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Everything posted by Masaru
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Decrease the amount of burst for sharks. (They're like lanc bursts, far too many for a tiny ship like that, instead burst speed could be increased to compensate) Give the weasel a purpose. (I don't think being an emp spammer will be attractive to any player, unless emp damage is slightly increased or something) Slow the terr down. (Far too fast speed and thrust wise. It shouldn't be able to outrun warbirds...) Slightly lower the radius of repels. (A slight decrease would give a much more solid, closed feeling to a repel than a large force that pushes everything at like the thor prox range. Increased repel thrust could be interesting as well.)
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I'd rather have AD than a Field Launcher.
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I love the personal settings and buying system here. It's like the only way HS stands out among the rest of the zones, other than being similar to my home zone (set/feel wise).
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I'm sure the jav isn't meant to be a gunner, but I still blast holes into enemy ships given the chance ;p
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Wednesday, Friday or Saturday. Hump day is always a good day, since lots of real life stuff is planned for the weekends. Friday and Saturday is good since they're free days for most people. 6-8pm or 8-10pm. Any earlier and no West Coasters would be playing, any later and people would be gone/doing stuff/not playing.
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All weasel needs is better bullet speed and more thrust. Anything else will make it too good >_>
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I'll bring back the Jav brigade using Falcon and Shrap booster. The only thing that needs to be changed is limit what ships can buy Shrap booster. Every ship with lv3 shrap and falcon is annoying and unnecessary.
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XD you can't be serious rite? >_>
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Have <engine failure> start up with <energy vortex> ?
Masaru replied to Masaru's topic in Hyperspace
I see -
I noticed that, other than some occasions, the is not around. What's the deal with that? *Seinfeld picture goes here* Anyways, for those who have bought or are thinking of buying ID Drives and Jump Engines, having the module that makes these items work would be helpful.
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Center it's just a big, red target (literally). I hate when I terr and have to rocket away since it's recharge is really poor, also getting a nice burst of bullets on an enemy only to have them scurry away from the slow bullet speed is very annoying. Basing it can do adequate for defense, but bullet velocity leaves something to be desired. Offensive with a Terrier is a joke other than bomb lining. All in all, I suggest upping the recharge rate and bullet speed. Those two are the most major problems with this ship that will benefit it the most if boosted.
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I'm not sure if ASSS can do it, but subgame had a setting where thrust and speed were changed depending on how many attachers were on it. More turrets, less mobile the lanc would be. I believe this would be the best option, since it would leave a lone lanc with the speed to move around in base (Basing with lanc wouldn't be changed) and would deter turrets from dominating center, being unbelievably fast (Semiwarp + Lag = very hard to hit.)
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This topic is looooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooong...
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I feel that not having a limit is a good thing as this point in time. Nothing would dissuade a person looking for a fun zone more than entering a zone with 50+ people in it and being stuck in an empty alternate pub because the main pub is maxed out. When/if the zone gets around 100+ at one time on a normal day, it would be a good time to limit it to around 50 (Much larger chance of having a good sized pop in either pub)
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This has happened to me, and is effecting me now (HS is red on my zone list but shows up with population on the big zone list with all the zones) :/
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More like needs secret lurker mods. >_>
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The shark reminds me of the lanc in the (dead) zone that I staff in, SWZ. It was smaller than most ships but can't hold any kind of fight because of how weak it's arsenal was. For HS, the shark needs some sort of benefit that makes it unique. Being small is nice and all, but having no significant offensive or defensive capabilities quickly tarnish the 'bitty' advantage. Some changes that can probably fix this are: * Double barreled guns. Should be a simple fix that can easily augment this ship's offensive ability. * Some sort of bomb, or even mines. Some sort of heavier weapon would also boost it's attraction to players. * More accessibility to items. It just seems the shark is screwed on many points for what it can buy. * Higher recharge. Although higher energy would be fine alternative, a good recharge would be more 'fitting' for a smaller ship such as this.
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ts soccer ****(scarface.nl is spazzing!!)
Masaru replied to scarface.nl's topic in General Discussion
TS GUN GET IT -
Fraternization is always something that should be avoided but is all impossible because of the nature of this game.
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*Koolaid pitcher guy busting through wall saying "OH YEAH" gif*
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Anti-brick fields are the future. I hope they are developed and put to use soon.
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Field: Energy stasis $5000 2000 experience. A field that is around the size of Lightning ammo or smaller (2), that stops the recharge of ANY ship (friend or foe) from venturing inside. It should last around 25-35 seconds. 1 max. Used on any ship except shark. Field???: Flashbang $2000 2000 experience. A bright colored sphere that blocks out the vision of where ever it was activated. About lightning ammo size or smaller. (2) Lasts 25-35 seconds. 1 max. Used on any ship. Field???: Catgirl flashbang $2500 2000 experience. Same effect as flashbang but shows a catgirl instead. About lightning ammo size or smaller. (2) Lasts 25-35seconds. 1 max. Used on any ship. Brick: AT summoning $20000 1500 experience. Summons one of the 's servants, the to wherever you put it. 1 max. Used on ships 34567 (Big ships) Gun: Overcharge blaster $8000-10000 2000 experience. Fires a non-bouncy, non-multifire level 4 bullet at the rate equal to a plasma cannon on multifire (35ms). Takes about 35 energy to fire. Used on ships 135 (Fighters). Bomb: AMB (Anti Material Bomb) $10000-30000 5000 experience. Fires a non-proximity level 4 bomb with 8-12 shrapnel. No mines. Costs 1000nrg to fire. Fire delay is at 2000ms (1 second less than Tacnuke). Ship 4 only (Heavy bomber). Bomb: Compact bomb / Mini bomb $22500 4000 experience. Fires a non-proximity level 1 bomb with 0-4 shrapnel. 2 mines. Costs 300 energy to fire. Fire delay 175ms (50ms higher than falcon) Ship 8 only (aka Shark bomb ) Edited Compact bomb fire rate.