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Gar

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Everything posted by Gar

  1. Yep, a point which I was going to make but then realized that you can't really lower alot of the stats without making the ships unuseable. Spider's min thrust is already 10. Any lower and it simply wouldn't move at all
  2. Good to know, and it just further enhances my point. My -2 speed and -2 thrust spider really travels no differently than anyone else's.
  3. The stat matters, for example, a spider's min thrust is 10 and maxthrust is 20. The +bonuses don't matter. The reason for this: the differences are just too small. Using the spider example, let's say you have a heavy reactor, solid nut, and an energy sublight so that your thrust bonus is -2 (like my spider). What's your thrust? 8. Now let's say you sacrifice solid nutronium, your energy sublight, and a heavy reactor to get your thrust bonuses up to +10. What's your thrust now that you've castrated your ship? 20. So I have a huge amount of energy and the strongest armor, and you have double my thrust. What did that get you? NOTHING! 20 is still ultragarbage, considering most other ships easily get 30 to 50 thrust without even trying, especially with afterburners. Same goes for speed. Rotation is actually useful, but it's not hard to get.
  4. Gar

    Greening ammo

    Anyone else really hate it when you make a valid point about a game and some random guy comes in with an anecdote about how he doesn't have a problem with it because he resricts/ruins his gameplay to avoid it? Such statements are always followed by 'Even if I do have this problem, I personally don't mind the massive penalty.' And if greening worked, I'd totally just fly around in a warbird with a combo mount greening reps, bursts, and thors, and selling them.
  5. There should really be some sort of explanation of how this gametype works, so people have some sort of idea what they're supposed to be doing.
  6. I'd be a great mod.
  7. This sucks, Unix was alot of fun as an event coordinator. SD was my favorite
  8. Gar

    FLAG TRADING

    lol you just compared people calling you on your abuse and unscrupulous griefing to SLAVERY?
  9. Don't forget m!@#$%^&* bursting!
  10. Gar

    WTH!!!!!!

    Looks like Unix again deleted my reply here, informing you that Unix was the only one on the freq. As a side note, priv limits don't work and people like Unix need to be dealt with immediately, as their tw, summon, and mechanics abuses allow them to runwin with ease.
  11. Gar

    FLAG TRADING

    lol! Unix deleted my post informing you guys that Iunix is Unix's alt purposely flagtrading flags to Unix's team! As for 'baseless accusations', don't act like we're stupid, Unix. 'Proof' means NOTHING in an online computer game. Literally anything could be faked, down to the last pixel in a fraps movie. All we have is majority consensus based on individual experiences, and that consensus is that you abuse.
  12. I rush with a solid nutronium spider with 2 reps and 2 bursts, using Pulse. Honestly, size is a major factor: you're so large that you will instadie regardless of your energy and armor. There's just too many bullets flying around in basing.
  13. NEW!!!!! NEW!!!!! New alternate strategy based on advice from f3ar-evil! 1: Fire your pulse laser a little bit. 2: Repel. 3: Burst. 4: Burst. 5: Burst. 6: Repel to get in a good position for Antideath 7: Resurrect. 8: Burst. 9: Burst. 10: Burst. 11: Repeat! Remember, steps 3-5 and 7-9 are interchangeable!
  14. Whether you've just completed your first ship, or jumped on the bandwagon and saved up for an ad shark, you're still getting slaughtered. You seem to instadie, even though you have the almost religiously hyped AMPERE. You try to bounty in center with your warbird, only to be easily wasted by a passing ship, or you try to minibase with your spider or levi only to instadie to a decloaking shark. You can't seem to figure out why. You need: GAR'S ULTRA GUIDE TO HYPERSPACE V. ARNK The first lesson that all new to medium players need to learn is that they are totally wrong. Let me rephrase that: YOU are totally wrong. Listen to this MasterCard ripoff. Repel: 19 dollars. Burst: 34 dollars. Tapping a key for invincibility or instakilling someone: Priceless. The money-draining consumable items that you avoid are THE key to winning. You get $30 for a noob kill, $60 for a medium kill, $ or $90 for a kill of a real maxed out ship. It's almost magic that this perfectly equates to the cost of 1, 2, and 3 bursts. Let me state this clearly for those of you who aren't getting the picture: Recharge doesn't matter. Speed doesn't matter. Thrust doesn't matter. Armor doesn't matter. Bombs definitely don't matter. For the most part, guns don't matter either. But Gar, you scoff, how can this be? And if so, what DOES matter? I'll tell you, friend! Guns don't kill people. Not yours, and not primarily. You think they do, and you fire them at people, and sometimes they die, but it's not because of your guns. Guns only kill 'in combination', either in combination with a dozen other guns in a base, or in combination with the enemy's energy drain from his own actions in center. You disagree? Then think back on the last time you tried to plain gun down somebody who was only running away from you with full energy. Did it work? Probably not. Was it fun chasing them all over the map fruitlessly until you got SoP'd? No. Like I said, guns don't kill people. You should pick your gun for what it's really supposed to do: complement the other things you do. Bounce is superior, multifire is useless. Level 2 guns are the best overall, because you really want guns that don't suck with low power drain (remember, the energy you use to fire guns just gets you killed). In the end, just stick with Pulse Laser. There's no reason to get any other gun unless you're just trying to be a jerk. Bombs definitely kill people, in a myriad of aggravating and inescapable ways. Wallbombing, shrap spamming, emp bouncing, thor storms... don't you freaking hate bombs? Because, of course, yours never do any of this. Only other people's bombs rape you. Yours explode harmlessly somewhere in metaphorical Siberia. Bombs still don't matter, though, because they're pretty much set for you. If you have type of ship X, you get bomb Y. In almost all cases, you should just get Salvo and be done with it. The extremely low bombdelay just can't be matched. Armor doesn't matter. Most of them are pathetic. Many of them are totally undetectable by human eyes. The ones that should be good, the signatures, suffer from fatal flaws. Solid Nutronium offers a ton of cool numbers in exchange for 100k and a slower ship. Guess what? You still die instantly to bursts, which all enemy ships have. Radiating Coils cuts burst damage by half, and nullifies shrapnel. Cool right? Not really. You still get wasted by guns and bombs, and, even better, you'll just die to two bursts instead of one, which come nearly simultaneously thanks to the aforementioned Salvo. I bet you're loving these signature choices. In basing, you usually just die instantly to m!@#$%^&* spam anyway. Speed, Thrust, Maxspeed, Maxthrust, Rotation... all that crap, doesn't matter. The differences are minor even in ships with great maneuverability stats like the Warbird. I drive a Spider (already the slowest ship) with -3 speed, -2 thrust, and -2 rotation. Total. Nobody can tell. In the case of the smaller faster ships, afterburners are what matter, so just get Maxwell Infusers and be done with it. Finally, all the maneuverability in the world won't help you in basing, which is what really matters. Which brings me to Energy and Recharge, the field of the fabled AMPERE!!11. You hear it every day. 'I have AMPERE!!11'. 'You got AMPERE!!11 on that thing? You're so tough to kill!'. The only thing you should know about the Ampere Imploder is that you wasted your money buying one. Remember how speed, thrust, and the like don't matter? That means Resonance Sphere is 8/1 and non-sig, while Ampere is 7/7 and sig. But Gar, you say, 7+7 = 14 > 8+1 = 9!!!! That's a huge difference, right? Except, the thing is, Recharge doesn't matter. Recharge the stat matters, but +Recharge bonuses mean almost nothing. Why? Because every ship starts with 1000 to 1300 Recharge already, and adding +10 Recharge (the max) only increases your recharge about 50% for any given ship. Recharge is the energy you gain back in 10 seconds, so the energy you gain back per second is your Recharge stat divided by 10. 1000 recharge means 100 energy per second. Using the Warbird (1000 recharge min, 1530 recharge max) as an example, add one recharge: 1000 becomes 1053. Divide by ten. 100 becomes 105.3. Wait, a point of recharge is 5 energy a second? FIVE?!?! On top of that, how many seconds do you spend mid-battle recharging, anyway? Answer: usually 1 to 4, if you're not instakilled. Energy, on the other hand, is immediately useful. For the same ship, the warbird, each point of energy is 75 more energy that you start with and that you can regen up to. So, each point of energy is 15 'stored' seconds of one equivalent point of recharge. On top of all of this, most ships have 4 to 7 recharge anyway without sacrificing anything. That means the benefit from focusing on recharge is actually very small. So in the end, Resonance Sphere's 8/1 non-sig > Ampere's 7/7 sig. Naquadah Gen + power strip is 6/6 non-sig, almost equal to Ampere's 7/7 sig. My current Spider gets 8/9 without a sig reactor. AMPERE IS A MYTH. Energy rules everything, and this is backed up by all the pros driving max energy ships rather than max recharge ships. So this brings us to the few things that do actually matter: Energy Repels Bursts Thors Thors are fun to use, but are mainly reserved for rich privs that can afford to waste an entire ship dedicated to thorstorming and $100 or $150 a life on the off chance they'll smoke a bunch of people. Energy is your survival. Get as much as you can. The real amount you need is easily defined: enough to use all your repels and bursts. Repels exist to give you temporary invincibility while you fire bursts. Use them alternating between Bursts (at Salvo speed of course). And the REAL secret that the pros don't want you to know! The pinnacle of individual killing ability comes down to Bursts. You've seen it on sharks that came in and ruined your fun, but thought it was gay. You didn't realize that the so-called 'pros' are really just 'joes' with Burst hotkeys! Follow this guide by buying Salvo, getting as much Energy as you can, and getting Repels and Bursts on your ship. I've whittled away all the red-herring signature items for you in preparation for your passage into manhood: the buying of the Combo Mount. This little doodad will bring your Repel total to 4 and your Burst total to 3. Obviously, if you're in a Shark, you can't get sigs, but if you're in a shark and using Reps and Bursts you're already a pro anyway. THE ULTRA GUIDE TO HYPERSPACE V. ARNK: Using your Energy/Salvo/Burst & Rep ship whose other items do not matter, approach Enemy X, whose ship setup does not matter, and use this strategy, regardless of your or his skill level: 1: Fly at him using your Pulse Laser a little bit. 2: Repel. 3: Burst. 4: Repel. 5: Burst. 6: Repel. 7: Burst. 8: Repel. 9: Die. 10: Resurrect from Antideath. 11: If any enemy remains, fly at him using your Pulse Laser a little bit. 12: Repel. 13: Burst. 14: Repel. 15: Burst. 16: Repel. 17: Burst. 18: Repel. 19: If basing, die. If dueling, laugh, as your enemy probably died back in step 5 or 15. 20: If basing, attach to friendly Lancaster and repeat. If dueling, gloat over skillful victory. There you have it. This is the ultimate key to being a pro in HyperSpace v. Arnk. I don't even need to wish you luck, as there is no way you can lose if you follow this guide. Remember, tap your burst hotkey 1 time for noobs, 2 for medium players, and 3 for vets, and they'll always explode with no chance to defeat your skill! Just remember your wise teacher, Gar, as you advance in money and exp until one day you buy a 2M Alien Tech and then immediately sell it again for Antideath.
  15. Guess nobody realized that I already did all this, with more values and correct values, and for bombs and sublights. http://www.ssforum.net/index.php?showtopic=20285
  16. Um, and now I'm unbanned. WTF is going on with this zone!
  17. Gar

    Bomb mechanics...

    Nah I just wanted to trade maneuverability for extra survivability through armor. I like the armor, it's just missing some valuable components that make it weak for a sig.
  18. ban id #354. Anyone clue me in as to what made up BS i'm banned for this time? I was afk sitting there doing nothing, then bam, banned again. WTF is your problem?
  19. My main question is this: I bought Solid Nutronium, which comes with -150 bombdamage. I know that splash damage from a bomb is calculated by a decreasing-by-distance percentage of the bomb's real damage (773). #1: Does -150 bombdamage lower the center's damage to 623, and then a percentage of 623 is applied to the same splash radius? This would mean at the distance I take 25% damage, I take 155.75 instead of 193.25 damage. OR #2: Does -150 bombdamage do nothing to the bomb itself, instead subtracting 150 from any bomb-related damage I take? To use the prior example, at the distance where I'm taking 25% damage equivalent to 193.25 damage, I instead take 43.25 damage. Obviously I'm hoping the second one is true, because that'll end up being much more powerful. The first method is almost totally useless, which means that's probably how it works (murphy's law). I know there's a continuum site that explains bomb splash out there somewhere, but I couldn't find it on google. Anyone shed some insight? p.s.: this post is also inspired by the fact that solid nutronium blows. Don't bother getting it. I got it on my Spider, which previously had no armor at all, and could not even tell the difference. Still instakilled by bursts, crippled by shrap, quickilled by gun spam, and m!@#$%^&* spammed by bomb splash. Solid Nutronium averages 38.5% reduction in all guntypes and 19% reduction in bomb damage. It is NOT worth 100k, sig, and hefty maneuverability penalties. Typically this only keeps you alive for a few more gunshots or 1 more bomb. That being said, it'd be a great armor if only it resisted bursts. Bursts are the main reason why all heavy armors, including Solid Nut and Adamantine S!@#$%^&*, are more or less pointless. Heavy armors are best for basing, and what happens in basing? Sharks burst you every 3 seconds, instakilling your unprotected ship. Seriously, it's pointless. Solid Nutronium and Adamantine S!@#$%^&* should both come with -200 burst damage, and radiating coils should reduce burst damage to 0. You're paying a )*@%ing signature item here. You should not be instakilled by someone tapping a key.
  20. Man, I gotta stop posting about Unix's abuses I guess. He's all over me about how he can't 'wait to get me banned', and he's really gung ho for trying to get me banned for stupid crap like me logging on alt after being kicked during the server-billing-downtime-insanity. Too bad restraining orders don't work over the internet :/
  21. What about all the accounts that got hacked?
  22. Yes, they do keep the money. I'm in there now and I keep the money. Unix probably made unbelievable amounts of money with 10k bounty and no resistance. By the way, I'm not banned. Unix just keeps claiming I logged on his account and apparently they have 'proof', when really I logged on as ^Unix a few days ago last time billing was down for about 2 seconds just to see if i could It didn't work, not that I would have done anything anyway. Alot of other people were doing it too ;p
  23. WHAT FREAKING BAN? AND WHY?
  24. http://i30.tinypic.com/29yfvqe.jpg Those are all his EMP mines, too. http://i32.tinypic.com/24ovkn5.jpg Unix with 10,000 bounty. God I hate Unix's abuse. Note the people not having fun in chat.
  25. http://i29.tinypic.com/2elbd5l.jpg Anyone else tired of staff abusing?
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