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Kilo

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Everything posted by Kilo

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Going through the settings several times, I know there is a setting for how much thrust and speed is penalized for holding the flag/ball. Why not increase this to make it harder to run around? --arnk dylie
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