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Everything posted by Jareth
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No you haven't.
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I use default keys except ` for repel. Shift-F1 macro to buy and shift-F4 macro to attach.
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Has this been fixed yet? Zone crashed 2-3 times in one flag game earlier. Not sure if somebody was causing it or if it was just bad luck.
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The nerf was long overdue. They were both way overtuned. I think they are in a good position now. If you sit there and let someone burst on top of you in a corner then you are probably going to die. They completely dumbed the game down for lancs before the nerf. You barely had to be playing to be successful.
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had enough with these topics about telling spidernl how to make the zone better
Jareth replied to Arry's topic in Hyperspace
I can't follow what you are saying, because it makes no sense. I was questioning why those were relevant, and then said I was monkey, because _____you_____ were questioning whether or not I have played hyperspace. -
had enough with these topics about telling spidernl how to make the zone better
Jareth replied to Arry's topic in Hyperspace
I wasn't being hypocritical. You can't push a conversation towards one thing and then point fingers at the person who responds to it. I responded by saying who I was, because you were confused about it. I never said that I am monkey, so you have to listen to what I say. -
had enough with these topics about telling spidernl how to make the zone better
Jareth replied to Arry's topic in Hyperspace
This is getting too meta for me, but I told you because you seemed confused on who I was. -
had enough with these topics about telling spidernl how to make the zone better
Jareth replied to Arry's topic in Hyperspace
Usage stats? What? I am monkey, btw. You can tell by looking to the left of what I am saying. -
had enough with these topics about telling spidernl how to make the zone better
Jareth replied to Arry's topic in Hyperspace
I'm not sure what you were trying to say there, but I wasn't attacking unix with what I said. I just think that the person who is suggesting the idea is irrelevant to the decision on whether or not to implement it. -
I did the math and tests before to see how much damage 3 full bursts would do to a coils/kinetic lanc. I believe it is only around 900 damage total, unless I did something wrong. They can completely ignore burst rushers with a high recharge lanc (they are all high recharge lancs).
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had enough with these topics about telling spidernl how to make the zone better
Jareth replied to Arry's topic in Hyperspace
That's doing exactly the same thing Spider is doing in the opposite direction. Disregard who is suggesting the idea and just think about how it will affect the zone. Ego needs to stay out of development. -
Anyone who would even think about this possibly being against the rules is just an idiot. What a coincidence. I thought it could be against the rules as well. I know that nothing would be done about it, but there is a chance that someone who doesn't like you could use it against you.
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Development focus needs to be on balance and not on adding new features. Too much time is spent adding gimmicky and situational items that nobody will use. Basing isn't even close to enjoyable at the moment, because offense vs defense balance is completely broken. Small rushers vs med rushers is completely broken as well, mostly because of solid weasels. Energy Infusion is completely broken. Zone settings and the base designs make it very easy for defense to hold the base. I know Psythe is working on making the bases better, but he can only do so much with the current settings. edit: Watch a flag game for a few minutes if you need any explanation on what I said.
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I've been paying more attention to the zone lately, which is why I have been posting here a lot, and I want to give my opinion on the direction it has been going. Nanomite -> I think this one has been done to death in the past, but I guess I'll repeat it here. Nanomite makes people play selfishly, team kill, and generally not be helpful to their team. I like the addition of a new '???' item, but this was not the best option. Addons -> Supplements : It's okay for more customized ships, but too much customization is bad. Letting a player create their ideal ship is not how it should be. They should have to think about the pros can cons and then decide. Creating that category of mini-addons reduces that, because they get to pick two. Separating power strip only made it more expensive, so it is harder for newer players to get. Deflector Shield: The removal of the repel seems like it was done without much thinking. One repel is huge and it completely changed the game by removing it. I know that it was removed because people thought it was overpowered, but it is needed to get through the overpowered defense. Lancasters are pretty much safe now unless they make a massive mistake, like flying into a gline. There isn't much worry about leaking anymore, because it is so easy to block someone who only has 3 repels. Evoker: Excellent addition. Done perfectly. Shields: Advocates a hit and run playstyle. Hurt center gameplay quite a bit. Lanc energy on attach: I like how this was nerfed, but I would like to see some kind of cooldown implemented for attaching with full energy. Double Rewards: Double rewards completely ruined the zone for me. The beginnings of resets go by way too fast. People are already at 12k exp with all of their ships just about done after only a week. This means months of no progression left except parasite, alien tech, and extra sigs. People throw money at ruining games, because they have nothing else to do with it. Easily attainable AT/extra sig: The zone is not balanced around these items. These items are too easy to get. This goes with double rewards. Chargeables: I like the idea of chargeables, but I do not like how they were done. They all seem pretty useless to me except under certain circumstances. Such as: L1 gun with laser, HE with aux. Turrets: I like the removal of point defense. I don't like the addition of the turret category. I'm not a fan of things that play the game for you. I would rather see an increase of skill rather than more relying on items. Also I'm not so sure about the balance of offense vs defense with turrets added. Staffing/rules: Not enough jrmods. Rules aren't clear enough. I'm still not sure if hopping is legal or not? Too many absent higher ups. A single person has control over the direction of the zone. I would rather see a council of three or more people deciding where the zone goes. The zone has gone from hero based to team based. This may sound good, but not when you are forced to play with people you don't want to play with. Having to rely on your teammates to not drool all over their keyboard ruins this zone. It wasn't so bad before, because there were hero builds. Hopping is such a huge problem now because we are forced to play with and rely on bad players. Overall I'm not a fan of the direction the zone is going.
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I tried out one of the new items today, inversion, and they seem too weak by being stealth activated. Having to keep stealth turned on to charge them makes them completely pointless items. The stealth cost is way too high for them to be useful at all.
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I take it this is about hyperspace. There are resets that happen about one or two times a year. Everyone's ships, money, and exp get reset.
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Kill money for center needs to be adjusted compared to basing. I can't even upgrade a single ship as I get exp in center while basers are sitting at $500k-1m already. It needs to be adjusted so that I can upgrade a single centering ship without basing. It also needs to not affect basing money. One option would be to change the way bountying in center works. Have kill money increase drastically as your bounty grows in lower numbers, but cut off to barely increase at higher bounties. The only problem I see that this would cause (actually make worse) is that people would be running in center more as they wouldn't want to lose their bounty. Which leads me into the running issue. Speed on ships are too high while still being able to put out the damage that they do. The gap between minimum and maximum speed could be adjusted. Also the way that shields are designed will put people into a running state of mind so that they can repair their shield. This leads to tanky ships as the shield is up and switched to running away when the shield dies. This kills my fun.
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Those aren't items that were specifically coded for the zone. The other warping items are blocked by antiwarp, but tw is not.
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It is allowed. It is how the item was designed. The code for tw is here: https://bitbucket.org/drbrain/hyperspace_modules/src/4b9f0c9167e3/hs_warp/hs_tw2.c It would be nice if you wouldn't join in, because it ruins the zone for everyone else.
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This is still pretty much the case after the nerfs, except for fields which I think has gotten better. PD still dominates flag games to the point where you are better off just giving up against a team with more than one or two pd weasels. The nerfs are not even noticeable to me. Also energy infusion has gotten popular and is pretty overpowered. Money is the biggest problem right now. People are making money so fast that they don't know what to do with it. Everyone has the ships they want by this point, especially since it was a double exp/money reset. A lot of players have just been spamming bricks and cobalts, which has been happening in almost every flag game over the past few days. There was just a game where there were three cobalts in a row and then the third cobalt set off a chain cobalt. This isn't even rare nowadays and it completely ruins flagging. The amount of extra sigs and alien tech going around makes center pretty bad as well. It is exacerbated even more by runners. Who runs with extra sig or alien tech? Almost everyone. A reset needs to happen very soon. Would also be nice to get another jrmod.
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That is cute that you think that.