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Fryroy

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Everything posted by Fryroy

  1. So...? Is there an automated system that informs of FGs real time available? I don't care what medium is used. I'll sign up for anything (free) that would let me know real time that a FG is in progress. I cant imagine anyone who's serious about getting into FGs wouldn't.. Wat happened to this idea? Revive it please.
  2. I just want to open the discussion here. I think the recent changes have been too much too fast. Better scrutiny and resulting balance comes from gradual introductions. One or two new items or item changes or item retirement per (mini) score-reset (every 3 weeks) could be less... uh.. disconcerting. It could become a theme every score-reset. Introduce change in Zone and add note in News, start a topic here titled "Juggernaut Oct 2013", have a vote on it, etc... I get that some of the changes were long in coming I guess, but can we turn back time a bit here and have a significant reversion to settings pre-recent changes, and then introduce things more gradually? A year flies by in SS. Constant gradual change permits evolution, sudden dramatic change leads to extinction. Me crazy here?
  3. Does increased gun time mean the bullets stay alive longer and thus travel farther? If so, I agree they should be buffed a bit. And since the major changes recently, I feel over all gunners have taken another negative hit. I do not like big reps, as at certain (wider) radiuses they start to feel like screen wide earthquakes, and they would add yet another improvement to (already favored) rushers. The answer to thors is nerfing them, not buffing an alternate rushing tool.
  4. I like this guide because it depicts what I'll call "traditional" roles and functions within a Flag game. What I think are neglected though, and I think are often overlooked in such guides for reasons I will endeavor to explain, are pragmatic "real world" factors that I argue have a much larger impact on game play than anyone really wants to admit. . I've been playing SS for almost 15 years (in DSB), but have only recently begun my time in HS relative to my DSB time. So even after a little less then a year, I feel I still give off the "noob car smell" in HS, so I may endeavor to not only draw examples from HS but also from DSB. Firstly I love HS. I think the Zone setup has optimized what SS can be. Much like DSB (when enough people are playing), it involves 2 teams in opposition fighting for a clear objective. Communication and cooperation are imperative and roles within each team are performed (although HS is more hierarchical and role specific). So when a game is in progress, a dynamic microcosm emerges and one would expect a natural balance is achieved and ultimately the best team wins. Under "ideal" circumstances this DOES happen, but this microcosm unfortunately does not work within a vacuum. It is in fact vulnerable to the ebb and flow of the tide that is the network it lives on. Obviously I am talking about LAG! In DSB we would refer to it as lag shields or whatever and some players got used to their own lag and used it to their advantage (inadvertently or not). In HS I find the result is pretty much that one gets kicked into spec, and his team suffers. It is the resulting team imbalance that I would argue has one of the greatest impacts on a given team's success or failure. Individually we bitch a little at another's lagging when dueling or whatever, but systemically I do not think we admit the pervasive nature and impact of lag/then being specced has on flag games. Why? Because it is demoralizing to imagine that random shit we can't control has more impact on outcomes then individual or team skill. Of course this is true of life in general as well, and I am known amongst my friends for often making SS to real life parallels. I propose a radical solution to this "silent (team) killer". When the imbalance is by 2 or more, have the team balancer literally pull a random active player off one side/freq and stick him on the other. If the team balancer was uncompromising in all things I think it would truly validate individual and and team efforts substantially. Maybe this solution seems ridiculous, but regardless I think a hard look needs to be taken at the team balancer, because even as it is designed now, it seems to be failing. maybe just a manual fix in which a bot PMs everyone in spec indicating FG imbalance and invite to get in FG (especially to staff) We can't control lag but we can endeavor to mitigate it's impact. The resulting "heroics" that are used often in response to team imbalances (knowingly or not), in my view are a natural and acceptable although distasteful answer. Traditional line warfare has been enjoyed for millenia. Guerrilla warfare is a natural response to power imbalances that cannot be addressed in any other effective way. Essentially all I am arguing is a more proactive and hopefully effective way to correct team imbalances. 'nuff said... -Fry
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