. 
  • Thrust Pack and Health Nugget SFX may break

QOL/DLC Update Patch Notes

DLC
  • Weapon skin and suit skin rewards will now be granted for each of your first 10 wins of the day, per pass!
  • The max amount of earnable skins per pass is still 365, and passes still end one year after purchase. For more info, please see our early access update notes
GAMEPLAY
  • Deathmatch Arena 
    • TDM is now available in the main Play screen as a 4x4 match on small arena maps.
    • First team to take 50 lives from the enemy wins. Holding the flag grants your team double points.
  • Ranked
    • Max party size is now 2. 
    • Disconnected players now show a DC icon next to their name on the scoreboard. Their player is replaced with a defending bot until they reconnect. 
  • General
    • Added a first-time Voice Chat, Language and Region selects when starting the game. This will not show again after the first pop-up.
    • Changed the tutorial to be optional for new players instead of loading directly in the tutorial.
    • Added a setting to disable VGS messages. 
    • Max party sizes are now displayed on the game mode card in the Play menu.
    • Added team voice activity in match above the player’s health bar. 
    • A player’s voice activity speaker now shows different states for not talking and transmitting. 
    • Added team class count to the in match loadout select. 
    • Flag holders can no longer pick up Health Nuggets.
    • Updated some missing killfeed icons.
FIXES
  • Fixed an issue where the Class Loadout achievements were not tracking properly.
  • Fixed an issue where players could see VGS messages from players they muted. 
  • Fixed an issue where the VGS menu would not close after sending a message if it was not bound to its default key.
  • Fixed an issue where backfilled players would see the flag carrier on the score bar in a bad state. 
  • Fixed an issue where certain key prompts would not update if the player changed their keybinds. 
  • Fixed an issue where the Phase Rifle was listed as doing 1 damage in the stats screen. 
  • Fixed an issue where stats and achievements would not always show in the end of match screen.
  • Fixed an issue where the Phase Rifle would not do full charge damage. 
  • Fixed an issue where a weapon skin did not show properly. 

Known Issues
  • DLC rewards may sometimes grant the items and not show a crate to open.

TRIBES 3: Early Access Update

Hi everyone,

Thanks for your feedback as part of early access, keep it coming! It’s been super helpful, and we’re going to make a few changes that have been suggested by the community ASAP to keep improving the TRIBES 3 experience. 

We’re adding an extra patch (0.2.X) to our schedule, which we’re looking to get out tentatively around March 22nd (exact timing may vary). We wanted to share these changes with you beforehand, so you know roughly what to expect!

Summary of changes for next patch:

  • Weapon skin and suit skin rewards will be awarded to you for each of your first 10 wins of the day, instead of being limited to just your first win of the day (effective in patch 0.2) 
  • VOIP (Voice Chat) will be enabled ON as Push-To-Talk by default in game, with an opt out option available at the starting menu.
  • Bots in ranked will be clearly indicated
  • We’re adding a queue for 4v4 TDM (Team Death Match)
Some other expected changes include:

  • Being able to select your primary language upon starting the game.
  • Being able to select your primary region upon starting the game.
  • Options to disable VGS, and potentially a global limiter for VGS, to reduce spam.
 
Weapon skin and suit skin rewards will be awarded to you for each of your first 10 wins of the day, instead of being limited to just your first win of the day. 

We got a lot of feedback around the cosmetics system feeling grindy or that it could create more FOMO. That was not our intention, so we’ve adjusted this system to keep what worked well (the ability to get lots of skins), and remove what didn’t (FOMO about not earning all skins in pass).

  • We’ve increased the max number of skins you can earn from a weapon skins pass or suit skins pass to 10 per day (per pass), from the previous limit of 1 per day (per pass).
    • The max amount of skins you can earn will stay capped at 365 per pass, just like before. That way, you’ll receive the same value (which respects earlier purchases made before), but skins can now be unlocked much faster without FOMO!
    • This change will be effective when our next patch (0.2) goes live, which we’re aiming for around March 22nd.
  • For players who have already purchased the daily suit skins pass or daily weapon skins pass before the 0.2 patch, any skins you earn prior to the patch won’t be counted towards your cap of 365 skins per pass.
    • We think this approach strikes a good balance of rewarding our early supporters, without being excessive and unfair to new purchasers later.
    • We also want to respect any players who previously purchased these cosmetics passes, and feel this change does so, as it allows you to unlock the same value that was purchased, but at a faster pace and without punishing you if you fall behind.
  • We also want to clear up a common question about the daily suit skin pass and daily weapon skin passes: there are actually many, many thousands of unique potential skins you can receive, which are created using a custom modularized system each time you earn a reward. This system produces skins by creating unique combinations of hundreds of custom designed components, color schemes, finishes and more that our in-house artists crafted. So don’t be concerned you’re missing out on a specific skin on a specific day, because that is not how the system works!
Bots will be clearly indicated in ranked modes

There was some confusion around how bots worked in Ranked, and we wanted to clear that up while also giving players improved information about the state of their team and the match.

  • In ranked matches, bots are ONLY used to replace a disconnected player, and reserve the spot for that player to reconnect. The bots are designed so they will engage, but not go for the flag or impede their team-mates.
  • Disconnects will now be clearly marked, so players in ranked matches will have a better understanding of what is taking place. 
  • As always, if a player reconnects back to a ranked match after being disconnected, they will replace the bot that held their spot.
VOIP (Voice Chat) will be enabled ON as Push-To-Talk by default in game, with an opt out option available at the starting menu

  • We received a lot of feedback that in-game communication could be improved, and we believe that defaulting voice chat to ON as Push-To-Talk will create a more social experience for the community.
  • We’ll also include the option to opt out of voice chat up front to respect any users who do not want to participate in voice chat.
We’re adding a queue for 4v4 TDM (Team Death Match)

  • Our community loves CTF, but we also got a lot of feedback that TRIBES 3 could benefit from more variety in game modes.
  • TDM was the most commonly requested game mode in all of our feedback surveys.
  • The small scale of the TDM mode (4v4) allows for a different team size format, which mixes things up as well.

Thank you again for being part of the TRIBES community. The level of passion and care that you bring to the franchise is unique and extraordinary. Hop in, grab some friends, and let’s fly!

- Prophecy Games

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At its best, Tribes 3 resembles the classic days of Halo 2 or Halo 3 multiplayer. A smartly designed, sci-fi FPS that encourages tactics, navigation, and flat-out brawn. With a colorful visual style reminiscent of Destiny 2, and plenty of tools like jetpacks, customizable classes, and even skis, Tribes 3 Rivals has been a long time coming. Now, it's finally arrived on Steam, where it's already accumulated some very positive notices from players.


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