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Unix
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I just voted for everything.
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It's not grinding if you know how to get it fast/easy. Which you allegedly said you could and were aware of doing.
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Arry, if you are experienced/skilled enough, you will know how to make experience faster. And there is a reason why people will fight you, for an easy kill, which raises their bnty, which in turn lets them get more kill money overall.
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Blame the entire Nano mentality. If on the other hand those fake deaths you get from buying/green lowering while in safety cause Nano deaths as well, that'd be a good solution.
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Need to have good builds for people to be willing to pay for them in first place.
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As of late, the zone has been pretty quiet. Whether it's for school or whatever other reason you can think of, the fact of the matter remains. Games just arent starting as easily or as often. So what can we do to help promote games getting started? 1) Change the jackpot formula. Right now the formula is +?jackpot - For a quick fix, why not have the ?jackpot increase faster? This will also allow longer games to actually be worth more than quicker games, but not to the extreme that people will want to keep the game going forever. So this wont go against what Dr Brain wants in faster flag games. 1a) Change the jackpot rewards. Increase the loss money to more along the lines of 1/3 or 1/2 of the winners cash, also increase the experience amount. 10 exp max is pretty small. 2) Fields and or Bricks These things are a problem. It makes people rage, and not want to play. A few nights ago, we had a steady 5v5 and peaking at 7v7 for an hour or so straight, mainly because several of the players moderated their teams and had them do a few things to keep the flag game going. One of them being, no fields or bricks. Fields and bricks are fine if it's a larger game, but excessive and just stupid if they're relatively small games like 5v5 to 8v8 range. 3) Clearing Teams Another thing we moderated ourselves was that the players made it so they didnt clear teams until they reached about the half way mark of the base. After that, all bets were off and you were able to clear the opposing team. 4) No one starting No one is actually starting up games when there are plenty of priv freqs centering. People need to start taking the initiative or the zone needs to give some kind of incentive for players to start flagging. Staff alone cant solve this problem, but it doesnt help that if they see many players centering, they dont even bother trying to start a game by boosting the jackpot. There need to be some players as well who are trusted and have the right sense to know how to "moderate" flag games so that players dont get abusive about their fields/bricks or tactics. The first two points points are something the staff can do, while the last two points are something the players need to do or have staff assign extremely limited powers to certain players so that they can moderate flag games and just start them. 5) Hopping There needs to be an anti hopping module or mechanism. This way it makes people want to play because they dont have the option to hop. The best option is probably to log IPs and have the IPs themselves locked into the team for the entire game in question. If you dont have the option to leave, players will be more likely to continue playing on their team. Especially if the losing team will receive more money/exp where point 1 comes into play.
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With the repel scenario you have there. It might work in that situation, but practically speaking you have to think about all situations where repels are used. If you have a super push, you will have fewer rushers actually. Imagine you're rushing, and you get repeled back, which happens often, not only do you get pushed back, you're forced to also use a repel, otherwise the enemy rusher that is also rushing who rushed you makes huge advances. All this does is make it a game of who has the most reps, even more so than it is now. Blines arent a real issue. One or two bricks with some decently knowledgeable rushers and you'll be fine. Then you have thors, or whatever. People just dont think, and these bases have blines that are actually very easily countered. For base 8 - Use antiwarp if you want to block people from attaching back after they just bought some bricks or fields. For privs, I'd like to have them increased to five, and at the same time be allowed to flag. A team of five cant hold back a team of 10, even if they're being flanked. Also, if games were closer to 5v8v8 or what not, I'd hope that the pub teams can work together, rather than flank each other. At the same time, the ?flag would have to be restructured to the point of if there is a priv of 5, players can form one ?flag freq of 5 so that they can combine together. If it's 5v3v3. That'd be kinda stupid, but then again they could make their own priv as well. Allowing five would allow for some turreting.
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Anything in excess is bad. One trip thor ship isnt horrible, but when 3-4 players do it together or in succession, yeah it can be bad. In regard to just one singular lancaster with AD rushing, it's not nearly as bad. And how often do 3-4 lancs ever do a successful chain like that? Not too often, and lately there hasnt been that many lancs to even worry about. In any game with that many lancs it usually is around 15v15 range.
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I would argue about your ship rusher variances. Lancaster: Biggest advantage is summoner, but it's biggest drawback is that they dont tend to be as maneuverable, also they get hit ... A lot. Even if they have a lot of energy, if they constantly get hit, they're not going to do much. I would also say that summon isnt as valuable of an asset as you make it out to be when it comes to rushing. I'm not saying it's not an asset, but to make it sound like some all amazing factor isnt true neither. Mediums: Back in the day, terrier had all the stats to be superior to weasel in every way except bombspeed. Even then, some would say terrier bombs are more useful, merely because of the amount of damage they do in comparison to weasel. I would say right now, there are probably more terrier rushers than wzl rushers even though the weasel stats tend to say that terriers shouldnt be used over weasel. The reason? Weasels are more the EMP/thor ship over the rusher. Also because most tend to use WBs as their rush ship. Terrier has their role as the ultimate "jack of all trades" ship. It's perfectly fine as is, it can gun like a spider, rush like a weasel, bomb similar to a levi, and at the same time can move like a small in base while having wide double barrel guns. Smalls: If anything, they're overpowered. Just because they dont have the energy to tank doesnt mean anything. They're more maneuverable and can recover from enemy repels faster. If anything, they should be nerfed for basing purposes. Large ships having some form of summon wouldnt be a horrible idea, but even now it's kind of a pain. There are some who will just stall game more than anything. Only thing I would change is the 0 energy when you attach, I'd rather have it where you have like 1/3 of your energy from a normal F7 attach, samething for a lanc without summon.
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a newer guy called kevinz too
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You were saying that there's no way to drop reduce rotation in Hyperspace. I listed two items that could, and omni listed another that could lower rotation.
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H2 Ramscoop and Resonance Sphere both decrease rotation and are reactors.
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No prox actually makes it op. It's essentially a faster cluster bomb, but at half the cost.
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Wolf, the radius is increased of the damage, not the bomb damage itself. And the way I was using photon in base, is a similar way you will need to play if you plan on getting Mole Shield. Look at how Serpent is playing, he plays extremely defensively, not caring about his teammates getting in his space mines.
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Bomb splash isnt annoying if all you're doing is staying back. Your recharge and energy arent touched, so you can setup your ship for either high energy, high recharge or balanced. Either way, you'll be fine as long as you're not being stupid.
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Last I checked, bomb damage on nano stayed the same. Only difference is that bombs have a larger area of effect because of the splash radius. Even then, the max it can do is 770. Also, your energy/recharge is staying the same. The only thing that's different is you cant get out of the way as easily. If your main complaint is about thors, you arent understanding what bullets are actually going to do and how that's going to change the game style while you have nano on.
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If you cant think of ways to get more kills than deaths, that's your loss
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When it comes to armors, I'd have to agree with that sentiment. No one would bother using any other armors except that one, since all the others have some kind of adverse affect, except ablative/reinforcement. Out of all the items that you suggested, I'd say only a handful would be semi viable in the zone. Rotation Redirection, Swiss Army Gun, Turret Overdrive, Base Defense, Taxation, Hurricane, Venting Coils, Partial Protection, Partial Resistance. The ideas are fine, just the numbers arent so good. Having an all around armor like Restructuring would be fine, as long as you gave it some kind of negative. ie: Increased cost for AB, lower recharge/energy, less rotation.. Something anything?
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You've never bothered trying to go up against the icefire build have you? Right now it's pretty powerful if your main tactic is hit and run, imagine now that you have even better thrust to change direction so you cant catch them let alone catch up to them. The point is that they can run and hide while you cant really do much of anything except hope they stop running. With slipstream they'll be able to run extremely fast at top speeds and change directions better than they are now. Your bullets wont be able to catch up because they'll be out of the way already or in a completely different direction. Being able to aim at a "longer distance" is your solution to killing them? What if they're running nonstop, changing directions at will, your aim cant really compete against a ship that flies faster than you and can change direction well. Retro rockets will allow the ability to dodge well without using any afterburner. Even if it does use afterburner, it's ability to run away if it needs to is still strong, because it can reach its top speed extremely fast, then change directions extremely fast.
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Icefire is probably the most dangerous combo to have it with. Icefire already is a big enough problem as it is without an item like slipstream, then add to the fact that it can use afterburners without penalty to change speeds more effectively than what is possible right now. Offering the highest speeds possible and at the same time allowing to change speeds effectively. Carnot: | speed | +8 | | maxspeed | +0 | | thrust | +7 | | maxthrust | -1 | | rotation | +2 | Forgot to mention this one, but this sub is almost like a nuclear booster/hydra for small ships with good rotation, but at the same time allowing for better afterburners as well. A lot of those combos with subs alone compared to sig drives, the most devastating ones are Icefire/Slipstream, Retro/Slipstream and OT/Slipstream. Each in its own right can become overpowered compared to the sig drive it mimics/outdoes in a specific category. Icefire/Slip: Allows for the fastest ship ever in Hyperspace for this item set and at the same time allowing for strong thrust/afterburners to change speed/direction. Imagine this with a jav who will literally never stop running and does hit and run tactics. There's no way to catch up or chase this thing down, even with Baryon. Retro/Slip: Doesnt even need to have the use of afterburners and is the most effective Thrust ship, even more so than Flash and many already consider Flash to be overpowered as it is. If a player can just dodge nonstop against anything that flies against it, having bullets/bombs do only extra minor damage is a moot point. OT/Slipstream: This one out of the three is the least concern, but at the same time does serve to be a problem because this ship wont have much of a blind spot unless it inherently has a slow rotation. It'll be able to dodge in every which way and shoot in every which way quickly.
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------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | speed | +3 | | maxspeed | +2 | | thrust | +2 | | maxthrust | +2 | | rotation | +1 | +------------------+----------------+ Icefire: | speed | +10 | | maxspeed | +5 | | thrust | +1 | | maxthrust | +1 | | rotation | +5 | Much faster than what Omega is and even Baryon, yet still has a "decent" Thrust. If you then combine it with maxwell and fins... Reflection/H2 Ramscoop: | speed | +4 | | maxspeed | +1 | | thrust | +3 | | maxthrust | +1 | | rotation | +0 | Not super horrible. Ion: | speed | +7 | | maxspeed | +2 | | thrust | +5 | | maxthrust | +2 | | rotation | +4 | This would be almost exactly on par with Omega, with it only having greater speed, otherwise equal to or less than Omega. Retro Rockets: | speed | +4 | | maxspeed | +3 | | thrust | +8 | | maxthrust | +4 | | rotation | -1 | Might potentially be more potent than Flash Drive in terms of instant movement without using the afterburners. Has +1 Thrust over Flash. Overthruster: | speed | +2 | | maxspeed | +1 | | thrust | +6 | | maxthrust | +3 | | rotation | +8 | High thrust with amazing rotation, almost like retro with insane rotation? Nuclear Booster: | speed | +11 | | maxspeed | +2 | | thrust | +10 | | maxthrust | +1 | | rotation | -5 | Just makes Nuclear Booster a little bit faster, not a serious issue, because it doesnt have enough rotation to cause any serious issues compared to using System Optimizer, even with Inertial and Fins, it only has -2 rotation. For terr/wzl it might be interesting to try? As is might be interesting enough to try, but it still is probably overpowered.
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The thing is you can have Beta with this item... It's an armor. So you can combine whatever sublight with this... It's additive.
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The item itself isnt bad, the numbers just need to be tweaked. There was some talk about Slipstream coming back in some form in previous topics, between players that is. To balance this item out, I would think either increasing the negatives more or decreasing the benefits, there's also the possibility of a little bit of each, otherwise I do think it's a nice item. You could also have increased inactshrap damage, and other forms of damage. There's also the possibility of decreasing its offensive capabilities such as increasing fire delay or cost even. There are lots of possibilities to make it more balanced. Also, the big thing is that not only the speed/thrust being increased, but the maxspeed/maxthrust being increased as well.