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Everything posted by Deathmonger
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That's because it's the only way for attackers to get kills with basing being broken. They're like monkeys flinging their feces in frustration at zoo visitors.
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^ Well said. How did this thread get hijacked into, OMG, no fair, dun fix teh exploits?
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The car is broken down and on fire, and you want to know if it's possible to get an extra speed on the windshield wipers in between 'medium' and 'medium-fast'.
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People are blaming "ammo" as the catch-all scapegoat for a lot of other issues. 1. Income generation is 3-5x slower. Ammo is probably about 20% of that. 2. The amount of ship customization you can do is actually LESS, short of sig items, because the upgrade range was tightened. You can't make a fast or quick wb anymore without 50k items, just a blah one. 3. The terrier has the best stats in the game. Why fly anything else? 4. Recharge was nerfed everywhere (except terr), and gun E costs reduced, which has ironically encouraged gun spamming tactics. It also handicaps base attackers. And so on... Net result is a lot of the tactical variety in HS has been weakened or eliminated. Now it's just skating around center in your terr spamming plasma or beam netting $3-5k/hr after ammo. That gets old quick, so everyone left. It would be great if a major balancing effort were put into the new setts to make the zone fun and challenging again.
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Utah universities allow students to carry concealed firearms: http://www.cnn.com/2008/US/02/20/cnnu.guns/index.html Utah has had no problems. Although it potentially gives "thesis defense" a whole new meaning.
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The law was there, they failed to execute. If you're going to wish guns away from bad people, why don't you wish hamburgers away from fat people, alcohol away from alcoholics, and cats away from mice while you're at it. I wish I had a puppy because then the world would be so huggable.
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Actually if VA had recorded that nut's ins!@#$%^&*utionalizations they would have come up on his background check at the gun store. It came back clean. Oops. NYC is the safest place in America for a mugger to work. He'd have to go to London or Paris to find a safer place to ply his trade.
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Many mental disorders are very poorly defined and are mostly a grab bag of vague symptoms tied together with an acronym (ADD, austistic spectrum disorders, etc). Autism for example has a list of about 15 symptoms and if you have x or more you may fit the category. You could not be more wrong about the clarity of psychiatric diagnosis. Ritalin is a very powerful drug with wide action throughout the brain (and hair follicles!); yet, its neurochemical effects are not understood--we don't know how it works! Psychoactive drugs are way over-prescribed for kids due to intensive marketing by pharmaceutical companies in the US. They're great business because once you're on them you become dependent upon them. Virtually every drug company has not one but two salespeople calling on every doctor in the US every two weeks (I've worked with several of these co's). They've even tried to make it child abuse if parents refuse school-mandated anti-depressant treatments. Timmy's being disruptive in class? Slip him one of these every day and see if he mellows out. My answer to your last question is, no I don't think long-term anti-depressant medication is a good solution for psychiatric disorders because we have ample evidence that it leaves many kids vulnerable to Columbine-style withdrawal wigouts should they ever try to get off of the drugs. That suggests that anti-depressants, like most other drugs, work well for awhile until your body builds up resistance, which leads to other consequences. Consequences that in this case are horrible. This is not surprising since they fundamentally alter neurotransmitter concentrations at every synapse of the brain. They are marketed today as a long-term solution with minimal side effects...except for occasional suicidal homicide sprees. For further education: http://en.wikipedia.org/wiki/Anti-depressants
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Try stevia as a natural sugar subs!@#$%^&*ute. The aspartame people have successfully blocked the FDA from approving it as a 'food', but you can get it as a 'flavoring' from most health food stores.
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What do all of these shooters have in common? They were all medicated for years on anti-depressants, then decided to abruptly stop self-medicating. You develop tolerance to anti-depressants, and one of the withdrawal side effects is mania. It turns what might be a garden-variety nutball who learns to control his behavior on his own into an inhibitionless suicidal maniac when they stop medicating. It would be better if instead of winding up ticking time bombs with Ritalin, some alternative treatments for nutballs should be considered. Yes, Columbine (Luvox), VT (anti-depressant confirmed but not identified), Oregon (Prozac), Red Lake (Prozac), Georgia (Ritalin), Greenwood, SC (anti-depressant not identified), and so on were all caused by anti-depressant withdrawal. It's no coincidence that these school shootings ramped up along with the rise of anti-depressant medication of US kids. The pharma companies have noted violent episodes as a side effect for years. "Oh, but little Timmy's doing so much better at school since Ritalin... " Why interrupt such a profitable drug business, especially when pharma companies are the #1 contributors to both US political parties?
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I don't really think minisafes will solve the issues since defenders will use them, too, to never lose a base. Basing issues: 1. Guns and bombs are now relatively much more powerful. These bases are skewed towards the defenders, but when the wzl was made uber it kind of balanced out into a wzl item spamming match. With the present settings, a. Recharge is extremely slow, attackers are more vulnerable b. Guns are more powerful c. Bomb splash damage range and amount of shrap from L1 bombs like falcon are increased d. Speed is reduced e. Summoner price is tripled; no attackers can afford it. See recharge. f. Reps and bursts are less powerful All of these things have swung the balance way towards the defenders. 2. Upgrades/Items are now much more expensive and weaker a. Close combat mounts went from $5500 to $16000 for the equivalent items (2 rep, 1/2 burst), plus ammo costs of $20-24. That means you have to spend 2.5x as much up front AND around $100/life. Also, you need to make 2-3 kills/life in order to just break even. Attacking with these items doesn't make money anymore. I guess that's the idea; but attackers don't have any motivation to attack if they lose money. b. The low and mid level reactors/sublights don't deliver a lot of performance for the buck. They are mostly 2x the cost and deliver a fraction of the performance improvement of before. I think the intent was you buy other items to deliver small benefits (like inertial damper), but now you're talking $12k per 3% perf increase. I haven't seen any successful rushing configurations so far. I'll mention some other non-basing-related issues in passing: 1. Bountying rate halved (was 10 pts/kill, now 5) 2. Bountying killed by ammo outage/visits to safe 3. Weaker recharge makes ganking of center bountiers easier 4. Smaller gun E cost has actually increased gun spamming, IMO. E.g. Plasma spamming is now popular because of the reduced E cost. I'm actually good with most of the changes in concept--ammo, more stuff, more slots--they allow greater customization of ship loadouts. However, the actual numbers used have thrown a lot of things out of balance--player progression, basing, and bountying. In particular, player progress that once took 20-30 hours now takes like 150 hours.
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What I was looking for was: The base damage is 750 I believe. Does it change for L2 and L3 bombs? How does inactive shrap damage work?
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Sorry about the format...maybe somebody who knows how to format properly can fix... Guns Gun Cost Level Base Dam Delay E Dam/E Dam/S Ammo Dam/A Ammo Burn Rate Pea Shooter 1000 1 130 19 31 4.19 6.84 2 65 0.11 Pulse Laser 5000 2 194 22 44 4.41 8.82 5 38.8 0.23 Beam Array 8500 1 130 25 25 5.2 5.2 4 32.5 0.16 Disruptor 9000 3 258 23 66 3.91 11.22 6 43 0.26 Gauss Cannon 11000 2 194 25 62 3.13 7.76 0 N/A Plasma Cannon 17000 3 258 29 75 3.44 8.9 7 36.86 0.24 Shredder 20000 1 130 9 42 3.1 14.44 6 21.67 0.67 Shrap Booster 23000 3 254 39 111 2.29 6.51 9 28.22 0.23 Positron Gun 50000 3 254 22 57 4.46 11.55 17 14.94 0.77 M!@#$%^&* Driver 50000 1 130 11 31 4.19 11.82 8 16.25 0.73 Sharppinger 100000 2 194 17 38 5.11 11.41 3 64.67 0.18 Dam/E is an energy efficiency rating, Dam/S is a damage-per-second rating. Ammo Burn Rate is Ammo Used/Delay to compare how fast various guns will burn through ammo. Beam array is very energy and ammo efficient. Pulse is balanced, disruptor gets more Dam/S for a bit less efficiency, and Shredder delivers big damage at high energy and ammo burn rates. I would do this same analysis for the bombs but somebody needs to explain to me how the base damage changes by bomb level and the contribution of shrap. Ships Ship Cost Init/Max Energy Init/Max Recharge Init/Max Speed Init/Max Thrust Init/Max Rot Bullet Speed Bomb Speed Warbird 500 800/1500 1000/1500 3000/5000 26/49 200/300 4000 3500 Javelin 500 900/1625 950/1400 2800/4700 24/47 200/300 3400 4500 Spider 6000 1900/2875 1200/1800 1600/2500 10/20 120/190 3750 2500 Leviathan 6000 2000/3000 1150/1700 1400/2200 8/18 120/190 2200 5500 Terrier 8000 1250/2100 1400/2100 2600/4200 19/37 145/235 3800 3700 Weasel 9000 1350/2225 1350/2000 2400/3900 17/35 145/235 3500 4800 Lancaster 10000 2775/4000 1450/2150 2750/4250 13/21 140/240 1500 1500 Shark 25000 1000/1675 1500/2250 2700/4150 20/40 200/300 3000 3000 One change to note is that the terrier has been boosted across the board.
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WTF gimme back my money, !@#$%^&*! You close, take everyone's $, and reopen under 'UB-Bank'?!
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http://www.shobudo.co.za/images/Groin_Kick.jpg
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I didn't say it was overpowered or suggest a remedy, I was just observing that most people have switched from shark/lev to the weasel for rushing in order to take advantage of the low item spam delay. Whereas before a team would tend to have a mix of sharks, levs, and spids, today it's mostly a couple linebomber bountiers and everyone else in weasels. If anything I'd like to see the shark get a buff to make it the itemspammer of choice once again.
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Now that the Weasel has been made the ultimate basing machine due to the shortest item delay with Cyclone, the best thors, and the best bursts, here's the script to follow for all basing: [start] [thor] [thor] [rep] [rep] [rep] [burst] [burst] [burst] [ei] [spam emp] [die] [Repeat] All basing is now weasel item spamming; whoever has the most wins. Weasels with PD can block most shark rushes too by just sitting there.
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Those kind of systems tend to be harder to balance, since you can create extremely unbalanced laming configurations like 'thorstormer', 'rep-!@#$%^&* turret', 'turbo runwinner', 'burst spammer', etc. I suspect that the current slot system was implemented because it was much easier to balance.
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All this sig talk leads to one thing: