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BZAP

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Everything posted by BZAP

  1. its like looking into the future
  2. BZAP

    Zone Down?

    god damn it
  3. BZAP

    Zone Down?

    god damn it monkey
  4. i attached the chatnut file to this post so you guys can access it until sshyperspace.net is back up
  5. Bump because this needs to be read by more people.
  6. I meant to suggest replacing ripper with a sig gun. Reason being that ripper itself is just as you describe.
  7. would be cool to see giga superbuffed and made lanc specific. it could replace what ripper achieves but also require input from the player. one small step away from turrets, one giant leap for mankind. and it's not like anyone uses giga anyways
  8. No need for awkward rules and ship restrictions. Run two events: - For "polite" play have javs only, no prox, no items, no mines. - For free play allow warbirds, prox, and mines. I don't agree with mixing the two because the amount of QQ resulting from use of prox and md is enormous. Such is the attitude of nearly every non-vet.
  9. BZAP

    Thors

    Put back the +15 delay per siege mount.
  10. shark = 1.5 tiles wb, jav = 2 tiles wzl, terr = 3 tiles levi, spid = 4 tiles lanc = 6 tiles 7-8 tiles works well for chokes 10-13 works well for wider halls
  11. Seconded. The warp points in B4 and the entirety of B1 are perfect examples of what not to do. Why: they are counterintuitive. The first warp in B4 too closely resembles an FR. B1 is awkward to navigate due to its false rooms. Features are good so long as they have a strategic function. I encourage placing your largest features (key bls, heavy chokes) at the beginning of the base since attackers tend to get cleared in these areas. IMO our last map with the retro bases contained some of the most creative bases this zone has seen. Look at the entrance of B1, the threeway turrret in B3, the bline that snakes through B5, and the passage through B7 which filters larges from meds from smalls. All inspiring yet functional bases. I've attached the file for reference.
  12. Here's my most recent. Rebalanced several blines with the help of CDB.
  13. Ask anyone. Centering against these things has become a drag. Tempest may look balanced on paper, but the amount of effort it takes to kill an AFK lanc is beyond ridiculous. We realize that Tempest has a minrange. Lancs aren't as weak as you think, though. The better players have Phaser + afterburn for fighting at close.
  14. Want to know the secret to good lancing? Be paranoid. It's really that simple. Stay behind your team, burn X, always face an exit, and don't fire at bad guys unless it's a leak. Think defensive driving except with spaceships. It ain't fun but you won't get a ticket and you certainly won't die.
  15. I like your old guide better. Do read Aileron's guide: http://www.subspace.co/topic/23813-how-to-base/ It's elegant and concise. Read it. The only major change since it was written is that now we have Evoker. Lancs are still preferable because they can summon other deps (other lancs and evokers) and are thus resistant to fatigue. That is, a team of evokers cannot restore other evokers once destroyed, while a team with a lanc remains at full force. This is important for defenders in a drawn-out game. General rule of thumb for guns is 1) no beam, 2) preferably better than trap, and 3) a double barrel ship.
  16. There are coders. Just no incentive to dev for a dying game. It's hardly fair to blame NL for pushing his own itemset. Any experienced player in his position would do the same. But I DO think there need to be others in an equal position, with their own unique vision of HS. Arnk, who designed the last itemset, had a strict motto of "NO redundancy". He'd probably be horrified by all the added gimmicks and complications since then. When we had Ceiu, he'd push for SvS-like settings. Whatever the case, feedback is key. Here's an event that I suggested multiple times over the past few years: http://www.subspace....world-vs-world/ You agreed that it wouldn't be much work, yet rejected it because "events kill population". An utterly irrelevant reason, for I was promoting more variety, not more events. Let's not forget the plans for the 2m flag match announced shortly before the reset (http://www.subspace....93-2m-squad-fg/). You dashed quite a few hopes by pushing reset, knowing full well that players were excited for a match. You also failed to get the basic hint - from just about everyone - that 2x prizes were a good thing (a massive walkout is stronger than words, don't you think?). Nor have you explained your reasons, besides the cop-out that "HS wasn't designed for it". We lost good players and placed new ones at a relative disadvantage. But it wasn't the rewards that hurt; it was the drop in zone activity. Read the above carefully. Then read what Lone Outlaw wrote: See the problem? You can disagree with the community, but remember that the community can also disagree with you. A good dev values feedback, but I'll say it straight: most of us feel that feedback is lost on you.
  17. (crickets)
  18. Ask anyone. Population has dropped and flag games less frequent.
  19. Bumping for visibility. HS needs a different event. Honestly, the ones presently hosted are among the most dull and uninspired I've seen in any zone. Deathmatch is simple to implent and takes advantage of this zone's greatest asset - customized ships.
  20. BZAP

    Parasite

    An idea I thought'd be worth mentioning. Have parasite progress in stages, for example parasite->capsule->shell. Parasite evolves into "capsule" at 500 kills and carries a different set of attributes to mix up the challenge (e.g. strip all item slots, alleviate negative modifiers, perhaps remove them altogether). Another 500 kills and the capsule becomes a shell. It'd help players keep count. And I think most would welcome a reduced grind.
  21. Incredible work, can't wait to see the end product
  22. is it this week, the next, or the one after?
  23. How about sealing off b8 and turning it into an events ground? That way, players keep their center ships and events become seamless with the pub. Use ?flag to divide teams. Since players are warped to center upon death, the 1 death rule becomes automatic, except for for players with AD.
  24. ??? I agree that events can be detrimental to pop if hosted at inopportune times. But I am not suggesting events be hosted often. Only more variation in terms of events. I feel this idea is one that HS might enjoy. Developing? This is as simple as it gets.
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