
Unix
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Tempest Needs to be Nerfed - SilverBul!et Edition
Unix replied to silverbullet's topic in Hyperspace
Under some circumstances I would agree with that argument, specifically when PD was accessible to meds and above, or even when it comes to levi/spider and their turrets. However, let's keep in mind which ship is using the two biggest issue turrets, ripper and tempest. The only ship with access to them is lanc. I agree they are powerful killing machines, but realistically how will lancs gain exp? Many lancs dont even have any other specials to use to gain kills unlike old PD users, nor do they have the weapons range like levi or spider to kill the enemy through conventional means. The bigger issue is using them in center, not in base. If you can strip their benefits in center, but not in base, that would be ideal. -
I think shrinking or adding items in that buffer between sigs/reg items is what's needed. Right now you're just stuck in that limbo area once you're there.
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The difference is the intent. When people are rushing in at a base, they are trying to kill the enemy with their bursts and trying to push in as deep with their repels and stay alive with their repels.
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Then you'll just have people self killing, just dying on purpose, etc.
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No, it's note elitism nor is it looking down on those who are less fortunate. Players are complaining when they shouldnt be. It's one thing to have a valid complaint, but when the game has become more and more newbie friendly yet players are still complaining, there's something wrong with that. Do you know how common it is for players to restart a new name and get back their ships on a new name in about a weeks time or even less depending on how much they play. Obviously there's some kind of disconnect if there's one group complaining and another group who are able to do it so easily. If my earlier post was negative toward anything, it was a comment on the game play that the current items/settings nurture with center being just plain boring and completely imbalanced geared toward players that run and or play defensively. And I do not build without restrictions, if I did, I wouldnt have any money to spend. Any seasoned player who experiments will lose their money quickly and easily. I choose very wisely what to build because I dont want to waste my money. Players who change out sigs all the time waste even more money.
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Players who complain about starting out now are just plain stupid. Prior to starter kit, it was much harder and far more annoying, but still relatively easy to do if you know how to actually play. Starting out now is easy compared to before and realistically you dont really need to change out anything other than your weapons until you can get your sigs. Outside of seasoned players, knowing what to buy isnt realistic of new players, and that buffer between starter kit and useful items is actually vital for newer players to learn the mechanics of the zone. They also dont tend to have money for items, and if they did they would have spent all their money swapping around items experimenting, which even seasoned players do. Center has always been about runners and defensive players. Obviously players with better items can kill, but not be killed in center easier because of the way the zone is, they can and do just simply run away before they have a chance to die, running is just too easy in center. Basing is the great equalizer since those same runners simply cant run in a base, normally.
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I know it's set at specific number, but I meant to be able to customize it yourself so you dont see messages of your own choosing. Player A might want to set it at 50, but player B might want to set it at 100.
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Having the ability to turn off leech money or even set a ceiling so that it only gives out certain amounts would probably greatly help.
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I would imagine the best way to keep the 8 sectors, plus make it so flanking or running is an issue, but at the same time keep the basing style the same would be to have one large base winding through the 8 sectors, with turf flags sprawled throughout in a certain area. Similar to how DSB does it, but on a much larger scale. The warp gates would still be vital, as it could lead to outside bombing, fielding, thorring, etc. At the same time, this style of base has already been tested and has been successfully implemented (when sectors 4/5 was one large base). The key to this is that if you want to control the flags, you would need to send one or two players on defense to turn the flags, especially the ones deeper in the base. At the same time, since this is "turf" flags, if the attacking team can push in, they can also receive flag dings, depending on where they are in the base. Flanking will still be an issue, and if anything wont be as large of an issue, unless you're worried about losing control of the flags. If you're halfway through the base, you might start to lose flags due to a flanker.
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It's not based off of just that, that is merely an indicator, the exact way to tell if it's active or inactive shrapnel is the time of the bomb's explosion.
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If you look on a pure one sharp to one shrap damage, then yes you're correct, but that's a fraction of the story. The bomb damage should be considered since it is an incremental change depending on the bomb chosen. All bombs can do inactiveshrap or activeshrap, depending on how the bomb explodes. Inactiveshrap is basically the shrap that is hit after the impact of the bomb in the first 1/10 of a second or whatever that number is.
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Burst doesnt have a level to it, it's a constant damage value in the settings separate from bullets.
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It would be nice if we adopted similar modules on picking/kicking/choosing players like HZ does.
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The biggest problem with the turret situation is that the bomb damage is absolute, it doesnt change based on proximity splash etc. It does a constant number. Not only does Nova have the largest splash, but it's the highest level. If it could be based on splash damage, it would be more ideal. Another reason why Ripper > your two other turrets is that 600 < 1200 energy, Ripper has a better chance of surviving from a Nova or any bomb than a million turrets at 600. If you are not paying attention and lose base, it's your own fault. Lancing is about positioning, no way around it. With or without ripper.
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He was just stating the fact. It doesnt matter what we think, in the end it's up to who's running the zone.
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Money spent is definitely not a good indicator. There are a few players I can think of, both past and present who have bought a lot and been close to if not dead weight. If you can ?rate players, you can determine how the zone feels about the value of that player. You can see if they actually are useful or not in the eyes of others, which is what creates stacking actually. If you see a team that you value as dead weight or no chance of winning, you're going to wait and see to get on the other team. Being able to ?rate players will at least disperse the dead weight around and make sure that games are a bit more even normally. The more players that ?rate, the better the evener becomes. If you feel that staff are too lazy to approve of ratings, just allow players who you deem somewhat trustworthy to handle this responsibility. Of course you cannot rank yourself and you can see your own rating. This might actually get people to try to improve their rating if anything now that they see how bad or good people see them.
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Connection to database lost. Also the zone's been crashing a lot today. Might be Sandy related, who knows.
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As far as I know, the green disappearing and him not showing up immediately means that he has no AD. The green itself is a good timer to see if the player has AD or not since he will spawn basically right when the green vanishes. You can easily gobble up the green and fall back a bit and there should be plenty of nearby greens when your own team dies near you, which will generally be a lot safer. Complaining because you cant fallback and get the green after you know it's safe is kind of silly. Considering you are using Ripper turret, you actually want to be pretty close to that AD spot anyways. Also there's no guarantee he'll be spawning from AD near that green either. There are plenty of spots where it'll be safe to go after the green even if they have AD. As long as you know how to position yourself to minimize damage from bursts you'll be fine.
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Too many intangibles that cant be represented statistically.
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Not even the teams manually, just ?approve or ?disapprove. Could also grant access to specific players who are trustworthy enough for this, but not give them any other form of power.