
9vgnc3eZ01
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Unix, as long as the prize is either obtainable or limited use, I DON'T CARE WHAT THE PRIZE IS. HOWEVER, IF YOU DO A PRIZE LIKE SIG ON A SHARK, YOU ARE IMBALANCING THE GAME. It's as simple as that. Either you can hear these words... or get whined and flamed to death. Sorry.
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Item spamming is happening right now, have you even read my post. The only difference is that its not everyone who is doing it anymore, and it gets abused (for example privs). You not going back to ANYTHING except making more people rush. And if you can remember population, things were better in this so called "unacceptable" item spamming that all devs hate, because, y'know, its "iteming spamming" and its "automatically bad" destroying all fun with it. According to my current opinion thors and bricks spammed screw games, NOT repels and bursts. And even then, you can ignore this last paragraph altogether. My real point from my last post is that current basing sucks, and it needs a solution. I've emphasized the workability of one solution. I was serious that if you REALLY want item spamming gone you could also increase repel and burst cost largely. But as long as you keep items as it is, and as long as privs are ready to abuse it, this item set just won't cut it for basing. I mean, what is the ideal basing anyway? I mean, what it IS, not what is isn't. Once you know what that IS, you work from there. I simply find fun basing as a fair, even battle with your customised ships. I already know achieving this by item spamming does not equal fun, esp. to the HS community. So what kind of basing DOES attract and keep our players? That question devs would know better than I, and I wonder what it would be.
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This is exactly what we wanted to do away with, if everyone is just spamming bursts and repels it makes for some crappy flag games. Historically there have been a lot of things that I have wanted to keep free or low cost because the rich will always be able to use them with impunity. However in this case I believe that to do so would send us back into the item spam !@#$%^&* we have worked so hard to get out of. From what I have seen, item usage hasn't been that bad but if it becomes a serious problem we may investigate additional/alternate limits to impose. Ok let me tell you something D1: THERE IS STILL ITEM SPAMMING GOING ON ANYWAY! It may not be as obvious as before, but there is still a form of it (I find worse) happening now. You know whats the different? (And I thought this was common knowledge too...): Only a few are using them. This means they completely dominate others in basing, esp. more so when their all grouped on on a team. This few... item spam. Welcome, you have just now widened the gap between pros and newbs. Is that fine? The solution I have proposed would simply make basing a more fair event. We know by now that a majority of pub doesn't buy bursts and repels, for whatever reason, to closen this gap. But hey, if they did, you would see a flag composed of (fanfare) Item spamming. At least we'll see a fair battle, but thats pretty much what HS is doomed to be with its current style. If you just hate the term "item spamming" and want a fair pushing battle AND the lack of it, open your eyes. Its not happening right now. You'll have to make repels and bursts, the backbone of today's HS basing, MUCH more expensive. The desire is to reduce spamming... and if you want that, make it higher than we can earn money per kill. Say, $100 per repel and $200 per burst? Buff them if desired. The style of basing would now change. Of course, now you have the problem of gunliners. It must also be dealt with. I don't know what style of basing you want, D1st0rt. Find one. And don't get any illusions about the current basing either, because you only have to watch basing for a few seconds to see a item spammer (they call them rushers). Theoretically every ship could do that, if one could find it economically feasable to do. THEN, in this new situation, it would be more than obvious. However, its still happening now, only with a superiority edge. Please try to understand what this means. (Hint: the pop.) This current basing format won't work, especially when privates abuse it like right now. You can balance the amount of "good people" on a team (impossible with current team balancing methods and privs). Or 2, lessen the amount of money it takes to do what is effective in basing (and this statement is broad for a reason), causing a better balance between pros and newbs equaling more fair base fights where even a team with little money could put pressure on some great team of pros. However you want to get there, let me just tell you this: that is what the call a "preferable situation". I hope thats how the devs think as well, or you can just screw my whole post, everything I said in this thread, and every complaint I made as well. EDIT: I read the your previous post. It would be nice if things went that way, and its a solution if it happened often enough... but when even Unix would hop to a priv (for good reasons even) I don't think it will work ATM. Aka: you are dedicated pros or a team with good ships, Domio. There wan't enough left in the latest flaggame who just happened to be strong enough to take you on, and those you could've couldn't keep their lancs alive long enough. Obviously you were the better team, and thats why you won. I won't say anymore about why... I have said enough already.
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See, some fool doesn't know how base games get balance. Arnk has center nailed down like a pro. But when it comes to basing it all falls apart. First of all, the bones of basing, repels and bursts, need to go back to free/extremely close to it. Item spamming has not been reduced AT ALL, unless you count the superiority complex of basing. Rushers STILL rush like an item spammer, except now other people don't have repels to counter with. Thats all that happened with this BS ammoed burst and repels. Simply bring it back to infinity, and now everyone can counter each other and sharks won't be a problem anymore. Even a noob can actually do something just by spamming bursts and repels without worrying about their income. As much as the dev's failure of logic may disagree, BASING ACTUALLY GETS SOMEWHERE. AND THATS GOOD. Basing needs to be more noob friendly, period. You can complain about how your team sucks all you want, but you hoping for the fantasy. Either your team is pro, or 3/4 of your team doesn't rep. It's that simple right now, so encourage reps and bursts again. Or you can not believe me, but don't blame me for trying to stop the superiority problem that lopsides games. Maybe there's a better way to do it, or maybe this doesn't even work. But its better than just doing absolutely nothing about it. And yeah, I'm pissed. Private domination like this shouldn't be happening, but we all know basing is designed to suiting the pros.
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If you want the attractive part of old HS back, bring back item spamming. Repels and bursts are what must go infinite stock. You can leave the rest of the settings exactly the way it is (and still get the desired effect anyway). I thought part of HS was those reps and bursts in a base game. (But thors got to stay on ammo, period.)
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I am one person who can prove that Shrappinger works, because I use it. My energy consumption is %73.07 of a phaser, is ammoless, and even fires a little faster to boot. I can suicide even positron gun users with this efficent gun. So yeah, I found it a pretty good deal for a center wb.
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This is a good idea. It should be implemented. Enough said from me.
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I like how 14, 12, 10, 15, and 8 look
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Well, let me just point out some stuff about the ships, now that you kindly posted their stats. Balance issues in the ships are clearly visible. First, notice the gunners. The Warbird, the Spider, the Terrier, and the Shark. All of these ships are used fairly well in the game. The WB, Spider, and Terr ALL have more recharge than its respective counterpart meaning, right now this means the upper hand. The WB has every stat it needs over the Jav to force the Jav to kill it as fast as possible. The WB has more speed, outrunning it; it has more recharge, outlasting it; and has cheaper energy weapons, also outlasting it. This means that the Jav is pressured into the corner while the Warbird has free reign. If the Jav can not kill the WB fast enough, the WB will get it and win. On the other hand, the WB has every means to escape, with the only hope for the Jav is its bomb speed. My opinion? Its not enough. Not only that, but it has a lack of firepower to energy usage ratio. The Jav has Salvo, the WB has positron, lets say. The problem here is the energy consumption department. If the Jav can't hit every shot, it fails. Falcon? Well, you better hope you hit every shot. A Jav may have the upper hand if it can hit every shot, but if not it is doomed by statistics. Now if the WB fails, it can run. Ok, now if the world was blue this is fine. It isn't. For if you may know, WBs have it easy in the item department. BOTH guns and bombs are lethal, with Phaser and SOP serving itself. For one thing, the WB can use this if the Jav attempts to chase, while the Jav... has Phaser? Ok, then we use Salvo. Here comes the outlasting part. Ok, so lets go with Arcfire Array and Heat Reaver. Capitalizes on your bomb speed, even has Multifire lv3 guns. Problem is some inferior weaponry. Now the WB, still free with a sig spot, buys Ampere and rapes you. Oh come on, how fail is that. Wait, go back to Phaser Salvo, and buy Ampere. Now !@#$%^&*uming you're all up to date and can hit shots like some crazy man, you stand a fair chance. But you are still inferior. Where do Javs get their kills then? Either by those who suck, or skilled players who make one too many mistakes. My point: By stats and because of fail weapon combinations, together the Jav loses in a scale just too much. My primary complaint is this. Now notice the Levi and and Weasel. Levi suffers from situational (surely intentional) while the Weasel suffers from the same thing (it is a rusher) and inferiority in practically everything else. Now the difference with the Levi is weapons. As long as it has its tacnuke, it can still be useful. Not much choices in bombs though, unlike the Spider... Terrier... Warbird... oh wait now the Weasel. It actually has higher speed than a terrier, more thrust, and actually, with a good Emp and Phaser, actually seal the deal with a terrier. But just like the rest of the bombers, it lacks good non-signature weapons for its love to taste, and just a lack of variety in general. Its a struggle to find a good weapon set all together, while gunners sit back in not only their recharge, but bask in their awesome 1st class gun variety... such discrimination against bombers. I call it failure. I won't even bring up how Sharks screw around. Anyways, I notice the shipsets follow certain patterns connected with supposed ideas. Gunners have more recharge, but bombers supposedly compensate with stronger weapons. (I bet I nailed your idea there Arnk). But hey, barely does it happen anywhere. Weasels are practically forced to rely on their single barrel guns, in ways that thats a little too sad for this supposed "bomber". Its more like an inferior gunner with fast EMPS; and well, the Terrier sits around with Plasma and Antimatter... hey lets get a terrier instead! Why it has 10 different ways to be cool while the Weasel has like... 2? (Fail.) Now I'm not going to come off without offering some solutions. Firstly, try reversing the recharge balance. Bombers could have more recharge, and gunners have less. It would close off some of the major gaps, and also correlate with the fact that apparently guns simply are stronger then bombs, and Tacnukes rape regardless, high recharge or not (and its delay will still be there to exist). Two: Make bombs better. More shrap bombs. Bombs take less energy. Less delay. Are faster. Hey, so many possiblities that work, there must be one the suits Arnk. Other: Whatever that is that works. But know that this may be part of the problem HS gets today. Just my instinct, but do think about it.
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Just make Lancaster be able to hold 2 Sigs! Soooo many birds: one stone -Makes lancs more common -Allows PD and Radiating Coils at the same time -Helps reduces the power of sharks -Makes people happy because they feel powerful -Makes Relos happy -Makes more people play because 1 shark won't rape a lanc anymore, you need at least 2 -Makes people stop complaining -can easily be done if you give all lancs an unsellable item with the effect of -1 Signature See all those reasons! Arnk You Should Do It!!!!!!! See I even give you a rose.
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Solid Nutronium looks pretty good when converted into actual percentages. 60% flat... not too shabby. Now if only it wasn't so expensive... sigh EDIT: Well Solid Nutronium is actually good as I found out today. Good enough that it wasn't a waste of money, which is good.
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The Shark's recharge is the main problem here. It just recovers its HP too fast. We need to simply knock down that horrid rate and replace it with something more suitable. A max rate in the range of 1600-1900 is still elite in the small ship field yet more reasonable. The complaints will keep on coming if its a bit TOO tough like it is right now. Or, I suggest another way: simply nerf its minimum recharge. There's almost no point to getting much recharge on a shark right now, because its initial is just *way up there*. Notice how the WB must get a recharge of +10 just to reach the Shark's minimum. Thats right, a Shark's MINIMUM recharge is equal to the Warbird's MAXIMUM and with both having comparable health ranges. When you see this, one should realize that you don't really need the recharge, and could just put it on energy. But if you keep its maximum recharge the same yet reduce how awesome its minimum rate is, it does help balance out the stats.
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Kilo... ...welcome to Hyperspace.
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We should notice the power recharge has on ships. Hey, Shark too strong? Nerf its recharge. Spider too weak? Then Buff its recharge. Terr slightly too strong? Slightly nerf its recharge. These solutions all work, and don't make the ship's owner complain if thats all that is nerfed. Maybe the weasel will get its fix with more recharge, too. I think its worth a shot.
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Effective Ways to make the "Big Ships" Rushers
9vgnc3eZ01 replied to 9vgnc3eZ01's topic in Strategy & Player Guides
Apparently its not obvious enough... but yeah I DID say "for the insane" up there. Perhaps in the future, when one is maxed... but for now, its just a possible way to make a good, effective rusher out of them. My purpose for this is actually because people don't think it'll work. Well, enjoy looking at it. -
Effective Ways to make the "Big Ships" Rushers
9vgnc3eZ01 replied to 9vgnc3eZ01's topic in Strategy & Player Guides
Well I'm lazy, Unix. Sorry. As for help: Improvise. You could get extra emitter Tachyon and simply deal with your negative -1 rot. Or just don't even buy an extra addon and sell the speed mount, buy a combo mount, and get some other armor. You will be back and to +1 rot that way, and even be able to burst 3 times, and repel 4 (right)? Again I'm not sure, but if so theres an alternative for spiders and levis. And as for a lanc, you would still seem to be fine. -
Effective Ways to make the "Big Ships" Rushers
9vgnc3eZ01 posted a topic in Strategy & Player Guides
Guide Posted: April 12, 2008, around 18:23 PST --- Prepare to be amazed (or not). These ships can very well rush, and I thought people with a lot of money on their hands might like to hear about it. So good ol' bored out of his wits decided to make layouts you could follow and very well be successful at rushing with "the big guys". The hardest to rush (and a very unlenient design to boot) is the Spider and the Leviathan. However, !@#$%^&*uming you got a huge stash in your pocket to burn (like 1 million perhaps) there is options for the insane. Here is what I devised. Spider & Levi: Doom Tanker Ships: $6000 Guns: Phaser $25000 Bombs: Salvo $11000 Reactor Plants: ESPER System $10000 Sublight Drives: Reflection Drive $30000 Armor: Solid Nutronium $100000 Addons: Total=$18400 -Power Strip $1400 -Maneuvering Fins $7000 -Deflector Shield $10000 Emitters: Total=$37000 -Field Generator $25000 -Inertial Damper $12000 Mounts: Total=$23500 -Defense Mount $8000 -Defense Mount $8000 -Speed Mount $7500 FTL: Jump Engines $19000 Capacity: Total=$325000 -Extra Addon $150000 -Extra Mount $175000 Alien Technology: Antideath $250000 GRANT TOTAL: $854000 ! This design revolves around making the Solid Nutronium useable and also getting as much HP as possible. As you see, I got +9 NRG and a meager addition of recharge. The rotations manages to stay at +0, you have slightly negative speed, and ample thrust. You will need the rockets to deal with the speed, and I hope base rot will be enough for your style. The capacity is very important with these ships, especially if your design is trying to include the Solid Nutronium armor (which is very important for helping tank those bullets you will inevitably hit, -49 base bullet defense and -25 bulletdamageup is easily desirable). Now the lanc is no doubt best suited for rushing. I've separated it because of some extra options that you will want to make on this particular ship. Lancaster: !@#$%^&*'s Tanker Ships: $10000 Guns: Phaser $25000 Bombs: Salvo $11000 Reactor Plants: Resonance Sphere $18000 Sublight Drives: Overthruster $9000 Armor: Solid Nutronium $100000 Addons: Total=$11400 -Power Strip $1400 -Deflector Shield $10000 Emitters: Total=$45500 -Field Generator $25000 -Inertial Damper $12000 -Tachyon Sensors $8500 Mounts: Total=$23500 -Defense Mount $8000 -Defense Mount $8000 -Speed Mount $7500 FTL: Summoner $160000 Capacity: Total=$375000 -Extra Mount $175000 -Extra Emitter $200000 Alien Technology: Antideath $250000 GRANT TOTAL: $ 1037500 !!! ...Talk about expensive. But notice your increased options, and the fact that you can get the extremely desirable overthruster for some yummy positive rot for your rockets. You can also shave 208500 simply if you don't want x-radar and without hurting its rushing performance. Well anyways I was just having fun brainstorming ideas for these ships =) Tell me what you think -
I agree completely. Lancs deserve some extra money for helping the entire team out with a lanc.
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Bah. The best HS player is engine failure. I thought everyone knew that.
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What we simply need is money to go back to their normal gain. +10 bty per kill, 1/2 for leeching, etc. It was a good rate, why change it? Everything costs more, isn't that enough? Why couldn't we keep our old money gain?
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Here will be the place I will talk about Sharks. This post is about what I think is a good arsenal for a shark. I've made one of these in the past... I'm pretty sure this post will be edited instead from now on. These are my opinions for a shark, they certainly aren't the only way to make a good shark. Ok here I go. SHARK GUIDE GUNS Once again, like some years ago, the sharks options are limited. However, this time it doesn't have to suck. I recommend Beam Array for basing. In center all but the Pea Shooter will serve you well. However if you're focused for the center Pulse Laser and Gauss Cannon will be your best bet. In Short: Center: All but Pea Shooter Basing: Beam Array BOMBS Salvo is what you want in a base, so you can spam those bursts like you mean business. If you're focused only to center alone then maybe you'll want Harpy's Prox instead. Otherwise Salvo is your bomb. In Short: Center: Harpy Missile Basing: Salvo REACTOR PLANTS Resonance Sphere ($18000): +8 Energy +1 Recharge -2 Speed -1 Max Speed -2 Thrust -1 Max Thrust -3 Rotation I recommend high NRG for your shark, basing or not. 1720 Nrg on a tiny ship just owns, seriously. So get the Resonance Sphere. The deduction isn't that bad, and we can negate the negatives with certain items. Trust me, you want that 1720 NRG. In Short: All: Resonance Sphere SUBLIGHT DRIVES There is the Alpha Drive (lol...no), Beta Drive, Overthruster, Ion Drive, and Icefire. I find Beta Drives boosts a bit too small for your Resonance Sphere. So then for center its either Ion Drive or Icefire, and for basing Ion or the Overthrusters, because I really don't find that speed of Icefire quite suitable when you barely have a good thrust in the first place. In base its simply a crossfire and bouncing off walls will not help anything. In Center it depends on if you can deal with negative thrust, but you want that speed... either will be fine. However, I think Ion is the best of the options left, so I recommend Ion Drive for all. Now Ion Drive ($8000): Speed +4 Thrust +3 Rotation +3 IceFire ($10000): Speed +7 Max Speed +3 Thrust -1 Max Thrust -1 Rotation +4 Afterburner -1 In Short: All: Ion Drive ARMOR In basing we got no Radiating Coils . Being a Shark that semi rushes and semi gunlines, I pick Shock Matrix for Thors. In a center only Shark I would personally go for the well-rounded deductions of Ablative Armor. In Short: Center: Ablative Armor Basing: Shock Matrix ADDONS Maneuvering Fins is a key item for you resonance people. Then of course get the Power Strip for yum energy and recharge. I'm not currently a cloaker, but get the item instead of Power Strip if thats what you want. In Short: All: Maneuvering Fins and Power Strip EMITTERS Field Generator, and Warp Disruption. Hopefully your other ships are the ones with X. In center perhaps those items get useless completely. Then I would get X Radar and Energy Scanner. In Short: Center: Tachyon Sensors and Energy Scanner Basing: Warp Disruption and Field Generator MOUNTS In Base get those Defense Mounts FTW! You can not buy capacity, so no rockets for you. But in center only Sharks you may like those Rockets (they don't need Ammo). The Decoy Mount also doesn't need ammo, and the portal could help you in center a lot. In center I recommend a mix of the two mounts. In Short: Center: Speed Mount and Decoy Mount Basing: Defense Mount X2 FTL You don't really need any of these to be honest. But the the Hi ID Drives are only 87k, so get that. In Short: All: Hi ID Drives CAPACITY Sharks gets no extra capacity. In Short: N/A ALIEN TECH Antideath is no doubt a good option. No ship really has much choices here, but get the Parasite if you're up to the challenge before settling with your AD. In Short: All: Antideath
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If Unix loses money, you can bet anyone who rushes loses money.... I'm thinking that pure rushing is not going to make the cut for people who desire cash. A mixture of spamming and rushing is what I'm going for. At what ship can achieve that better than the Shark? =D Low profile, high energy (if you try anyway), solid bullet and bomb rates...if I had the EXP...(I'll get there soon...) Oops back to the point, which is rushing. I really thought part of HS's style was its item spamming. In fact, games were a lot more fair to the attackers back then. Just keep thors and bricks finite and we'll be fine. Thats what I think anyway.
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Relos's Ship Analysis 12/31/2007 SUMMARY: I overall actually like the current balance on ships. You can't expect perfect so this is the next best thing. ' +------------------+ | Warbird | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 950 | Init Recharge: 900 | Init Speed: 2500 | Init Thrust: 25 | | Max Energy: 1500 | Max Recharge: 1500 | Max Speed: 5000 | Max Thrust: 45 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 300 | Bullet Speed: 3850 | | | | Max Rotation: 425 | Bomb Speed: 3500 | | | +----------------------+----------------------+----------------------+----------------------+ This is your center gun-oriented dueling ship. Well balanced, and it has a large deviation on skill, meanin skill factors into this ship a lot more than others as a result. This is because of it's ship maneuvering capabilities and it's low HP combined with it's incapability to performing at par in bases which the Shark has driven a path towards. +------------------+ | Javelin | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1000 | Init Recharge: 1025 | Init Speed: 2500 | Init Thrust: 25 | | Max Energy: 1600 | Max Recharge: 1750 | Max Speed: 5000 | Max Thrust: 40 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 200 | Bullet Speed: 3400 | | | | Max Rotation: 350 | Bomb Speed: 4800 | | | +----------------------+----------------------+----------------------+----------------------+ Your bomb-oriented dueling ship. Designed to be on par with the Warbird yet achieve this with a different weapon. For the most part, I think it does that well. +------------------+ | Spider | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1800 | Init Recharge: 1200 | Init Speed: 1750 | Init Thrust: 10 | | Max Energy: 3000 | Max Recharge: 1950 | Max Speed: 2750 | Max Thrust: 25 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 200 | Bullet Speed: 4000 | | | | Max Rotation: 325 | Bomb Speed: 2100 | | | +----------------------+----------------------+----------------------+----------------------+ Your heavy platform super gunner of destruction. It can outgun all other ships. More oriented towards areas that require less dodging and movement. Honestly, not much I can say except that it does just that. +------------------+ | Leviathan | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 2000 | Init Recharge: 1320 | Init Speed: 1200 | Init Thrust: 10 | | Max Energy: 3500 | Max Recharge: 2200 | Max Speed: 1700 | Max Thrust: 25 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 215 | Bullet Speed: 1800 | | | | Max Rotation: 335 | Bomb Speed: 6000 | | | +----------------------+----------------------+----------------------+----------------------+ Just as the WB and Javelin pair together, this heavy bomber is the Spider's counterpart. There are two ways to make a bomber: one with more energy but less recharge or one with less energy yet more recharge to compensate. In HS this ship can make both. I'm running out of things to say; it honestly serves it's purpose though. +------------------+ | Terrier | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1700 | Init Recharge: 1100 | Init Speed: 2000 | Init Thrust: 15 | | Max Energy: 2300 | Max Recharge: 1600 | Max Speed: 3500 | Max Thrust: 35 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 290 | Bullet Speed: 3700 | | | | Max Rotation: 440 | Bomb Speed: 3000 | | | +----------------------+----------------------+----------------------+----------------------+ The Terrier of today really is a Jack-of-all-trades, and not just an inferior ship any longer with its latest buff. It does do certain things better though. Out of the bigger ships this is probably the best suited for center. It can center well, hold a bombline well, and even rush well. No other ship is so close to par on every aspect of the game (except for maybe the weasel). I want to test this ship out someday and see for myself how it does when I'm in the controller's seat. +------------------+ | Weasel | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1300 | Init Recharge: 1600 | Init Speed: 1750 | Init Thrust: 19 | | Max Energy: 2100 | Max Recharge: 2839 | Max Speed: 3150 | Max Thrust: 39 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 170 | Bullet Speed: 3300 | | | | Max Rotation: 410 | Bomb Speed: 6500 | | | +----------------------+----------------------+----------------------+----------------------+ The counterpart to the Terrier, a EMP bomber known as the Weasel. Another Jack-of-all-trades type; though you're to love those EMPs !@#$%^&*uming you're attempting to center. It shows its strengths moreso in a base, where it can both gun, bombline, and rush very effectively. Even a shark will meet it's match when hit by powerful, lightning speed bursts. Then its EMP shots will sent even the most powerful spider careening to the side as it runs out of health and explodes in a flash (!@#$%^&*uming it doesn't have the Faraday Shield on of course). And with that bomb speed you can't say its thors will be that bad either, y'know? +------------------+ | Lancaster | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1500 | Init Recharge: 1500 | Init Speed: 2000 | Init Thrust: 10 | | Max Energy: 3000 | Max Recharge: 2500 | Max Speed: 3000 | Max Thrust: 30 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 200 | Bullet Speed: 2000 | | | | Max Rotation: 325 | Bomb Speed: 2500 | | | +----------------------+----------------------+----------------------+----------------------+ The grand deployer of doom. Even the most strong-willed fighter will cower in fear when this menance is rapidly having ships deployed---AT YOU. No really though, it serves it's deployer purpose more than well enough. I like a style where the dep has the highest HP of all, but I've been proven of the logic otherwise. +------------------+ | Shark | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1000 | Init Recharge: 1200 | Init Speed: 2250 | Init Thrust: 20 | | Max Energy: 1500 | Max Recharge: 2000 | Max Speed: 4250 | Max Thrust: 40 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 200 | Bullet Speed: 2000 | | | | Max Rotation: 375 | Bomb Speed: 2500 | | | +----------------------+----------------------+----------------------+----------------------+ And here we come with the smallest ship of all: the Shark. It's the one true rusher, requiring to be close to the enemy before it can really wreak havoc on you. As a rusher it must use its small size to its advantage and break past enemy lines. If the Weasel is the more offense oriented rusher, spamming ultra-megaspeed Bursts and even using a PD turret, then the Shark is the more Defense oriented rusher, taking less damage allowing itself to get into the most annoying places (which is just as useful all the same). -----
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I've just decided to quit the game. Penis looks like a sure winner, so my presence is meaningless. It's not that I won't ever play again, but I'm not convinced I'm of any use right now. Have fun guys