Egocentric

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+15% protection from self damage.

[edit] Upgrades

Egocentric Upgrades

Upgrade 1: +10% protection from self damage.
Upgrade 2: +10% protection from self damage.
Upgrade 3: Ignore effects of self Whiteout and EMP Grenade.

[edit] Tactics

  • This perk is considered by much of the pathfinder community as absolutely essential in order to perform effective grabs. Reaching high speeds becomes dramatically easier when the player is able to use a large number of impact nitrons and disk/bolt shots to propel himself horizontally or vertically without killing or nearly killing himself.
  • When this perk is combined with the Safety Third perk, a pathfinder is able to reach incredible speeds with minimal set-up time. He is not only able to use more nitrons more frequently, but he also has an additional nitron to use at crucial times. Chasers may find this tactic the most useful, as it allows them to nitron jump and gain speed quickly while still having additional impact nitrons to cause a flag drop on the flag carrier.
  • This also provides greater mobility to any class with a reliable means of dealing explosive damage, especially Heavies, allowing them to reach higher ground or gain higher speeds than they might usually be unable to reach without taking serious damage.
  • This perk is incredibly useful for base raiders and defenders who use explosive weapons, especially ones with a wide explosion radius such as the Dust Devil or the MIRV Launcher. The damage reduction increases the odds of survival in enclosed spaces, as it is very easy to accidentally get caught in the explosion radius of one's own grenades, Spinfusor, or similar weapons during a duel inside a building.

[edit] Self-damage values

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