Full notes
Full TRIBES 3: Rivals update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Performance
TRIBES 3: Rivals changes
- Deathmatchmode
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
Source
Changelog.gg summarizes and formats this update. How we read updates.
