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Kilo

HS Dev
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Everything posted by Kilo

  1. My understanding is that there is a setting to disable ball-killing-in-safe, but it either does not work or is not implemented because then people intentionally holding the ball would be safe. You don't want people holding the ball to grab on to safe like all of the other newbies do already, so you have to make them vulnerable. This comes at the cost of having people who don't spec when they go AFK vulnerable to laming as well. On that note, just spec instead of sitting in the safe..
  2. Without shields?
  3. Well, I have not been through a reset in HS yet, being the newbie that I am, so I don't know how often they occur.
  4. Depends on which definition of newbie you're using.
  5. Uh huh? Sounds just like one of those random database incidents which I know little about.
  6. What about those college freshmen/sophomores who think they're so good?
  7. In my opinion, we need more cool things poor people can afford and fewer cool things we'll be able to afford in 6 months.
  8. Or maybe they're just there to point out what we're looking at.
  9. Indeed, I find myself voting STFY a lot because the other's aren't quite right.
  10. You seem to forget that you don't decide how your name is pronounced. Only how it's spelled.
  11. Kilo

    Vacation

    That's not a Y. It appears to be a Y because your inferior human brain is susceptible to illusions. You'll never know what character it really is.
  12. Kilo

    Vacation

    You're not allowed to take a break. Back to work!
  13. I'm not crying/whining, I'm just pointing out certain facts.
  14. Kilo

    Flag Music

    It'd be awesome to have an official HS flag-vicory music, except the download is large enough as it is. Some people still use dial-up (not I, but I know quite a few.)
  15. The current JP system has it's pros and cons. Tough call which outweighs which. Although, why was it changed in the first place?
  16. Then you get tons of alternate accounts to get you tons of easy money, scar. Duh. Ooh, now powerballs don't use flag settings. My idea dominates HS!
  17. Not all of us are so lucky.
  18. Char, maybe it's easy for you to slip by people, but I doubt you can successfully against a team of 5 all by yourself all of the time, even with shields. By the way, many of us can't afford shields.
  19. Indeed, there is no reason to use any ship except a jav (unless yours isn't maxed) for your thorstorm. Then again, if you can even afford a thorstorm, you probably have a maxed jav.
  20. The only concern would be having the teams be fair, and being available to everyone. 100k fee is ridiculous, unless it's per team. --edited for clarification
  21. Well, i know shrapnel damage is a percentage of the equivalent level bullet damage. So, they're essentially bullets that spawn from bombs. So that's why I made that !@#$%^&*umption. However, if shrapnel life time can be decreased without bullet's life time being decreased, that would significantly and fairly nerf shrapnel.
  22. Well, extreme isn't necessarily bad. Powerballs, last I checked, don't need to use the flag bonuses/penalites, so it's conceivable to see the thrust/speed penalty increased significantly to eliminate running, at the expense of having powerballs no longer penalizing speed/thrust and not upgrading guns/bombs.
  23. Nope, HZ scrim bots steal the ball away and move it around all of the time. It's entirely possible to make someone carrying the ball into the base drop it or otherwise be moved.
  24. My thoughts exactly. Instead of warping the ball after a certain period of time if is not scored, just write the module so that it may not spawn or p!@#$%^&* into certain regions, mainly bases. Unfortunately, I'm only starting to write bots/modules of my own, so I have no idea how hard this would actually be, if it's even possible.
  25. A few notes.. if Spider's RoF was increased but energy cost was increased with it, it would just mean super (which vets can easily afford) would just be even more cheap. I'm not sure what the setting is for inactive shrap damage, but it seems to be really high. If you get a direct hit (or very close hit) with a shrap-filled bomb, and the inactive shrap damage setting is too high, then it can deal enormous amounts of damage. In my opinion, something to try would just be to decrease the amount of shrapnel all of the ships have by about 50%, and possible lower the shrap life time (I think this is the same as bullet's life time, not sure) so that bases can't be overwhelmed with shrap without an effort from several people. Right now, one lancaster or weasel can do more than enough damage to enough team in certain bases.
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