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Unix
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Alright, so this is how the HSDT will be ran from start to finish. -Registration Squad captains register for HSDT emailing their rosters to hyperspaceevents@gmail.com -Seeding Four days before match, each squad will send out ONE representative to send out in a 5 death limit free for all. Players who are eliminated first will receive the lowest seed and the player who survives will receive the top seed. Ties at the end will result in a sudden death bout. All ships must be within ship restrictions, if a player's ship is not, they will automatically receive one death. -Player Choosing Two days prior to the HSDT Squad Roster Topic squad captains choose their players and which ships they will be in. Cannot be the player that represented them in the seeding free for all match. -Player Ships Two days prior to the HSDT players will email their ship configuration to determine if their ship is within guidelines. -Day of Compe!@#$%^&*ion There will be two duels ran at the same time. Depending on the number of players, the HSDT can potentially extend into either the next day or the next weekend depending on outcomes and pace of matches. -End of Compe!@#$%^&*ion Players will be rewarded their prizes accordingly by staff in a timely manner. This may take 7-14 business days (Joke) Subject to change v1.0 / 4-27-08
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give it to another ship in their inventory Thought that implied, my bad :<
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Restrictions: -Eight per squad -If you have more than eight on your squad, you must create a second squad with the prefix "2" at the end -Minimum of five per squad Procedure: -Squad captains email rosters to - hyperspaceevents@gmail.com -Squad captains must write in the email who is allowed to make changes Changes: -Changes will be done in the form of posts on this topic -Staff will make changes in the topic that holds all squad names/rosters accordingly -If there are any questions, changes will be held in limbo until finalized Duelers: -Squad captains will make a topic in regards to who will represent them -Squad captains must choose a different dueler for both tournaments and the FFA -Squad captains do not have to post until two days prior to the tournament date -Duelers MUST email their ship items to hyperspaceevents@gmail.com to guarantee that all ship restrictions are followed for their tournament -Only ships 1.2.8 allowed in either HSDT Restricted Item List: -2M Alien Tech Items -String of Pearls -Signatures (If in non-sig HSDT) -All Mounts -All Specials (Specials include cloak/stealth/xradar/antiwarp/fields/etc) -Energy Scanner Registration Lock: May 15th, 2008 Roster Lock: May 17th, 2008 ---------------------------------------------------------------------------------------------------------------------- D_Claw Captains -Sharpflame Members -Acer101 -Dhenizhen -Protocol_ -Sharpflame -Stibbymicto TimeStrain 1 Captains -Lera -linger Members -A A T S E -Astyanax -Eclipse144 - Non-Sig DT -Lera - FFA (If linger is unable to show) -linger - FFA -Rivel - Sig DT TimeStrain 2 Captains -Lera -linger Members -enigma- -KEY_HOLDER -Lie - FFA -nolan123 - Sig DT -op2rules - Non-Sig DT -Tel`aran`rhiod TimeStrain 3 Captains -Lera -linger Members -f3ar-evil - FFA -Kelaiah -omni - Sig DT -Operation -Podilarius -Remark -Wallbomb - Non-Sig DT WhiteWolfs Captains -Klammy -Rise of Nations Members -AiG -Dallas -Klammy - Signature DT -Lucky1 -lvlelvlo - FFA -Rise of Nations -spidernl - Non-Sig DT
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Sharks also rep causing the two forces to be pushed back Sharks can move up closer and rep again, but you also rep back, but you start back further than in the beginning Not everyone on your team has that many reps Shark advances/moves enemy Shark has AD Repeats the above steps or uses a coffin/brick Common fact, sharks can recover from enemy reps better than any other ship.
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Side note about the prizes, shark still cannot receive signature and if your ship already has a s!@#$%^&*, it cannot and will not get another s!@#$%^&* on top of it.
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Who are you? Any relation to spidernl?
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If you honestly dont think I have any skill, well I guess they're your opinion.. I've seen people with similar skill as myself and seen them upgrade their rushing ability vastly with the ship alone. I dont need to prove that shark rushing can be done, we've seen anyone who goes into a shark and equips it to rush and they're easily able to improve their rushing by a large margin. I havent seen you be able to stop sharks. I have found a way, just take care of the enemy lanc, problem solved. ------------------------------------------------------------------------ Comparison between a shark and a warbird. WB is obviously more maneuverable, but not by a whole lot. The shark compensates all of its slight inferiorities to warbird in maneuverability by having a smaller profile, higher energy and MUCH larger recharge stat. Comparison between a shark and a jav. The only thing Jav outperforms shark in is speed and thrust. Thrust there's not a huge difference, and the speed factor isnt "that" important. A shark is better with energy, recharge, rotation, and just incase you didnt know, shark minimum recharge is greater than jav max recharge. Comparison between shark and terr/weasel. The ONLY thing, and I mean the ONLY thing is energy. True enough energy is important in a base, but that massive recharge that shark has makes up for that energy, especially when the shark can dodge because of it's superior maneuverability plus it's smaller profile.
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Update Prizes will be determined on the turnout of the two individual tournaments. If however they are a good turnout, the prizes will be as follows. Signature HSDT Prize -20k for winning duelist -10k for each player on squad roster -Free s!@#$%^&* on the ship of their choice for winning duelist Non-Signature HSDT Prize -20k for winning duelist -10k for each player on squad roster -Free signature on the ship of their choice for winning duelist Note: 2M signatures are not apart of your choice The prizes can potentially change, but as of now, this is what they're set at and remember, this is only if we have a good turnout, and a good turnout will be determined by myself and several staffers not to be named
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I'm a veteran newbie.
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Just because you have exp/money doesnt mean you're not a newb. One shark can push an entire team and do it extremely well. You only need a very little amount of skill or luck to p!@#$%^&* by with a shark. The defending team using sharks = kills lanc, only one or two players are like that in a shark, not only that, defenders tend to not kill lanc because the attackers will give up. Yeah, they are supposed to "try" and get passed, but they're not supposed to succeed and do it that easily. Point defense is a waste of a sig, and is poor against sharks since sharks can just move out of the way or just rep. ---------------------------------------------- Earlier today there was some basing going on. Two teams, one was vastly overpowering the team because of ships alone. The one team had a good mix of everything except a shark. The other team had WB/Jav. Two three sharks went on their team, they were able to take over base in about 15 mins when before they could barely get into base. It's more than just "skill" or "luck", these players had overpowered ships which allowed them to easily byp!@#$%^&* the defenders, which were NOT newbs, and they were taking flags two at a time until all flags were lost and they took over base. Afterwards, the defenders who lost the base attacked and in one clean swoop took over the base. It's not about skill or anything when it comes to shark, it's about the ship being too much to handle in a base.
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Maybe that's just your opinion since you don't know how to stop all the newb sharks. Technically ANY ship can push with a newb at the handles. No, sharks without cloak are better. Plus, cloaking is cowardly. Note the word 'strategically'. Shark speed = Even though repped, they can still go back even faster and rep you backwards some more. Other ships cant recover their speed as well, not only that, but their profile allows them to do things larger rushing ships cant. A newb can handle a shark a lot better than a terr or wzl. Sharks use cloak all the time, just because it's cowardly doesnt mean anything, take a look at how people use their warbird in center sometimes. Doesnt matter, I mean realistically, how can you place them without being tk'd by them? Just for an example... You place them wide apart and the lanc is for in the back, sure the lanc will live, but you know what, when your team backs up, and the mines are detonated via rep or because enemy rushes passed, you will also die. Rep = You also get pushed with the mine, the mine hits the wall, you're nearby, you are weakend Enemy rushes by, hits a mine, you're nearby, you get weakened, and let's not forget, the key to a good rush isnt just to get by and kill lanc, but to cause the enemy defense to weaken so the rest of your team can move up. Relos, I think it's more than just recharge, it's just the combination of recharge/antideath/maneuverability/size
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brain, the point is, not everyone is at equal places on the money scale. There is a reason why you now have 3-4 weeks to build up your ship/money. There is a reason why there is a non-signature HSDT version as well. If you cannot make a non-signature dueling ship in 3-4 weeks...well umm...
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Anyone who's based against sharks knows this. 1) Sharks are powerful rushers, a newb can rush with them and still be able to push 2) Sharks with cloak are even better Placing mines strategically wont matter, they're still a TK threat because of splash damage, the benefits they can give are completely outweighed by the potential cons. As for cloak/stealth decreasing stats, one recharge/energy doesnt make a huge difference, and that "max" decrease doesnt matter from the normal movement, only when you use shift. Idk if Xradar takes more or less recharge away from a ship, either way though, the xradar drain is worse than the shark cloak/stealth drain. To simply put it, the xradar user is in a marathon, the shark user is in a sprint.
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Xradar causes you to lose a lot of recharge. It hurts you more than anything. Mines cause TK, it's not like before where defense can setup and stay in the same position for a while, defenders always move back, meaning reps will occur to push us and the friendly mines causing a TK. And I dont think a few mines are going to stop a shark with reps either. Let's not also forget that mines take time to setup, and by the time you're done setting up, not only are the sharks most likely to kill you since you're weakened, but also you're probably being pushed back now.
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This is Hyperspace, this zone is built on the fact you can build your ship to not only the way you like, but also to counter other ships. There is no such thing as a ship that is invincible, each ship has their own respective weakness. Not to mention, there will be a Non-Signature HSDT that will be ran at the same time. And you will have 3-4 to build your ship.
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Thanks for reminding me Squads must be made of at least 8 people. I'll be starting a registration topic in about a week. Larger squads can also split their squad up, such as Squad1 Squad2 with the same name, just different numbers. So being apart of a large compe!@#$%^&*ive squad will not be a negative, and at the same time we can keep the squads who participate to a respectable small enough number, since we dont want to have those two person squads
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Alright, as my first real act as the event coordinator of Hyperspace, Hyperspace will be conducting the first ever squad based Dueling Tournament. Just how exactly is this going to be squad based? -Each squad will send out two representatives in the duel tournament. (Note: The only way that your will go up against your teammate will be if both make it to the DT finals). This is unfair, this favors big ships!!! -Since is is going to be the first duel tournament in Hyperspace, we will only be doing small ships, so ships 1/2/8. Further down the line there might be an unrestricted ship type dueling tournament, but as it stands now, the first one will be 1/2/8 only. Still unfair, I dont have a sig on my ship!!! -Well the obvious option would be to get one, but to even accommodate people further, there will be a second dueling tournament that runs in unison with the other. There will be a Signature DT and a Non-Signature DT. What are the specifics? -The main thing will be... Pub ships will be used, a dueling box will be used, and there's not going to be any specials allowed when dueling. The biggest thing though will effect how the DT is done will be the fact that there will only be limited running allowed, the main reason being that running delays the DT. How much money are we going to get? -Unknown!!! When is this happening? I still have to make my dueling ship!!!! -Obviously it's unfair to expect squads to be made, people to have ships ready, so the HSDT will be done in approximately three to four weeks. There will be an official date for the start of the HSDT as the time draws near. Where can I practice? We dont have a duel arena with duel boxes!!! -A duel arena with simple boxes that will be similar to the HSDT boxes will be made available soon for players to practice in. ------------------------------------------------------------------------------------------------------------------------- Any other comments or questions, please feel free to ask in this topic,
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If it were that easy then there wouldnt be a problem. Shark = BEST recharge and respectable energy stats considering it's small profile. Guns are easily repped, also, cloaking sharks are a huge advantage since most dont carry xradar, and the selection of items is fine. Even with what it has available, it's still an overpowered rusher.
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Cyclone can be made for EMP ships only, which is what I was trying to get at, seeing as how EMP is what allows cyclone to be used now. Like I said, Idk what needs to be done about shark, but something does need to be done, for all we know it could be as simple as decreasing recharge, who knows.
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Well to be honest, a WB/Jav rushing isnt something I'm all that afraid of compared to a shark rushing. The recharge on those two ships make it so they're not "that" serious of a threat compared to the shark, and the shark also has more energy than either ship. Either way, those two ships arent much of a problem and never were when it came to being overpowering in a base. Shark is just simply overpowering and needs to be somehow nerfed so that way other ships can be used to rush. I have no problem with the shark getting by enemy lines every so often, but dont make it so any newb can get in it and byp!@#$%^&* the entire defending party and go straight for the lanc and flag room. As for EMP, give shark and wzl the use of cyclone, EMP doesnt do much of any damge anymore unless you get those items which specifically make damage larger. If you do that, I'm sure more people will be more than willing to use wzl and shark, but at the same time nerf the shark in one way or another so that it doesnt get so amazing. Idk what the exact problem is, maybe the shark is just too fast, too maneuverable? Could be a lot of things, or a mix of things, the end result is clear though. Even though the shark isnt allowed a sig, even though it still isnt allowed a capacity, not only is the shark able to play on par with the other rushing ships, it sets rushing on a new level.
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An average rusher? Wow, it's easily the best rusher in comparison to other ships. Just from some experiences alone, I've seen two shark rushers be able to push a team just the two alone all the way through the bases. These sharks are insanely overpowered, because not only are they able to compensate for the lack of energy via far greater maneuverability, but also the ability to literally rush passed the enemy cluster and do many things. Antideath just makes it even easier to do it. Shark rushing is without a doubt going to be this resets version of the old wzl. Before it was either wzl or you couldnt rush, with a few sharks, soon it'll be shark and maybe a few terrs can rush. I've spoken with other rushers who use terr, and they've all agreed, the shark just outclasses them too easily when it comes to rushing, and many of them are converting to rushing in a shark rather than a terr. Even I've considered it. Spider just isnt worth the investment because of it's lack of usefulness in a base. Especially when you have high speed sharks coming at you dodging everything that comes by, and the spider needs to be closer than a terr because the bullet speed is less, and the ship speed of the spider is also less. How do you expect the spider to be better than the terr if it has to get closer to the enemy, and if it's in danger it can move up. The levi is useful ship, I never said it was overused or underused, in fact I think it's one of the few ships that's used in the right amount. (Well now since there arent those super great blines). I'm not saying that all ships should be equally used, but what I am saying is that ships should be more balanced out, rather than the obvious disparity that the ships right now have. Whenever I see a wzl or spider used in a base, I am kinda shocked, other than myself I cant think of another successful wzl in a base, and I have yet to see a super successful spider. (I wouldnt of chosen wzl as my rushing ship, but some items were changed after I had the wzl, so I have to make due, which is the only reason why I'm not a terr or shark now).
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2) Unless the extra addon/mount/emitter changed the combos you can use for them are... -Extra Mount and Emitter OR just extra addon (extra addon takes up two capacity spots)
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Well... For one thing, Terr doesnt have the fastest bullet speed, WB does What I'm trying to get at is not to even out ship usage, I do agree that there will always be some ships used more than others, but let's not make it so obscene where everyone is pretty much in ships 5/8 (and 1/2) in a base with a few lanc's since they're absolutely needed. It's kinda sad to see 50% of the team in terrs, 40% of the team sharks and the remaining 10% to be in a lanc and other misc. ships. (This is not including 1/2) How many wzl's have you seen that are effective in a base? How many spiders have you seen effective in a base? Or even better, how many of ship 3/6 do you ever seen on a team being used?
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The most overused ships are... Terr and Shark (wb and jav dont count since they're starter ships) The most underused ships are.... Spider and Wzl It's more than just style, it's affinity to ease for the ship. There's a reason why people lean to those ships, the same reason why a rushing wzl was the most used basing ship before rest.
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So... Out of all the ships, I think there's a consensus to which ships are over used, under used and used just right. Anything we can do about that to make ships evened out more?