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Manus Celer Dei

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Everything posted by Manus Celer Dei

  1. And yea! Thus did the LORD spake, and the children of the LORD did go unto the plains, and the hills, and the forests, and the swamps, and the kingdoms, where they repeated the words of the LORD that all shall know the glory of the VIPs. Also, I have delicious cake.
  2. tl;dr
  3. the cap ships are surprisingly easy to destroy if the have no support. the slow turning can really kick them in the nuts in such an open map. spiders especially raep them.
  4. Some of you will have seen the new ship settings for complex, and some of you may recognise them from my reef arena in 17th Parallel. Anyone who made the connection gets a free cookie, because you are right. For those who haven't already helped me test these while I was working on them, here's a rundown of the ships. General: There are 8 ships of course, 2 each of fighters, bombers, fighter-bombers and capital ships. Each capital ship will be restricted to 1 of each per team, chosen by the highest scoring player on that freq (or some other method as yet unknown). Each of the ships has a total of 2 extras and a special (stealth, rocket and burst in the case of the warbird for example). The special has the same energy drain on all the ships, but recharge rates differ on each ship making some specials more costly than others (the two ships with xradar, leviathan and weasel, have the slowest recharge, making xradar a big investment of effort on the part of those ships). Only 3 of the ships (warbird, weasel and shark) are attachable, with the 6 non-caps requiring 63 bty to attach. The capital ships, if they live long enough, are rewarded with the ability to attach when they reach 450 bty. notes on multifire- because bullets with multifire can spam much more effectively in a zone with bounce as standard, multifire shots on the wb, jav, weasel and spider cost more to fire and shoot slower. Warbird: This ship is a heavy fighter, specialising in quick rush !@#$%^&*aults and defending chokepoints. It has an EMP mine that causes a great deal of pain if hit in an enclosed area, but no bombs, making the ships quite vulnerable to long ranged attackers unless it uses its stealth or rockets. The warbird also fills a valuable role as an attach anchor, rocket !@#$%^&*aults from stealthed warbirds can quickly overrun an unaware enemy team. Javelin: This ship is the other fighter-class ship, and is also the fastest of the set. With powerful guns combined with the fastest regeneration, it can deal a great deal of damage in a short period, but this power comes at a price, it also has the least energy of the 8 ships and a quite slow acceleration for its speed, making it somewhat more unwieldy than the others. If it fails in its first attack it may not survive to make another. The drifting bombs can also make an impromtu minefield if the jav is using its antiwarp to prevent portal attacks. Spider: This ship is the heavy bomber, and will probably feature prominently at the forefront of !@#$%^&*aults. very powerful EMP bombs (mmmm, Shrapnel Cannon) can decimate even groups of ships in short order, but the other ships will be at a decided advantage if they can exploit its slow speed and the minimum effective range of its bombs. It has a mine and repel though, so beware if it expects your attack, Stealth and a decoy can be used to draw the enemy into traps as well. Leviathan: This ship is more of a support bomber, with powerful l3 bouncing bombs that can find use in a variety of situations, and when things get too close for such a large blast, the leviathan can call on its energy reserves (it has more energy than all the other non-cap ships) and its multifire bullets can swamp an enemy in weak, level 1 bullets in short order. Portal and Burst also bring some sneakiness that can surprise an enemy on offence or defence. Terrier: The first of the fighter-bombers, the terr is also the only cloaking ship in the set. A combination of good guns, bombs and mines, along with its repel and rocket allow for a good all round ships that is jack of all trades yet master of none. Hampered by its slow firing rate, it cannot rely on continual use of its cloak to win battles (especially given the energy drain of specials in the settings), but if used properly, can surprise opponents, picking on fighters at range or bombers up close. mine-rep or rocket-gun for added fun. Weasel: The second fighter-bomber and attachable basic ship, the weasel initially seems the weakest armed of the ships, but a full salvo of super-bouncing-super shrapnel bombs can leave the enemy dead by a thousand tiny cuts, to be finished off by its guns if needed. The ship is slow but has a good acceleration and turning, which can often get it trapped in combats not of its choosing and given that it, like the leviathan has slow regeneration, it will be at a distinct disadvantage if things take a turn for the worse. Like the terrier it has a clutch of mines with which it can use alongside its brick and portal to its advantage to help command the situation. note- some ships are much better than others at taking down capital ships Lancaster: This is the "cruiser" capital ship, it has 6000 energy and is designed to spearhead !@#$%^&*aults strongly held enemy positions. It has powerful guns and rapid-fire EMP bombs with shrapnel that can easily overpower groups of ships that get in its way. Expect !@#$%^&*aults to be led by this ship rocketing in stealthed or using its thors and bombs to batter at defences. It is weak, however to flank attacks once its support is out of the way, as it cannot be attached to, and its relatively slow recharge can result in it being worn down by enemy fire, so it must plan its attacks carefully. A big bonus to this ship is the addition of antiwarp for no energy drain. Shark: This is the "carrier" capital ship, and is even more resilient than the lancaster at 8000 energy, but this additional power comes at a cost. Like the lanc it has 2 repels and 2 powerful rockets, but it is slower at turning and acceleration, making it by far the most unwieldy ship in the setting. coupled with this, its offensive power lacks punch, while its l3 EMP bombs have a huge blast and can disable ship recharges in whole groups at once, the lack of shrapnel means this does insufficient damage to kill anything on its own (the bombs cost almost as much to fire than they do in damage). It's guns are more powerful versions of those on the leviathan, making it dangerous to attack in enclosed spaces. This ship was designed to be a defensive anchor for a freq, and the presence of a shark makes a CP a lot harder to capture.
  5. Spinsanity? is that you? without the coloured text and half dozen text size changes I almost didn't recognise you.
  6. IIRC it is because the GeForce4 MX cards lacked hardware transform & lighting. A fair number of games of the recent past have been unable to run on these cards for that reason despite being able to run on the GeForce3 Ti series, which has said features.
  7. 3 Blind Mice, just before VIE went away. I sort of floated around zones for a bit until i found SWZ and played under The Thought Police, then when 56k wasn't cutting it anymore i moved to 17th using this nickname. I've had a couple of extended periods of not playing though.
  8. No gym for home, work out floor with 30, but is it for 20 like 30 lb when you no lift it to be for men, for 30 lbs instead? or half is 10 for 20 pounds?
  9. Holy thread necromancy Batman!
  10. If you like, you can use the reef settings i made for what was going to be a complex style game in 17th. pm me ingame on on this board if you want a look and see.
  11. Creatix, Snoo, et al. If you would like the reef ship settings, just pm me or contact me ingame. Seeing as my idea for using them was in the complex style, with some modifications to the map they could fit in well.
  12. come now, you set yourself up for that one grandly.
  13. so THAT explains it then.
  14. and post it to the staff forum so the rest of us know what the !@#$%^&* is going on.
  15. I'm on holiday. I'll be back around the 3rd.
  16. I figured a thread containing everyones constructive suggestions for how we could improve the public arena gameplay for the zone would help the staff and development team in particular shape the future of the zone. So, without anymore fanfare, post your ideas, but please don't detract from the thread with useless profanities or suggestions that don't fit the topic.
  17. Okay, I'm on the dev team, and its not so much that we're a bunch of lazy sods (well, I am, but i don't know about the others). It's more of a case that we have no direction to develop anything. If someone has a plan for the zone I haven't been informed. That being said, perhaps this is a good time to get some direction on the matter.
  18. You have a larger TV! but it only displays the picture upside-down.
  19. 1. Glenfiddich 2. Monteiths beers (any of their seasonal releases) 3. Guinness 4. Daniel Schuster Pinot Noir (any vintage but especially 1997) 5. 42 Below Vodka (unflavoured) with "V". 6. The rest.
  20. See you next month. I knew beforehand how hard it was to quit and I tried to make a reasonable go at quitting as well. Didn't work.
  21. Fight! Fight! Fight!
  22. I hear in the UK thanksgiving is celebrated as "!@#$%^&* off puritan" day, is this true?
  23. I have to agree with statement completely. I can't say wether Steve deserved to be killed by an animal that has only caused 4 deaths in the last 100 years, but he did know the risks of his profession.
  24. speaking of events, myself and Emblazon are working on a new event. It doesn't have a map (or a lot of other stuff) yet but feel free to check it out in ?go reef
  25. And I also have been beaten by you.
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