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Unix
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Berserker item would be nice. After X amount of deaths, your ship is given super abilities, and then you can have extraweapon do some fun things there.
- 42 replies
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- Merry Christmas
- roberts space industries
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I'd rather have to dodge more than risk being near one hit killed. Also lowering bomb damage has other benefits, such as lowering space mine, thor, sop, etc damage and yet at the same time keeping EMP pretty much unaffected. Side note: The number of lancs on a team of becoming stupid. A team of 12 should never need or have 7+ lancs on a team. Even at 6 it's still pretty stupid. A 1/2 cap on the number of lancs a team could have would keep some of the insanely stupid amount of lancs in check. Number of fielders and number of lancs should not determine whether or not a team wins. Btw, when is fielddelay coming back?
- 11 replies
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- Merry Christmas
- roberts space industries
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Didnt say remove inactshrap - I said lower bombdamage. Two different classes of damage. FYI: in the 4v4 arena, inactshrap is set to 0
- 11 replies
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- Merry Christmas
- roberts space industries
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The point of that is to make people not play nano in center and gear them to base with it.
- 11 replies
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- Merry Christmas
- roberts space industries
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What kind of things would you want changed in the zone in terms of settings/mechanics? Not items, but the actual foundation of everything. -Bomb damage reduced This would allow inactshrapdamage to be important and at the same time not be an insane amount as it currently is. This would also make bombs/mines with prox less potent and significantly decrease the "qq" that sometimes is deserved, this would also lower the potency of thorring and at the same time keeping the splash area the same, making EMP still just as effective as it is now. -Reps Lower the area of effect for reps just a tad, as it is now they're a little overpowered. -Bursts Make bursts a little to vastly different for each ship -Fields Nerf or bring back a severe fielddelay or even a teamfielddelay and at the same time, a TEAM can only lay ONE field at a time - There's just too much spamming of it lately and it ruins flag games. -Energy Infusion Allow it to be bought in the ammo depots. No one uses it now because its not worth going into base 8 for it. -Nanomite Only allow it to gain kills out of center, but it can still have deaths added on. With this item in center it just makes people with it play even lamer than before. It ruins center. Also this will promote basing rather than lame centering which is always a nice plus. That is all for now
- 11 replies
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- Merry Christmas
- roberts space industries
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Updates SSCL Metal Gear CTF (it was back, but now its gone again)
Unix replied to Resol's topic in General Discussion
Did not authorize the use of my image or likeness!- 33 replies
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- Merry Christmas
- roberts space industries
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Would be nicer to have a lagout module that lets a player back on their original team for X amount of time. If someone took your spot, have that player either put back in spec or moved to other team to prevent abuse.
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More mounts, more emitters
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I stated though that after a certain amount of time, the lock would be reset and also the teams could only get a two player difference before the lock puts you on that team, along with a 45 sec safety so that if you lag out, you still have a chance to get on your team. In other words, teams could never get out of balance to the extreme of 1v6 There have been zones in the past who have used a lock mechanism, I dont see why Hyperspace wouldnt be able to.
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There must be something that can be easily used to identify different users that can be used for a team lock module.
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Opportunism, meh. More like selective entering in order to stack freqs. Also, quite often, players doing this from spec will accidentally join the team they don't want to be on, spec, and retry later. That's hopping in my book. Yes I agree, if those people were to do that, it is hopping. However, I wasnt on the other team until someone used their powers to force me on that team. Without warning might I add. If you are going to moderate hopping, then make it more consistent and unbiased. Even if you were to use IP locking, you could use fail safes to prevent some abuse. Such as if you are re-entering, you cannot enter the team you were on if there is a +2 difference unless you are coming back within 45 secs (for people who lagged out). An IP lock would also benefit people who are lagging out, since they can go back on their team, if it was just a spike. The time frame could be about 15 minutes before the IP lock resets.