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Ceiu

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Everything posted by Ceiu

  1. I stand corrected -- handy little tool.
  2. Raining Blood's Mosh 1 actually gets easier on higher difficulties. On expert it has longer pull-offs, which means less strumming. Since the tempo changes after the first one, I found it a lot easier to do on expert than on hard. The first part of the solo in "One" just plain sucks. Even with star power it's easy to fail if you're not perfectly synched up.
  3. Only on the PS3 version. Most people with a 360 or PS2 already owned GH1 or 2, so they have one of the good guitars. And no, it isn't just me whining -- I can play through both of those songs on my buddy's 360. Can't touch 'em on my PS3 on hard. !@#$%^&*.
  4. Can, but isn't.
  5. Whoever the !@#$%^&* 2pac is: Your text is far too black for this forum -- or anywhere else on the internet, for that matter. Just because your dumb!@#$%^&* can't speak correctly doesn't mean you have to type like a !@#$%^&*in re!@#$%^&* as well. More on topic: If you jack!@#$%^&*es actually attempted to follow rules once in a while instead of acting all hard in your !@#$%^&*ty ricer mobiles, maybe the POLEECE wouldn't be all up in yo grill, dawg. And one more verbal jab for you degenerates: I pay $800/yr for full coverage. Suck directly on that. JDS: Driving without insurance is a bad idea. My dumb!@#$%^&* roommate is getting his license revoked (again) for it. The actual penalty may vary from state to state, but it's generally not a good idea. Though, you have to be doing something fairly stupid to get pulled over in the first place.
  6. Jesus !@#$%^&*. When did you turn into a spam bot?
  7. Good research, but you're overlooking a variable here. In HS, there is no random factor to the damage -- especially for shrapnel. Inactive shrapnel (shrapnel that is less than 150ms old) always does x damage, then always does y damage when it goes active. I don't have the exact figures off the top of my head, but I believe inactive shrap is 25 damage, and active is the same as a single bullet of the same level. The angle factor in your experiments was coincidental (most likely the shrap going from inactive -> active).
  8. That'd only be neat if it created a screenshot of the entire page, not just the viewport. As already stated: anyone with a functional print screen button and any image manipulation tool (ms paint?) can do what this program does. This is just adding unnecessary bloat to FF and the extension DB.
  9. Sadly, I think you and I are the only ones who will understand this reference. Worse yet, he's probably right.
  10. My best was around 1600 last reset, solo. When I start playing again (most likely once I start going to real school ™), I'll be sure to beat that by beating all of you... with a hammer. kekeke.
  11. Holy obsession batman!
  12. Ceiu

    Cerium.

    Also: it's Brain's, not mine. I've simply added stuff to it.
  13. Given some recent developments in real life, there is a strong possibility that I will never make this.
  14. nice 2 month bump.
  15. Remind me to instakill you next time I play.
  16. I haven't even played in a week and this !@#$%^&* comes up again? Jesus you're one obsessed little boy. For those who are curious: There was a player using CE in the zone to give himself unlimited energy -- so I was using a command to instantly kill him over and over again. He was later removed and I shipreset and degranted myself to get rid of the unearned bonus. But of course, that detail wasn't mentioned in Peace's little post, because that would take away from his little witch hunt. As for Peace Maker... is there ever a moment you don't whine about something? You cry "abuse" to everything. "ZOMG He has supercomputer", "OH NOEZ he's taking care of the cheater I've been spamming ?help about for 15 minutes." You're like an RC with slightly better grammar skills. Go away already.
  17. Lag bots... such a waste of resources. Tell the sysop of your stupid zone to stop using those piles of !@#$%^&* and use the god!@#$%^&* arena settings or move to ASSS.
  18. Shia, you look identical to one of my friend's little brother.
  19. My biggest concern is more diversity. There's basically only two of each item type per ship, so there's not a whole lot of difference between the ship setups. I feel that the system I'm proposing would allow for even greater diversity among the same ships -- you'd basically have a light, middle and heavyweight version of all 8 ships. Further, with frame styles (2 light weight, 4 middle weight and 2 heavy weight) this would create even more options, as people could do light-light, heavy-light and so on. Balance is also a concern of mine, but only in the sense that I dislike the idea of the ultimate one-size-fits-all setups. Right now there are archetypes for each ship that can be given to any player and they'll perform well in the zone. I imagine in my setup the middle weight stuff may fall prey to the same thing, however I'm aiming to make every ship balanced in the sense that it will have a natural weakness -- be it mobility, defense or offense. Some other things: Arnk showed me his ammo system, which is how I know it's possible. Again, like the flag mode we've discussed, some of my ideas are derived from what I've seen already -- from you, arnk and d1. Also, regarding the tweaking: I'm willing to put a great deal of work into setting up and tweaking such a system if you allow it to go into place. In fact, I was expecting to be doing most of it myself anyway, since you're busy with real-life stuff and likely don't have a lot of time to dedicate to HS at the moment. I figure the balance issue is easy to figure out: If a large majority of the players are using very similar setups, something is probably "broken" with the equipment.
  20. Below is a do!@#$%^&*ent I wrote up to detail an item system I think would benefit HS greatly (especially after the first month or so). 08.28.2007 HS Item System Revision Proposal - Why Change? -- The current system in place is by far more in-depth than anything I've seen in SS. It's very innovative and when I first started in HS it was incredibly fun. However, it suffers from the same problem as all other zones: There are still "ultimate" or "optimum" setups. Once you hit about 10k experience and 500k, you can have your ship completed with very little room for improvement or change, aside from switching out guns and bombs. HS currently operates on what I consider the Slot-system. In this system, each item is given a "type" and each ship can equip x items of each type. The problem here, is that the only way to limit ships into their designated class (Light vs Heavy) is to limit items to individual ships. This creates even less usable items overall, and further subtracts from the overall ship variety. The system I will propose aims to fix these problems, as well as a few other issues I've noticed in terms of general item balance and playability. By taking elements from various games, ranging from Armored Core to Counterstrike, I feel we could solve many of the existing problems I see with the current system. - The Basics -- 1) Each ship has a Volume (Available Space) and a M!@#$%^&* stat. These determine how much equipment can go on the frame and how fast it can move with the minimum required equipment (see below). 2) Every ship is required to have a sublight drive and a reactor plant at all times. Since the ship's speed and recharge is based on these, it would be problematic to not require them. Ships would likely come in "packages" or default setups to solve any issues this would cause. 3) The ship's mobility is determined by a formula consisting of the Sublight's Power and the total m!@#$%^&* of all equipment (including the frame itself). It would work something like this: a) The warbird frame has the following basic stat: M!@#$%^&*: 2500 b) The sublight drive "Alpha Engines" provides the following basic stats: M!@#$%^&*: 500 Min Output: 5000 Max Output: 5500 c) !@#$%^&*uming this is the only equipment on the ship, the calculated values are: Total M!@#$%^&*: 3000 Min Output: 2000 Max Output: 2500 d) Using very simple formulas, this could give us the following SS-stats: Top speed: 5000 (as provided by the sublight drive) Init Thrust: 20 (remaining power divided by 100) Max Thrust: 25 (Same as Init thrust, but using max-power. Used for afterburners) Rotation: 200 (To be decided, likely: min / 10). 4) The ship's energy and recharge would be determined in a very similar manner: a) Using the ship above, each item has the following stats: i) Frame Energy Drain: 0 ii) Alpha Engines Energy Drain: 1500 b) The reactor plant "Alpha Reactor" provides the following stats: Capacity: 1500 Output: 5000 c) The ss-stats would be: Maximum Energy: 1500 (same as capacity) Recharge: 3500 (Simply output - drain) 5) There would be nothing to prevent a player from going above the output limits of either the engine or sublight. Should a player develop such a frame, they would simply be unable to move or would slowly lose energy. 6) Finally, in addition to the above limitations, each ship (or frame) would have a maximum space capacity. This would prevent a warbird from flying around with more equipment than a lancaster (which, in the world of HS, is stupid). The space capacity would simply be a C - Sum of all S, where C is the capacity provided by the frame and S is the space required by each equipped item. Unlike the output limits, this one would not be allowed to be exceeded. This system would effectively separate the ships into their already suggested classes: light, middle and heavyweight. Naturally, a warbird should not be lugging around heavier weapons and better armor than the heavyweight giants like the levi and lanc. If implemented well, this would also make the heavyweight ships natural tanks, as they could carry better armor and higher-capacity reactors, making them more difficult for the light ships to kill. - Utilities -- With the drain and m!@#$%^&* systems in place, there is no reason to limit the number of utilities a player could carry around with them, since each utility would have a natural impact on the ship's survivability. Items in the Utilities category would be unlimited purchase, unlimited count items designed for lifetime use. Such utilities would be: Cloak, X-radar, ID drives, Summoner, Item Launchers (see below), etc. - Traditional Items -- Utility packs that allow players to respawn with items have never sat well with me. It leads to excessive item-spam puts further emphasis on the idea that the players with the most money win. Another suggestion I have is to implement counterstrike-style items, in that they are cheap, but always one-time use. If you die with items, they're gone forever. To alleviate the problems !@#$%^&*ociated with this type of system, several changes would be made: 1) "Items" would be purchased from center safe. 2) After leaving center safe, items are no longer available for purchase until the player is respawned there following a death or ship change. 3) An auto-purchasing system to automatically buy x items on respawn. - Other experimental ideas -- These are other ideas I've had since playing HS that could be implemented with this system without a great deal of trouble. Whether or not they would play well hasn't really be thought out... * Ship affinity Certain equipment would work better with certain ships. This already exists in HS to some extent (spider has free cloak/stealth, levi bombs fire at high velocity, etc). * Weapon Types Anyone who's a fan of Armored Core will know all about this. There would be two types of weapons: Solid-ammo and energy-based. > Solid-Ammo weapons: + Low equip drain + Low usage drain - Higher M!@#$%^&* - Requires Ammo > Energy Weapons: + No Ammo Requirement - Higher equip drain - Higher usage drain. This system would allow a large variety of weapons based on what players are willing to accept for their negatives. If someone has a boatload of money and is likely using a middleweight-class ship, they'd probably opt for a solid- ammo weapon. A light fighter, on the other hand, is likely to choose a light weight energy weapon or a high powered, low ammo solid weapon. * Alternate Weapons Fairly self explanatory. Purchase multiple guns/bombs and use a command to switch between them.
  21. I certainly care that it validates. It tells me that if I switch browsers, there's a very good chance the page will still work (though this would be a tad more accurate if it weren't in transitional (aka quirks-mode)). Plus, it kinda gives us bragging rights that our site wasn't designed by freddy-frontpage; it's a sign that the site was somewhat professionally developed.
  22. Holy !@#$%^&*... John?
  23. You move fast... Nice work.
  24. http://validator.w3.org/check?uri=http%3A%...ine&group=1 All of those need to be fixed.
  25. Register for what? If you need to register a new name, that can't be done through the Chatnut (protocol limitation, sorry). Gotta open up SS and make a new name. ---------------------- Updates: - Added support for ?ignore. If no player is specified, it ignores whoever is selected in the player list. - Names can be auto-ignored by adding them to chatnut.conf under the catagory ignore in the following format: [ignore] name1=Cerium name2=System C name3=Dr Brain Download here: http://hybrid.shanky.com/misc/Chatnut.jar
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