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Relos Guardian Shield

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Everything posted by Relos Guardian Shield

  1. There are two main things I used to think: 1. ... "These bomblines were easy to break because they were easy to make." * And that I would be frustrated if people forgot that. 2. Gunlines... a. ... "Brought this stability because they stopped rqing" b. ... "But this fact was countered by needing to back up to do it" Point 1., in my opinion, was now that I think of it, due to the duration of repels (not repel radius or strength as I once thought). What else could make them easier to break? Point 2., was due to the duration of gunlines, bringing a careful balance between "no backing up at all" to "no stability at all". And I at least LIKED to think point a. was true, not sure if it really was true or I'm just jaded....
  2. Pretty much agree with everything... ...except that while you should develop for competent players, less-skilled players should be allowed to not feel like quitting. Basically, so players "try to learn and improve".
  3. ... like MAGIC~ This isn't the same problem. This is something entirely different. Lets focus on what harder to fix: Game settings, not player interaction. LIKE MAGIC! Bad teams are just bad, 'm I right? No reason, like you, know, settings influencing it? So a lanc *can* survive means everything is good. Well, since you seem to imply only good teams should matter in game balance, anyway... but how will we stop rqing them, if we only consider *good* teams? That gunline length reduction that Dr. Brain once did would have never happen with an attitude like that, I'm SURE. Leeets see: I sucked back them, making me "bad". I would never get help.Two "good teams" Brickwarp (mostly) and Lag Coma (sometimes), were FAR better than my skill level. Again, I would never get help.So why, then, did Dr. Brain nerf gunlines to help "bad players" like me? Hmm...If being a good team is all that matters, go away. LIKE MAGIC! Lets see, they do 130 damage +65 damage per level! Those numbers... must make them OVERPOWERED. Better make sure no zone go over that... ...Or is gunline's power related to other factors? Like, y'know, reps? What is this game supposed to be about, if gunlines can't kill anything? Want the zone to die to Ceiu's sandbox mode again??? Again, based on "good teams"... just bring back privs... oh wait--- A shield that defends 1 damage is not stronger than armor. Unix... its not the shield... its the damage reduction... And people running is player behavior, not settings, treat it differently plz. A shield+armor reinforcment equivalent in damage reduction is WORSE than simply an armor called reinforcement. Edit: I'm starting to realise the most important thing: If we just focus on "good teams": This game is going nowhere. Now, I just want a dev who helps the bad players again. Give bad players a chance, and maybe those newbs will finally start playing again. Edit2: When I was a noob, I luckily got into better settings that helped my then-bad skill. What if I didn't? *drumroll* ... I'd probably quit, wouldn't I? Like the newbs of today. ...Eventually, anyway. How many times would I've tolerated Brickwarp's team killing me, before I gave up (and played somewhere else instead)?
  4. Bullet live time would be ok to increase, no serious drawbacks or imbalance, depending on how much it were to be increased. Repel radius being buffed, we've seen this, and it's an utterly horrible idea. This is one of the things that really hurt the zone and even now it hasnt recovered. If anything the repel radius should be decreased. Both bursts and thors are fine as is, if anything bomb settings themselves need to be touched, which in turn would alter thors. Someone lowered burst damage, which was a horrible move, yet again. The live time should be similar to bullets. Supplements should be merged back with addons, a really bad move done by spidernl to separate them. The intention and purpose was good of why they separated, but it did the exact opposite and made the problem worse that he was trying to solve. Emitters are already a weak category as it is, you'd have even less reason to choose emitters and just go with 3 other addons, such as Power Strip, cloak and hull polarizer, then one more addon with extra addon like solar array or system optimizer. Shields / Armor together would need a serious nerf to even be considered. Shields overall dont work in HS though. Relics are along the lines of one time use, such as cobalt. Doesnt make sense to merge them with Alien Techs where they last and stay with the ship permanently until you sell. Prototypes were meant to be a separate category and work well as is. The point is to have items that are game changers at a higher level, but not equivalent to sigs. Such as Reaper having a maxmines of +1. These items are a little more peculiar and have more unique item properties. Ok I've finally feel like I've got enough sense to reply to you. My main desire for "repel radius" is connected to making a major factor happen in a reasonable manner: Bomblines. I could hardly concieve of *newb-beatable* bombline without a decent repel radius. Bomblines increase the depth of the game for various reasons, including that a different strategy is needed to break them. But, as history shows, their very easy to make only the best beat realiably (aka good priv teams). It is not desirable, to me, to bring bomblines in manner that is then proven to mostly be anti-noob friendly. But without bringing bomblines back, the game stagnates, in my eyes. If we do not raise repel radius, then hopefully that means there is a different way to break them easier, or that I'm simply wrong on what was the factor that allowed newbs to break them easier back them. And I know raising repel radius CAN be bad... however! Do not assume it HAS to be! If I make gunlines 30 seconds long, you will, practically guaranteed, find repels useless in this situation. Raising repel radius should not be assumed universally bad: How could something be so possible, where the very concept itself is overpowered? No, its not raising repel radius, but what it relates to: And I'm pretty sure about that. My burst suggestions, one which included lowering its damage, was not meant to go with the massive EHP gains that Ceiu gave ships, as that would lower the depth of the game. Just wanted to experiment if people would rage-quit with their lanc less, but didn't want to destroy a whole mechanic of rushing. And thors will be a problem if we keep thorstorm, trust me. Please don't assume its easy to rep all 7+ thors, you don't have that many reps, come on now! Yeah, I could be wrong about generic thors and their ability to be repped, however, since its still possible to rep them, maybe I'm just spoiled. Shields could work if you realise this: their, technically, worse than armor! Armor lasts forever: shields, on the otherhand, drop, go away. Armor > shields. So why shields can't work, when their WORSE than armor??? This is why I said half to all resistances: its actually a nerf to shields/armor in general, since the other half of your damage reductions would now be covered by the more feeble shields. Wouldn't this increase depth in center too? And I like depth. Otherwise, I kinda agree with what the rest of what you said.
  5. Let me give my opinion on the progress of Hyperspace. At first, the early days of my Hyperspace career, ~Jan. 2007. Hyperspace was "fun", but lacked the "availability" for "lesser teams" (aka not good privs) to stand a chance. Back then I was not very good at this game either, so that didn't help. Anyways, seemingly on a whim, Dr. Brain (or so it seemed), the dev of that time, made changes that made it this problem go away. He nerfed the relatively long gunlines of that era into something more reasonable. The game eventually picked up more steam now, now that non-"great" teams seemed to stand more of a chance. This was the beginning of the good days of Hyperspace. Population increased quickly, and by summer huge flaggames were to be found, larger than they have ever been since (the best ones, where Dr. Brain would boost the jackpot himself, would get up to 30 vs 30). I have also heard other good things, but the days were to end. Soon, the foolishness of Hyperspace began. Cyclone, overpowered items, things began to make people wish for a more "calm" item set. That is when Arnk Dylie became the seeming "lead" dev. He brought his item set, along with ammo. The new set, while otherwise decent, forgot about what made the zone grew, and unfortunately had a harsh balance for newbs to break a base against experienced players once again. Sadly, rather than simply making it easier for newbs once again, Tthis was met with nerfing the zone completely, lowering the fun value of the game. Arnk Dylie soon left, leaving SpiderNL in his steed. The zone had an era of relative peace, but this was not to last forever. The zone already had lesser pop due to dumbed down settings, even though newbs could break a base once again. And SpiderNL was to introduce turrets... while things happened slow, if I recall right his parting gift was to increase the accuracy of turrets greatly. The zone finally got even lower pop than before, and SpiderNL was nowhere to be seen. Next, Psythe (also once known as Sharpflame) would be the next dev. Unfortunately, still little focus was put on making the zone contain more depth once again, and bomblines continued to be oppressed (much less anything else, like privs in bases). Things like thorstorm and juggernaut would be added, with the infamous "relics". Pop reached even lower heights, and Psythe was soon to leave too. Finally, our shortest main dev: Ceiu (or Cerium). He seemingly understood that the zone could've been better, but seemed to miss the mark greatly. Again ,rather than increase the depth... the depth was lowered with the advent of settings, that we could call for short, "Sandbox Mode". It was such a failure the zone was dead. Everyone left, and here we are, in a dead, doomed, zone. The End. D:
  6. CDB-Man's changes seem to make him the only "dev" who cares now... whats going on? It seems like the zone is just left for dead. Is this really it? Should I have not wasted my time, posting all those things, because simply, not enough cares anyway? Honestly... thorstorm... juggernaut... sandbox mode... turrets in center... I was wondering what the most recent devs were thinking with these kinds of changes, because they sure help project the zone into the abyss of death. What gives, guys? Where's Arnk Dylie and/or Dr. Brain, both who I remember making exciting setting changes long ago? Why is the zone spiraling into the land of no return? Well, I'd hope the devs were just "confused"... my posts may help serve "interest" to try again... but apparently, not. Aside for a map update CDB-MAN's changes is the last major update to the zone. Respect for devs now: Good: CDB-Man Unknown: Dr. Brain Arnk Dylie Bad: Most of the rest It'll go up if they try one last time... if that doesn't work I understand, I guess, devs can't do everything after all. But to see them all leave and the zone left like this is just... saddening, so to speak. I hope, if the devs aren't making any attempt again, its becuase they KNOW the zone won't come back AND the community already gave up beyond repair, because... if not this zone's death is probably as stupid as Metal Gear CTF's (though I have less knowledge on that, however, so not quite sure there, just guessing). Argh... I wish the zone's death happened in a more logical manner, than in some ridiculous way like this,but whatever, I'm probably talking too much in most the dev's eyes anyway (if they really don't care that is).
  7. As we know, the saying goes: "Resets happen when people get too overpowered and starting fresh renews interest." But is today's Hyperspace designed well for a reset? At one time, money gained slower. And people used to consider Alien Tech (besides antideath). Were those factors in retaining longitivity of players? I'd say, yes. However, there is another factor, that is the entry of playing. New players. However, has this been achieved in Hyperspace's current settings? I'd say, not, as I don't see any Then, it should be concluded that this is either the wrong way to go for this objective, or not the right method to do so. What could we do to *actually* get new players? And, what could we do to keep old ones? This is were settings got to balance the factors out. What actually keeps new players anyways? That is one question I definitely don't quite get... Is it How "un-grindy" it is to get "good"?How much they *don't* get "unfairly owned"?How nice the community is?Just how "fun" the game is?Now first, it don't seem to be accomplished with the current setting, so some big change in strategy may need to happen on the dev side, if we are to get new players staying again. This may a topic for experimentation, until some successful strategy is reached, hopefully. On the other hand, keeping old players goes with the concept of a reset quite well, but probably was once executed better in Hyperspace's past. At one time, Alien Tech was something worth aiming for: As evidenced by people buying them. Now, while they exist, people rather just quit. It's not what it used to be. Now, what is the point of Alien Tech? To me, it seems, its the price tag. By giving it a high price, those who choose to buy it can expect to spend some time... delaying the "need for a reset". However, this only works if people make that choice... Secondly, I would assume, it is to allow other things to be cheaper. Instead of having everything good in the $100's of thousands to equivalent the net effect of buying an Alien Tech, it could be focused on a single item. Allowing lower prices on everything else, and a "decent" ship possible sooner rather than later. This is mostly for game balance concerns. Anyways, old players may need to be reconsidered in the design plan, for a reset to make sense. Money gain speeds, and prices of the top-tier items, need to make sense and be worthwhile. We need to scale resets with expectations of how long it takes to buy said items, so that resets can wait as long as that expectation lasts. After all, once old players feel complete, then the topic of a reset pops again. While possible, let's make sure they don't *have* to feel that way too "soon", and Alien Tech, executed properly, could help solve that problem. So, as I've said, people don't buy Alien Tech. Whatever happens to them, some sort of "buff" is likely inevitably necessary. Whether its lowering the price, or buffing the stats, or even a combination thereof, a good strategy would ensure the next move achieves the objective of getting people buying them again. Then one could see how it plays out from there.
  8. So one thing I've always wondered, especially now, is, what happened to the zone? Last time the zone had "any" pop, Ceiu applied the killing blow with setting changes. Then, after finding the zone left, the "correct" answer was to leave with them? Rofl? Then someone else had to revert to better days, but now that's clearly not enough anymore... yay! Also, I wonder why turrets were left that long, when seemingly (to me) their main issue was turrets in CENTER, not base... perhaps turrets should not spawn/detach in center, and they could come back again? I don't remember people really quitting due to turrets while I was basing, but have heard about it happening in center. Anyway, I'm not quite sure what needs to be done to bring back pop, but I can at least be confident that doing nothing probably won't help. If the zone is left in abandoned state I hope their not surprised its well, in an abandoned state... Sometimes I wonder why I come back to the zone. We've always heard about the "community" problems and all that... is that why people left, they finally got fed up? Well, this zone (once) was a fun zone... be nice to see it become fun again, but I do not know if that desire is there. Just so you know though, I DID play after 2007/whenever-I-liked-the-zone-the-most... so the zone doesn't have to be perfect for me to play. But it'd be nice if some attempt was made to revive the zone from devs, its why I make all the posts after all! But hey, maybe this zone was "put to rest...for good", and that's why devdecisions made were so dumb, and I'm just a fool not to realise it...
  9. Well, regardless, if Hyperspace is to come back alive one day I hope some "distasterous" new item set isn't immediately applied by the latest active dev. With things like gunline/burst fiasco, however, future looking grim, unless lead dev changes to someone more trustworthy. And then there was stuff like the whole "overpowered" turrets by SpiderNL, and juggernaut. Then, when said things finally lower zone pop levels, said dev leaves. Amazing. Wish they'd figure they'd made a mistake, instead of leaving, and rollback/fix specific issues they caused. Lets see: Turrets "killed center" Juggernaut "was crazy" and pre-now (settings now were rollbacked/fixed to earier point by someone) gunline/burst related changes "was sandbox mode" Each time each thing occured, the responsible dev left the zone soon after. Sigh. People would complain about Dr. Brain and Arnk Dylie, but frankly, they didn't do things like this. Arnk Dylie: "Ammo is bad? Well, ok, its gone." And gone it was... omg. ...And I'm sure Dr. Brain did things like that too...
  10. It has become apparent to me that my internal ideas of "counters" may not be fully understood, to some of the HS Devs at least. So, I will now write down what I think counters various key things. 1. GUNLINING Gunlining, not to be confused with simply firing one's guns, is to me, "the act of using the range of the gun to kill the opponent". This can be difficult to stop (oher than gunlining yourself), or, in HS's case, seemingly easy to. Gunliners can be killed by C1: Repels Repels get you closer to the target, limiting gunliner's effectiveness, as after all, it is the RANGE they are trying to mainly exploit, and lowering that range lowers them. C2: Thors Though potentially nullified by the Repel, thors can achieve great power. 2. BOMBLINING Bomblining is basically gunlining with bombs, range and all. Bombliners have the added benefit in HS by not being easily killed by gunliners, as their range tends to extend beyond gunline range. They also have area of effect damage, further reducing the effectiveness of the gunliner's singular damage. But what can counter them? C1: Repels + Bombs You don't necessary need a bombLINE, simply a few bombs will shake up their bombline into probable collapse. But you'll also need some repels to do that, and if the repels aren't STRONG enough... it'll get harder and harder to do that. Stronger repels make breaking bomblines easier. C2: Thors Though potentially nullified by the Repel, thors can achieve great power. 3. RUSHING Rushing, to me, is to reduce the power of opposing gunliners and bombliners with repels to help your team kill the opponent. An effective rusher trys to get as close as they can with their repels to minimize the power of range. So, what can counter rushers? C1: Gunliners Gunliners and Rushers are the antithesis to each other: Both counter each other. But if ones too strong (in HS's case, seems to be rushers), the other will appear to be weak, and no longer serve as an effective counter anymore. Hyperspace suffers from this issue. C2: Bursts Bursts basically are whats left... use them when they get too close (since thats what rushers do anyway). Thors, while great against many things, against the repel-heavy rusher see limited use. Edit: When I said to nerf bursts there were FOUR bursts possible per spawn (Defense mount x2, Combo Mount, Moreton Array = 4 bursts). I asked for a small nerf, and was assuming that this 4 burst situation would stay in such a case. I did NOT expect radiating coils to go non sig, moreton array removed, close combat to go to a max of 1, and gunline efficiency to be nerfed as well!
  11. CATEGORIES Guns: Bombs: Sublight Drives: Reactor Plants: Armor: Shields: Addons: Mounts: Alien Technology: Faster than Light: Changes - * Time guns last increased, repel radius increased. This needs to BOTH happen to not overpower one or the other. * Bursts and thors buffed a little to help combat the above changes. * Supplements, Emitters merged into Addons, you can now have up to 3 Addons. * Shields come back, but armor and shields reduce half their original damage, and you can have both at the same time. * Any good relics and prototypes go into Alien Technology now, buffed if necessary (in the case of prototypes).
  12. What was wrong with juggernaut/high-energy-cost-guns/whatever: people don't like it. Make a game people won't play, and people well, won't play... why do we have devs who don't understand this, and do whatever they please? Because while even I would do that, only up to a point, as unless I don't want people in my zone... Oh well, guess we should expect the devs to "whatever they want", and while I can see the point... y'know... whatever, guess Hyperspace is dead then
  13. So, what kind of Hyperspace do I want? I might as well just spell it out. * The average gunline can at least kill light ships and cover enough distance to make leaks less frequent and take effort/luck to accomplish. Leaks should not easily happen just because of 1 lone warbird's magic moves. * Repels and gunline support are used for rushers to beat gunners, just as gunners would use rushers to beat other rushers, so that "Hero Mode" is no longer a thing. This means gunners have more firepower behind them to the point that, without your team, a single lone rusher might be *gasp* worthless!!! (So get one!)
  14. 1. Perma-spam gunners with Pulse Laser * Gunlining acually was SAFER than rushing at doing its job, aka DEFENDING. Unlike the most recent Hyperspace era were rushing = everything * However, while Gunliners could DEFEND well, they did not ATTACK well... pushing the opposing team, was of course, what rushers did better, even when gunliners were there! Gunliners mainly prevented leaks and added some addional firepower to the rushers, where as today the former of these has been obliterated (preventing leaks). * Gunliners were something best in moderation, or as a delay tactic when defending, if you're trying to win. Of course, having no rushers at all would cause that delay tactic to be very short-lived as compared to when you had rushers, as one of gunliner's qualities was helping the rushers firepower. 2. Tac-nuke Bombliners * Tac-nuke was actually good, and could kill any 1 random ship that did nothing but send theirself in. * Shrapnel lasted longer, which gave shrapnel-based bomblines more importance. 3. 2-3 ships with repels could kill an undefended bombline all by theirself, even if they were 3 warbirds * This meant bomblines were BEATABLE, especially bomblines without shrapnel, which were TERRIBLE at delaying, only being better than nothing. * The best part about bomblines were the shrapnel, and making long runways not immediately bypassed. They were not as good as gunners at simply defending, nor did they replace rushers at a bombline. * Bomblining, like mines, were a delay tactic, nothing more. HOW BASING WAS LIKE THEN: * Maybe 50/50 Gunners/Rushers. * Gunners made CONSTANT gunlines, usually with Pulse Laser or Beam Array. This typically took the Spider's high recharge for Pulse Laser however, making it the primary choice for gunning, period. I do not mind some kind of modification to allow Terriers to do this, as they were much more useless back then... * Rushers had to deal with the gunner's nearly continous gun spam, making leaks much more uncommon. * Some Gunners may change into Bombers to take advantage of any good bomblines, which included shrapnel-based ones, since guns lasted around 3 seconds. * 3 second full Pulse Laser gunlines could kill all but Heavy ships, and even Beam Array could take out Light ships at least. Not to mention, even if Heavy ships could overrun any gunline, the amount that they did so wasn't as dramatic as now, and remember that rushers have a timer to wait when they die, so they may really not had a true advantage then considering that. HOW BASING WAS LIKE ~3 Months ago: * Unknown, erratic Gunner/Rusher ratio. * Higher energy totals and guns lasting only 2 seconds have nerfed guns to at least 2/3 of their old effectiveness. Any gunline attempted can expect to possibly be heavily overrun, making rushers more valuable. * Gunspeed coverage is 2/3 of old values, which makes leaks even easier to accomplish on top of lower DPS for gunlines. HOW BASING WAS LIKE Now: * Gunlines effective DPS at perma-spam levels is massively nerfed due to severe efficency loss, while rushers get massive out-of-this-world energy buffs. Rushers run through whole base as they please. Rushers Win!!! * Then, Hyperspace died...
  15. What good is playing if you don't enjoy it? Seriously, Ceiu nerfs guns to oblivion, nerfs bursts to oblivion (I only wanted 1 small nerf, not all 1337 of them)... And someone nerfed powerball to oblivion, bomblines already nerfed and have disappeared as a GAME MECHANIC (unless you're stupid enough to use inferior tactics and lose base), gunlining is being targeted for disappearance too... So whats left? "Sandbox" game where weak-as-balls bursts, weak as balls repels, and lancs with 6k energy+radiating coils making them nearly immune to bursts fly around nearly indestructable as the other main option, gunlines, now cost 1337 energy per shot... Fire HE missile??? Is that it? Edit: All I could want is the game back, where the OPTIMAL team had gunliners... rushers... AND bombliners... in an environment where they are balanced against each other... so people have fun playing this game. Summer of 2007 had those settings. The settings I described in the above paragraphs, is an example of boredom... Edit2: And why don't I play other zones? Well, then we should ask: should I HAVE to play those other zones??? And is that a good reason to drag myself there? Or would you rather have someone who WANTED to go there? I surely would go to other zones if people didn't have a "I'm entitled to having a zone that other people enjoy" attitude, and tried to make other people like it with theirselves... rather than forcing everyone else to think that their fault for not liking it enough... especially if the zone sucks... Is a zone sucking MY fault??? Then hand me the dev position so I can fix it!!! RIGHT?!? ... Or maybe thats a bit too much, but still...
  16. I've come to the conclusion that the good old days are the best old days (at least, if devs can't make new settings people actually like). It is simple, therefore, what this zone really needs: The "Good Old Settings", from which we know well (and liked), should be kept. For now. Until, people actually LIKE changes... and don't KEEP QUITTING... Btw here's some interesting facts: In The "Right before the ammo-including item settings came in days" games were known to have 20 vs 20 (!!!) on the BEST DAYS. This was the "old item set" I think of when I think "old": The settings a while after brick spamming was changed to where you had to go to base 8, but before ammo... that time. That time (or what I know about that time at least) was what I'd call "Dr Brain's Item set" (though I'm sure he wasn't the only dev of course). Then, those days were over. Next was "Arnk Dylie's Item set". Ammo came in, who wanted that? And the game was "balanced". Suddenly, games now were "only" 15 vs 15 on the best days... This era was, in my opinion, lasted the longest, but indeed, while it was there, games DID go to 15 vs 15, here and then. For years... Then, we had the "Spidernl's Item set". Heralded by "turrets", games went even lower.... now, 10 vs 10 was the best days, and center started dying. Finally, we come to the last two item sets. First, "Psythe's item set", which gave the prototypes and overpowered relics (though had some good points too). Unfortunately, games now were normally 5 vs 5, and center was nearly dead. A few months later, now we have "Ceiu's Item set"... which killed the zone off, basing, center and all. Hurray!!! Anyway, here's my rough approx of what I know about item sets: Old Item Set 2006-Early 2007: Brick spam and huge guntime era (5 secs). Privs were everywhere, game was "ok", but probably wasn't even better than ammo days, honestly. Please don't go THIS far back... Early 2007-Mid 2007: Glory days of Hyperspace, population kept increasing. Privs and Pubs both fought, privs usually were better but not always, bases that good prvs guarded got broken in most often during these times, game was pretty fun. Current Item Set Mid 2007-2008: The Ammo days. 2009-2011: Post Ammo days. 2012-Mid 2013: Turret days. 2013 To Early 2014: The final days ...or will there be more to come...?
  17. Reduce Radiatin Coils to burstdamage = -80, Kinetic Barrier burstdamage = -25 Close Combat back to 2 max as long as burstdamage doesn't spike to 320 again And while you can just revert ALL burst changes, plz don't unless all seems lost EVEN THEN, aka after you revert all gun cost settings and all but 1 of the burstdamage affecting settings (so all but say the burst damage reduction then). This is, of course, if I'm not delusional in my thinking and therefore would be better off ignored . If we can't handle a non-sig radiating coils without like -50 burstdamage and nothing else, maybe back to sig and something like -100 burstdamage is ok too Gun costs can always be lowed to old levels if things seem to be going nowhere Finally, if all seem lost, bring back flagging privs to salvage the zone ;D And if that doesn't work... just go back to June 2007 settings or similar :D (Didn't lots of people played then?)
  18. 1. Racing (used to be in ?go events) has disappeared from Hyperspace. It should be brought back. 2. Private flagging teams... this is part of why I wanted bursts nerfed, so privs don't *OWN* pubs with pro flanking strategies as hard, thus, making the game a more enjoyable experience. It is my opinion that if rushing isn't too good, privs can be brought back without major issue (since privs tend to include those teams that are better than "average", making merely overpowered concepts turn into broken).
  19. Also, here's my idea for ships: Heavy Ships * High Energy * Moderate Recharge * Low Movement Light Ships * High Speed * Moderate Recharge * Low Energy Medium Ships * Moderate Energy * Moderate Recharge * Moderate Movement Lancaster *High Energy *Moderate Movement *Low Recharge Shark *High Recharge *Moderate Energy *Moderate Movement Heavy Ships >>> Light Ships Light Ships >>> Medium Ships Medium Ships >>> Heavy Ships And the following is an example modifying current ship stats to my opinion: +------------------+ | Warbird | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1000 | Init Recharge: 1250 | Init Speed: 3000 | Init Thrust: 22 | | Max Energy: 1500 | Max Recharge: 1875 | Max Speed: 4500 | Max Thrust: 42 | | Upgrade: 5 | Upgrade: 6.25 | Upgrade: 150 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 200 | Bullet Speed: 3850 | Cloak Energy: 509 | XRadar Energy: 377 | | Max Rotation: 310 | Bomb Speed: 3740 | Stealth Energy: 99 | Afterburner Energy: 2130 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 153 | Radius: 15 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Javelin | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1050 | Init Recharge: 1200 | Init Speed: 3000 | Init Thrust: 22 | | Max Energy: 1600 | Max Recharge: 1800 | Max Speed: 4500 | Max Thrust: 42 | | Upgrade: 5.5 | Upgrade: 6 | Upgrade: 150 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 200 | Bullet Speed: 3420 | Cloak Energy: 483 | XRadar Energy: 357 | | Max Rotation: 310 | Bomb Speed: 4660 | Stealth Energy: 99 | Afterburner Energy: 2050 | | Upgrade: 11 | Shrapnel Rate: 4 | AntiWarp Energy: 145 | Radius: 15 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Spider | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 2000 | Init Recharge: 1250 | Init Speed: 2000 | Init Thrust: 6 | | Max Energy: 3000 | Max Recharge: 1875 | Max Speed: 3000 | Max Thrust: 26 | | Upgrade: 10 | Upgrade: 6.25 | Upgrade: 100 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 100 | Bullet Speed: 4010 | Cloak Energy: 563 | XRadar Energy: 417 | | Max Rotation: 200 | Bomb Speed: 3780 | Stealth Energy: 99 | Afterburner Energy: 2060 | | Upgrade: 10 | Shrapnel Rate: 3 | AntiWarp Energy: 169 | Radius: 30 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Leviathan | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 2050 | Init Recharge: 1250 | Init Speed: 2000 | Init Thrust: 6 | | Max Energy: 3100 | Max Recharge: 1875 | Max Speed: 3000 | Max Thrust: 26 | | Upgrade: 10.5 | Upgrade: 6.25 | Upgrade: 100 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 100 | Bullet Speed: 3538 | Cloak Energy: 513 | XRadar Energy: 379 | | Max Rotation: 200 | Bomb Speed: 6100 | Stealth Energy: 99 | Afterburner Energy: 1910 | | Upgrade: 10 | Shrapnel Rate: 4 | AntiWarp Energy: 154 | Radius: 30 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Terrier | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1500 | Init Recharge: 1275 | Init Speed: 2600 | Init Thrust: 14 | | Max Energy: 2250 | Max Recharge: 1900 | Max Speed: 3900 | Max Thrust: 34 | | Upgrade: 7.5 | Upgrade: 6.25 | Upgrade: 130 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 130 | Bullet Speed: 3800 | Cloak Energy: 638 | XRadar Energy: 436 | | Max Rotation: 240 | Bomb Speed: 4000 | Stealth Energy: 99 | Afterburner Energy: 2350 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 191 | Radius: 21 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Weasel | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1550 | Init Recharge: 1225 | Init Speed: 2700 | Init Thrust: 14 | | Max Energy: 2350 | Max Recharge: 1850 | Max Speed: 4050 | Max Thrust: 34 | | Upgrade: 8 | Upgrade: 6.25 | Upgrade: 135 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 130 | Bullet Speed: 3550 | Cloak Energy: 589 | XRadar Energy: 436 | | Max Rotation: 240 | Bomb Speed: 5400 | Stealth Energy: 99 | Afterburner Energy: 2200 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 177 | Radius: 21 | +----------------------+----------------------+------------------------+---------------------------+ +------------------+ | Lancaster | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 2125 | Init Recharge: 1000 | Init Speed: 2500 | Init Thrust: 13 | | Max Energy: 3250 | Max Recharge: 1500 | Max Speed: 3750 | Max Thrust: 33 | | Upgrade: 11.25 | Upgrade: 5 | Upgrade: 125 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 150 | Bullet Speed: 3000 | Cloak Energy: 699 | XRadar Energy: 717 | | Max Rotation: 260 | Bomb Speed: 3000 | Stealth Energy: 99 | Afterburner Energy: 2555 | | Upgrade: 11 | Shrapnel Rate: 4 | AntiWarp Energy: 210 | Radius: 39 | +----------------------+----------------------+------------------------+---------------------------+ | Property Name | Property Value | +----------------------+----------------------+ | attachmask | =64 | +----------------------+----------------------+ +------------------+ | Shark | +------------------+---+----------------------+------------------------+---------------------------+ | Init Energy: 1400 | Init Recharge: 1500 | Init Speed: 2800 | Init Thrust: 15 | | Max Energy: 2100 | Max Recharge: 2250 | Max Speed: 4200 | Max Thrust: 35 | | Upgrade: 6 | Upgrade: 7.5 | Upgrade: 140 | Upgrade: 2 | +----------------------+----------------------+------------------------+---------------------------+ | Init Rotation: 160 | Bullet Speed: 3010 | Cloak Energy: 716 | XRadar Energy: 312 | | Max Rotation: 270 | Bomb Speed: 4250 | Stealth Energy: 99 | Afterburner Energy: 2800 | | Upgrade: 11 | Shrapnel Rate: 3 | AntiWarp Energy: 215 | Radius: 11 | +----------------------+----------------------+------------------------+---------------------------+
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