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Unix
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If the attacking team was truly superior, they would have had better communication. Better teams arent just about ships, but about communication. One team had a well coordinated lanc rush, the other had a poorly mashed attempt at rush lanc. Five lancs on a team of 12? I would say the winning team had a constant number of at least 5 lancs at any given point and at times more. The attacking team was able to move forward once they got the idea of more lancs being a good thing, especially when rushing. More lancs on a team does make a difference. Especially when they're rushing and coordinating their ADs well. Repels might be able to push them back, but not all the time. Do you honestly think any player is aiming for your underpowered wb? The fields arent meant for you, they're meant for the lancs and or large amount of players. Yin Yang himself commented that he used approximately 20k worth of fields, Swift Warrior then quipped with saying that Yin used more than that. So simple math would logically indicate that throughout the entire game, Yin Yang "alone" used 12 fields at least. In a span of less than an hour game, 12 fields were used. The game was about 35-45 mins. I did not lose - I did not field - In fact I didnt really do much of anything that game. (Btw, that's how stacked the team was, I didnt even bother to do anything. Think about that for a second) People have constantly said fields are op, that they should be nerfed or even completely disabled again. This isnt a new thing, people have said it before. It's more that no one is really listening.
- 30 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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Next time .... Keep flag settings the way they were Dont let staff change player's freqs Have captains if you want to have a "balanced" game Disable fields Limit lancs Last two .. Whichever team has the most of those, will more than likely win, which happened this game.
- 30 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)
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So dont allow smart bomb, but allow yamato and zephyr ? Wave will effectively and easily nerf prox bombs easily. Then since it's 2v2, it should be less of a problem. Could try a few 2v2s then see how it goes exactly.
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Teams of WB/Jav only. Mines allowed, exclusion of SoP/Smart bomb. One mount allowed with whatever specials you have in your ?shipitems at start. Sign up with 2-3 people to make team.
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Liar, you're obviously able to use internet - Just dont wanna lose and have to come up with another excuse. TSK P NUT!!! I expected better from you
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Not sure how much of a priority this is, but it still is an issue.. Locking up the ?jackpot kinda helps, but not all the time and there are still a lot of question marks. Also, it has the negative of having a team needing all 12 flags in possession. From past experiences, we know that near that time, people tend to enter to try and either hop or just get losing money. Part 1 - Lock the winning team This is an older solution that has been implemented. Simply locking ANYONE from going into the team with 12 flags - This will make it so if anyone does enter, it will only be on the team without flags. So once all 12 flags are in possession the winning team can no longer gain anyone extra. The drawback is obvious, it would make it so the winning team could potentially get overrun. However, that probably is unlikely, seeing as how teams are generally rather even throughout the game until the end. One issue that does need to be put into play is the player that accidentally lags out. Possibly have an exemption for that player and allow them to re-enter his original team. This leads into part 2. Part 2 - Log IP/MacID This is a solution I suggested a while ago that had the fewest potential problems. Simply logging the IP and MacID of players, so that they cannot enter the other team if they were originally on the other team. This will force people to stay on the team. However, this is very strict and could potentially lead to unbalanced teams if not enough newer players join in while players who were playing earlier just leave. Also the problem if players who have more than one player at home. Part 3 - Lock the earn money This is more of a new idea that I've been thinking about ... If a player does not have their money until the end of a flag game. Once the flag game ends, any and all money earned throughout the game, so that means... Periodic rewards, kills, leech kills, etc. However, there are those who will want to leave early, because of their lives and must leave. Have a command, something like ?cashout, which gives them a percentage of their money earned, and at the same time will lock out their IP/MacID. ----------------------------------------------- Combining all the best attributes of the three will make a good anti-rq technique. Locking the winning team from gaining new members, but at the same time allowing people who were originally in that team to come back, this would allow players who lagged out even without the team having all 12 flags to allow lagouts to come back in to their original team. Then also locking the money so that you must wait until the end of the game to get all your money will also keep players from leaving. If a player leaves and does not ?cashout, any money that is left from that goes into the LOSING jackpot money only, rather than winners and then eventually diluted to losers.
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This is just my opinion, but sharppinger is still op. What makes it op isnt merely dps, but the ability to be near full energy while spamming nonstop. A lvl2 bullet is also quite effective even if one or two hit compared to say Mass Driver. If one or two mass drivers hit, its nothing.
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Would like to see the "rushers" version of a parasite. Right now there's the original - Well rounded can die, but still need to kill. Then we have nano, the "stay safe" version. Rushers version would have to be... Need X amount of deaths, obviously the biggest drawback to this is the just running into things in center to die. Best solution would be to combine kills needed as well, but at the same time region it off to bases, not center (other than minibase). Also, I think regioning nano so any kills accumulated in center dont count, however, deaths do would make people want to base more. Penalties for the rusher parasite version could include, a lot more penalties for maneuverability than nano, increased bombdelay and also no thor. Simply even worse than nano, but since you need to kill as well, you wouldnt be able to kill as easily, so that's the hard part. Even if you couldnt do kills AND deaths, increasing the deaths an insane amount would do fine, or even combining a secondary thing, if you cant do kills and deaths. I dont see why you couldnt have two conditions for a parasite like thing to be finished. Also, I would like to see "evolution" items as well. Especially ones that you can start off with at the reset and it grows/evolves as you kill/die/etc.
- 2 replies
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- Merry Christmas
- roberts space industries
- (and 19 more)