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Everything posted by Deathmonger
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Good news! I completed it: http://www.ssforum.net/index.php?showtopic...mp;#entry223807
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Um, ok pretend they're MS and they're still correct ratio-wise.
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?equip - moving items to the global hull (warehouse) ?unequip moving items from the global hull (I'm ok with the same command as above if it can make sense) ?itemtrade - offering to trade an item from your global hull to another player for an $amount ?itemtrade accept - accepting the above trade ?itemtrade decline - canceling the above trade ?shiptrade offer - offering to trade an entire ship to another player for an $amount ?shiptrade accept - accept above ?shiptrade decline - cancel above
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I didn't forget. Actually I think that the blast radius of all bombs is presently too strong and it contributes to the attacker-defender imbalance. I believe you have control over the % or absolute increase per level, and IIRC how much dmg decays with distance. Right now when you get to L4 it's really powerful, and that was one of the underlying reasons why thor spamming was such a problem early on this reset, vs the prior settings, even though there were more thors flying overall in the last reset. Anyway, my post was about giving lancs something to do other than spin.
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This wasn't about anti-sharking, but here are some ideas in that department: 1. Make sharks so light that they really get launched by repels. 2. Implement an engine-shutdown weapon (e.g a field or brick) to slow them down
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gay - 1. anyone who wins a flag game 2. description of any tactics used to defeat you
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Solid nut is in the same ballpark but at $100K + sig it's pretty expensive, and it doesn't bring EMP into the game.
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So we don't want to go to the bad old days of item-spamming, brick Tetris, etc. and we don't like basing as it is now. One of the problems IMO is that without rep whoring, guns and bomblines are overwhelmingly powerful in HS. Here's an idea intended to counter that and to create a unique basing style for HS with greater tactical depth. The spider gets a special armor that absorbs 3/4 of all gun/bomb damage. The armor is a huge recharge drain and slows down speed/thrust. This turns it into a tank that goes to the front of the line and protects teammates behind it from gun/bomb/thor damage. The counter is that an EMP hit shuts down recharge and the armor rapidly drains the spider of energy to the point where it is easily killed. This makes the weasel a REQUIRED part of a basing team because it's needed to take down enemy spider meatshields. Sharks can also use their EMP during a rush. Spiders can have a high m!@#$%^&* so that they aren't bounced so much by reps, stabilizing battle lines (I believe this can be set per-ship; if not, ignore). Meatshield spider tanks are then used to establish the front line for both attackers and defenders, while shooters fire and rushers rush from behind it. This contrasts with using bricks, rep-whoring, or sick gunlines/bomblines to hold position. They can also be used to rush or protect sharks behind it long enough for them to leak through; sharks can protect spiders by repping EMP bombs. They can also bounty if they manage their firing and energy carefully. EMP is elevated from novelty to an essential part of basing, and teams will have to use the full array of ships (shark, lanc, spider, weasel, +gunners) to base effectively. Wouldn't that be a 10 on the fun scale?
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Nobody is stopping you from making thors less ridiculous by nerfing the effect radius and dmg, btw.
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Here's an idea: Give lancs a special mount called Bombardment Cannon. It recharges lancs a thor at some rate TBD by balancing (let's say every 15 sec), up to an ammo capacity TBD (let's say 1). This gives lancs something to do by lobbing thors to break stalemates, and as support artillery. It also lets them bounty effectively. Since lancs bombspeed is low you have plenty of time to do something about an incoming lanc thor. If a team tries to thorstorm with lancs they'll be very vulnerable to a rush. Maybe you could also give them exclusive access to the brick generator that Sharpflame described in a different thread. That would give them a way of slowing down attackers or flankers when the whole team gets nuked.
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These 'packages' take away some of the customizability, IMO, since they'll either suck compared to individual components or they'll be uber. I'd like this idea better if the items just took up slots in the same category, e.g. a 2-slot emitter. You could then get the same kinds of tradeoff effects by bringing back slot converters. For example, you could create a special 3-slot 'turbo rocket mount' that you can only fit by using a capacity upgrade or a converter that sacrifices an emitter or an addon. You could do this with reactors and sublights, too. That would allow more extreme customizations.
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The spider needs some attention. Probably in the form of faster guns and/or higher recharge. Right now it's a "less useful meat shield than a lanc".
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I really like Sui's exp-based freq evener idea.
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Just to close this out, I logged in again today and my stuff was back. When I was having the problem, I was able to change to the ships I had, but all of their equipment was missing. At the time I relogged in a couple times to verify. I'll reopen if it happens again.
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No, I haven't even been logged on. I thought staff should know since the three possibilities (hacker, staff abuse, bug) would all be of interest to them. I think.
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So I log on today for the first time since last week and find that all of my equipment and all but $1500 of my money is gone. I haven't been to any off-biller zones nor does anyone know my pwd. My ships are all still there, just no equipment. Thanks for looking into this.
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Yay! Dem's good eatin'. http://thespinfactor.com/thetruth/wp-content/uploads/2007/06/friedfoo21.jpg
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IMO what center dueling players have to gripe about are: 1. Firing guns don't cost as much nrg anymore, so the energy management aspect of dueling is lessened 2. Recharge and energy are low on the dueling ships, making vulching easier 3. The main multi guns (beam and plasma) don't have much in the way of penalties vs. non-multi guns. This has made dueling ships very fragile and spamming tactics more effective, foiling what was intended with ammo. All you need are three plasma hits to kill a wb. Overall I think the balance problem comes down to one thing: Most ships are too easy to kill now. This goes for basing too. To fix this, I'd like to see recharge kicked up across the board.
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Without quibbling about the definition of 'huge time investment', 'decent ship', or 'skill', I can understand where Aqua's coming from with respect to the new setts. Take a basic working warbird setup, for example. (I can't exactly remember the old settings costs so bear with my recollections) Old setts: WB: $500 Retro: $6K +30-50% thrust Toka: $8K +30-40% recharge Close Combat (x2): $5K ($10K) Total: $24.5K This would be your basic warbird that can hold its own in center. How would you build that today? New setts: WB: $500 Pulse: $5K Retro: $10.5K +20% thrust Comp Core: $11K +5-10% recharge Defense Mount (x2): $8K ($16K) Total: $42.5K Income Adjustments: Ammo Costs: -20% (!@#$%^&*uming $1K worth of ammo gets you $5K worth of kill income) Bounty Slowdown Adjustment: -?% Cost-Adjusted Total Cost: $51K in "old sett" dollars It takes at least twice as much playing time to get a ship that isn't as improved/effective as a basic config in the prior setts. That's without taking the increase in bountying difficulty into consideration, or consumable costs like thors or reps. In order to make "upgrade room" for the signature items while keeping the max stats similar to prior resets, the lower and mid-level upgrade effectiveness has been downgraded. The net result is the average player progress is less than half the speed it was before, so people who aren't on all day long may feel more disadvantaged. Maybe slowing down player progress is the intent so that people don't max out as quickly--I'm not making a judgment--I'm just running the numbers to try to explain where players like Aqua are coming from.
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Yes, the thorring is no longer economically beneficial so we have gone back to nobody attacking bases at all.
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This is perhaps the ultimate evidence that the HS settings are borked.
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The splash damage radius of all bombs was upped in the new setts; I'm pretty sure you can reduce it. Bomb splash damage radius is part of what ails basing right now because it makes chokepoints imp!@#$%^&*able.