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Everything posted by Caerbannog
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Ok so Season 32 is complete and you can read "all" about it in the other thread.. just over there. Season 33 will start on the 10th of February. Returning squads 4: FTNguyen Rebels Llamas StarFire Elite Not returning? thor - pretty much confirmed dead Assassins .. told me they wouldn't return, other rumors tell me they might. New squads 5: Requiem - Three, Candyman - Sika, ozn, smurftra? Alpha Reunion - OralIntruder, some alpha pilots (13) Nuke - Dre .... Shocktech - Amphitheater Unhallowed - Death Artist TOTAL: 9 ------------------- Now, here's the interesting part. Some of you were previously approached by a certain SS persona, asking about the state of the league and all. Most of the captains that were contacted were apparently for a Captains' Council. (most of them were happy with the way our dead league is ran btw) We're going to have it. Kind of. Maybe. 1. (Returning) Squads will appoint a person from their ranks to be a part of the council. (you can talk this over, but I'll take the nomination from any formiddable squad captain) 2. These people will be granted basic moderator rights on the bots, and will be assumed to somewhat adhere to the rules. 3. These people "council members", if you will, will somehow discuss and vote on league issues. 4. The first order of business to vote on would be; Do we want to run this council, it will have to have some basic rules. I'll handle some part of drafting those up. Do we want to allow members from new squads? (there's a possible loophole here to get 2 votes for yourself and just dissolve a squad later) If we do want this council; How long will the season be? What will the season format and play-offs format be? What will the roster lock rule and roster movement rules be? --- Once those are out of the way (the sooner the better), we can point at the ship settings and tell the council to "fix" it. Here are the very few rules for the council so far: 1. Council members have to vote by date X. Set on a case-by-case basis. Should they fail to do so, their vote is moot. Two misses and the member must be replaced. 2. Council members are mods on bots; thus they can now help with AFK caps and such ordinary issues. And fix certain issues on match days.** 3. Assuming an even number of votes, ties default to no change over whatever change the 2 members wanted. Why? Because no change is usually more acceptable. 4. You may not vote in any system to limit the free speech, even if most people are dicks, to prevent issues with banned players. 5. Ship settings are easy to fiddle with. "Game" settings that require bot interaction or rules still depend on Underlord. So I can't guarantee anything. 6. Ultimate overlord Caerbannog+ will provide the council with the current .cfg and .lvl files if necessary. I will also upload the final .cfg files if ship settings are changed. Besides that, I'll start bots and schedule games onto bots based on whatever the season format is. 7. If a council member changes squads, his or her status is revoked and the squad appoints a new member. 8. We need to find a way to control which issue is being discussed when, and how ofter you are allowed to bug the others with the same garbage. 9. The decisions might or might not be final, this is just a minor detail. ** might need actual arena mod for this too, which will be on a separate name. I don't expect this to be much different from the open conversation type we've had on settings for the past... eternity. And to make it perfectly clear: I won't be on the council other than watching over them and maybe trolling their conversations with my knowledge, but I won't vote. Unless whatever squad I'm on actually appoints me as their representative. HOWEVER. For this to work, we need to have the council members set pretty soonish (end of year). So they can decide on the stuff mentioned above by, say the first weekend of January. Longer off-seasons are bad for population. If it fails, I'll just start S33 that looks a lot like S32 did around mid-January.
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So Season 32 is over. Check the forum for S33 info. FTNguyen wins both the regular season (15-0, +122 K/D) and PRO League, 2-1 over Assassins. Llamas win AML 2-0 over StarFire Elite. PRO Final series scores: Assassins def FTNguyen 7-5 FTNguyen def Assassins 3-2 OT FTNguyen def Assassins 8-7 OT Game 1 was handled previously so... Game 2 Was a really slow, well played game. In the total of five deaths the total WR count was 0. Wasted Rockets 3. Assassins never used a sub. 9-Volt was 1-0 with 5 FR and the bot MVP. The actual deciding kill was mAImER on develop. The spec chat was totally lame. Mostly Doigs (definitely not Digs) debating something football related with Three. Game 3 worked out like most series that have gone 3 games with 2 slow games to start. The first kill took a while, but then things got out of hand fast. Game 2 saw the first kill at 19 minutes. Game 3 had it at 5:53 with KN wasting 2 repels. Assassins would go on to push this up to a 3-0 lead by 15:29 while FTNguyen concentrated on wasting more repels. By 23:47 both develop and The Village Bike had died twice at a 4-2 score for Assassins. This was shortly after Legacy subbed in with 2 lives. By 26:16 the score was 6-3 for Assassins with TVB, KN and Legacy all last life and Maimer with 3. FTNguyen then got 3 kills straight to even it at 6-6 and 27:34. Plenty of time left. The game slowed down, as they tend to, and the next kill was mAImER by Jake at 40:54 for a winning 7-6. However... Jake was 0 repels at this point. The other assassins spent their repels saving him, and at 44:22 9-Volt had used all of his repels and was killed out with the score now 7-7 for OT. FTNguyen didn't do anything too hazardous in the OT either and with all of Assassins at 0, pushed on. At 46:46 KN landed a close thor on Jake for the winning kill after Jake caught a few bombs and bullets to set it up nicely. 8-7 and season. The log first states that the game is over, Assassins win. Then there are dramatic looking HUGE!!!! and EPIC!!!! shouts at the 7-7 and 8-7 kills. Well played both teams, in general anyways For A1: The Village Bike, KinGNewbiE, hibachi, N00dlez -- 7th Saga, Legacy, mAImer --- Caerbannog, Danks, DarkDenizen, Rambo, realdeal
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Both series are over at 2-0. Congratulations to FTNguyen and Assassins for making the finals, again. 12/2 3:03 pm FTNguyen def Rebels 10-6 log 12/2 2:45 pm Assassins def Thor 12-4 log FTNguyen vs. Rebels started out slow, then picked up pace when Rebels were forced to go for kills. The first kill was only at 16:00. The first time FTNguyen was at a winning score was 4-2 at 38:52. That's when stuff started exploding. The game ultimately finished in a chaotic F3 fest. Thor vs. Assassins started off by 3 lagging out. Thus he started the game with an empty space craft. He died at 4:29. Apart from that I'm not sure what went wrong for Thor since I obviously didn't see the game. They seem to have kept exploding at a pace of once every two minutes to have the game 4-1 for Assassins by 13:02 and 2 deaths on 3. Maybe they could not slow the game down? You can just leave a reply here with any comments on the matter. Comments on the lagout before engaging were in the game log. Yes. It sucks that you can lose a life to that. If it is an alt-tab issue, then it's on you. There is a one minute timer before the bot starts the game from !start or !ready. You need to alt-tab back in during that period and get the lag out out of the way. I prefer my rules simple, so no one has to cry BIAS. If we return toys to people who haven't engaged, it soon becomes "people who didn't use toys", etc. But... there's something in the works to possibly deal with all this. I'll give you more details on that at a later date. As for the finals. 3pm: Llamas vs. StarFire Elite game 1 -R18 / 108402 4pm: Llamas vs. StarFire Elite game 2 -R19 / 108403 FTNguyen vs. Assassins game 1 - R18 / 108404 Two more games for PRO will be played next week (at 3 and 4). AML will have the remaining one game next week at whichever slot the squads want, if it is needed.
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Results from the first round of the BO3: 11/25 3:55 pm Assassins def Thor 11-7 log 11/25 2:57 pm FTNguyen def Rebels 7-5 log Rebels vs. FTNguyen was a rather slow paced game even before BARBARIAN got into his spider. I watched the whole thing but can't recall any failures or pretty kills really. So it was good subspacing. Assassins vs. Thor had 3 fly around in a leviathan. While he did get to over 100k damage dealt, I suppose most people expected him to .sc 6 earlier in the game (he only did it at 43:50 when Thor was already down 4v3 and 8-5. They got it to 8-7, which is as close as they got. The first 7 kills of the game were either by 9-volt or baldorin. Games 2 and 3 for the series will be at 3 and 4 pm slots on November 2nd. Llamas and SFE are playing 2 games (at least) a week from that. The first game of Pro finals will also be played on the 9th, on whichever timeslot the squads opt to start out with. 3pm: Assassins vs. Thor -- 108142 FTNguyen vs. Rebels -- 108143 4pm if necessary ... if not... 2v2?: Assassins vs. Thor -- no gameid yet, will only schedule if the game is played. FTNguyen vs. Rebels
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Added in schedule, ta-daaaa
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Some stats, as images. Harder to edit, easier on the eyes than copy pastes from notepad. Any and all statistic analysis is welcome. Not a whole lot of players have even 10+ games on them. That's as far as my analysis got. EDIT: 73 players played during the season. The 40 in the image are what I could fit on my screen.
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Round 15 Results: 11/18 3:48 pm Assassins def Rebels 12-6 log 11/18 2:37 pm Thor def Llamas 12-8 log 11/18 2:22 pm FTNguyen def StarFire Elite 12-2 log Assassins vs. Rebels was tied at 5-5 26 minutes in. Riverside died out at 8-6 and 29:49, and Rebels got no additional kills 4v3. Thor vs. Llamas was 7-6 for Llamas, then at 7-7 it was 4v3 for Thor. FTNguyen vs. StarFire Elite was full of exciting things such as mAImER exploding. Again. Final standings after 15 rounds 1 FTNguyen 15-0 122 2 Assassins 10-5 36 3 Thor 9-6 28 4 Rebels 7-8 -15 --- PRO / AML Split--- 5 Llamas 3-12 -52 6 StarFire Elite 1-14 -119 Congratulations to FTNguyen for winning regular season. The essentials Nguyens are #1, Rebels are #4. Nguyens have until this thursday to make their selection between Thor and Rebels, on who to face in the BO3 semis. The default is to Rebels. StarFire Elite and Llamas seem to have agreed to play a best of three finals for AML, but will skip next (two?) weekend(s) and play 2 games on the 9th? I'll also try to get player stats by squad saved from the DB before we move on to playoffs and posted on the forums at some point. EDIT: Nothing selected via forum messages or ?messages. So it's 3pm: FTNguyen vs. Rebels -- 108046 4pm: Assassins vs. Thor -- 108047 "The Semis for Pro will be BO3 series with one game on the 25th (or USA will whine, since they're stuffing their faces with turkey on the 22nd) and 2 on the 2nd of December." Obviously both squads play at both 3 and 4 pm on the 2nd. This weekend I'll set up the games to one per timeslot, we can change the slot itself to either 3 or 4 pm for either game. Let me know.
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The gameplay vids for this seem a bit meh!... also it's mouse aim, yikes.
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Round 14 Results: 11/11 3:45 pm Assassins def Thor 12-5 log 11/11 3:19 pm Llamas def StarFire Elite 12-2 log 11/11 2:40 pm FTNguyen def Rebels 12-2 log FTNguyen vs. Rebels was strange. Rebels pretty much helped us win it with their WR, odd sub choices and over all sloppy play. StarFire Elite bust out the strangest ship combo I've seen in while. They started wb, levi, terrier and a weasel. MfA changed to a javelin after two deaths and gold teeth changed his weasel to a warbird later on. Llamas still won it 12-2. This is also the AML final series duo, regardless of R15. Let me know how long a series you want to play. Assassins managed a much faster start to their game vs. Thor than in their previous games, and pulled a 5-0 lead by under 20 minutes. 8 minutes from that it's 8-4, then someone is out and it all ends rather fast. --- Rosters are now locked. --- Standings after R 14/15: 1 FTNguyen 14-0 112 0.473 2 Assassins 9-5 30 0.487 3 Thor 8-6 24 0.506 4 Rebels 7-7 -9 0.494 -- AML / PRO -- 5 Llamas 3-11 -48 0.523 6 StarFire Elite 1-13 -109 0.517 Last round of regular. It's straight to playoffs the week after that. The Semis for Pro will be BO3 series with one game on the 25th (or USA will whine, since they're stuffing their faces with turkey on the 22nd) and 2 on the 2nd of December. We should finish before Christmas with this rate, if nothing goes wrong with the bots and whatnot. AML Playoffs will run for whatever Llamas and SFE come up with, up to let's see... 4x2 time slots = 8 games which is enough to settle a best of 15. The #1 seed gets to pick their opponent from #3 and #4 again. Oh and a late congrats to Nguyens for securing this #1 seed in regular for the third time in a row or something. Schedule for Round 15 3pm: FTNGuyen vs. StaFire Elite -- 107840 Llamas vs. Thor -- 107841 4pm: Assassins vs. Rebels -- 107842 P.S. Even with a furious log conversation during Thor vs. Assassins, we could not find the "o" from the word pronounce when conjugated to pronunciation. If anyone knows what happens to it, let me know.
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Basically everything you suggested makes the game more defensive. People don't die for toys in league games unless their team has a massive lead and they have someone 0/0 LL and they want a repel for them. This is rare enough to not break pracs. And I don't think there's any need to buff the warbird, especially to 20 thrust which was a bit of a breaking point when sharks had that.. unless it was 21. And all the lanc will ever get are nerfs, the ship is broken. And there's no setting for bomb/bullet delay (it's bomb delay, iirc). EMPs just break the regular one. Level 1 bombs were never that popular. The way it deals damage in regards to lag is super random. You kinda have to assume you only just dealt 200 damage, even though it looked like 700. You only have to assume 350ish with level 2's to be on the safe side of things. You capitalized FUN, so I assume the ship settings were aiming for max levels of fun?
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Free, unanswered, it's all the same. Forcing mistakes is what it's all about. Some of the kills you got were just the random "duh" garbage, though. As in, the weasel to get the kills could be pretty much anyone in a weasel, not someone as comfortable in it as Three. But if you choose to get offended again, go for it P.S. When I comment on FTNguyen's games, the comments include secret data gathered from our squad chat. This time something like "my early death was dumb" etc.
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Round 13 Results: 11/4 3:56 pm FTNguyen def Thor 7-6 log 11/4 3:55 pm Assassins def Llamas 8-5 log 11/4 2:29 pm Rebels def StarFire Elite 12-5 log FTNguyen vs. Thor actually went to overtime. The match wasn't all the great. Thor kind of got a free 4 kill lead after some unfortunate repels etc. Three was 3-0 by 13:43 at 4-0 overall score and 4-0 by 19:27/1-5. And then he ran out of toys along with the rest of Thor. Swamp subbed in. FTNguyen slowly got a few kills down, getting Three twice by 41:54 and 4-6 score. The 6-6 TIE was forced at 44:17 and OT was over by 46:38 when Three and someone else went for one of us and were shot in the ass by the rest. Now, you'd think something like this (even if the game wasn't very good) would have the spec talking. No. They were discussing NBA or NFL. gold teeth> LOL MID GAME CHECKS HIS STATS Digs> why did they sub candy with a rep for swamp? Dre> Caer being useful (at kill) Digs> ever since 3 has been 0/0 he's played to not die rather than looking to kill Digs> swamp not playing too badly gold teeth> 3 choke (after his 2nd death) Score: 6-6 TIED -- [4v4] Candyman> insane Digs> man, Thor is going to blow this krellin> oh damn they tied it up Digs> 3 0 LL now After 7-6 EEC> EPIC COMEBACK That's pretty much it. Statwise mAImER won it on the bots with +10, and Nguyens wasted 5 repels while Thor wasted one. Nguyens forced 15 repels, Thor forced 12. Assassins seem to have emulated Thor. Starting out 4-0 with SF on 2 deaths, and having the game get as close as 5-6 with SF's sub Shikaa getting 4 kills before dying out at 5-7 at 43:26. I would love to kinda head/read how it all went down. The log isn't very informative, and Llamas' post-game chat didn't cover it. Again statistics... in 13 deaths, a total of 4 wasted repels and even more rare, 9 wasted rockets in total (much less than usual). arc finished 4-0 with 6 FR and won the bot rating race with +25. Ra didn't settle down, but instead subbed in and went 4-0 vs. SFE. Something Dutch finished the game with 7 FR, MfA with 5. Pseudo finished 1/0 4AS 6FR for Rebels. --- Rosters are now locked. --- Standings after R 13/15: 1 FTNguyen 13-0 102 0.47 2 Thor 8-5 31 0.499 3 Assassins 8-5 23 0.483 4 Rebels 7-6 1 0.468 -- PRO / AML Playoffs split -- 5 Llamas 2-11 -58 0.548 6 StarFire Elite 1-12 -99 0.533 Assassins and Thor finish their 3 game set. This will probably decide who makes #2 in league, but doesn't really benefit from it. #1 will choose their semi-finals opponent from #3 and #4, and #2 will just get what's left. Bragging rights, though. Schedule for Round 14 3pm: FTNGuyen vs. Rebels -- 107688 4pm: SFE vs. Llamas -- 107689 Assassins vs. Thor -- 107690
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One suggestion to slightly nerf the WB, reduce rockets to 2? From personal experience most rockets are currently used to chase rather than to run (or end up wasted, according to match stats). We could do this, if we want to nerf wb down a notch vs. the other ships.
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I am listening to what the community is saying. Most of them said the changes are bad. The message above includes the conclusions from myself and Mog, we tested the ships before they went "public". The other screenshot is from a prac, where develop was in a 2v1 situation and I was just keeping you busy so he could duel Street Fighter. We almost won In any case, unless you are in fact black, stop acting butthurt. Thanks. If you are, sorry about the comment, I could see why you might be upset. Now let me go find more quotes. Also bringing back RaDaR is in no way impossible with me in charge, unless you choose not to. And then there is the case of... could you even bring it back regardless? As for me not listening to my own staff? Okay. I suppose you have more facts than we have on the staff chats. EDIT, more of j00n's logical statements while just going apeshit with R in pub: j00n> i hope that guy dies in real life j00n> and since when cant i express my opinions in pub? j00n> i think you forget one thing j00n> you see that little ship when you press esc 7 j00n> the lanc j00n> i designed that ship Also you go on to suggest that Hallu is running the zone in an irrelevant era of SS, yet attempt to glorify 4v4 in your post above. You suggest harrasment is what ?ignore is there for, etc. Your actions have no logic. In any case, I'm sure all of this is related to the ship settings.
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I agree on the javelin, pretty much unkillable at that speed and can outrun most bombs. Although even the current jav is 3500 for free and a hefty 3750 if you sacrifice half of your recharge rate. Weasel's bullets were the same cost as blues at 80% the damage so 170 a pop. Decoys... stealth... portals... one might argue that these aren't worth much anyways. Rockets? Harsh and possibly game breaking, could be tested. The traditional argument for 3 rockets is that they are mostly used for offense, to wear down those reps.
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Round 12 Results: 10/28 3:53 pm FTNguyen def Assassins 12-4 log 10/28 3:00 pm Rebels def Llamas 9-6 log 10/28 2:23 pm Thor def StarFire Elite 12-1 log Assassins vs. FTNguyen was just so-so exciting. It had the crowd talking about basketball. Most of them probably missed KN's portal shenanigans on Jake, what a shame. Assassins wasted 10 repels, Nguyens wasted 2. Only 7th Saga finished with a >50% DmgE for Nguyens. Rebels vs. Llamas was rather tight, finishing 9-6 at full time. At 42:23 it was 6-5 in favor of Rebels, then Llamas tried to tie it and.. well, 1 for 3. Captor monstered up 6-2 while Eric Clapton got the other 3. Pension and Cycl0ne had the most everything for Llamas. Thor manhandled StarFire Elite 12-1 in 9:11. That's a few minutes short of Assassins' unoffial 7-ish minute record. Once again SFE just hasn't felt like using repels, wasting 10 total. Baldorin finished the game 6-0. Candyman and Three shamelessly subbed in for 0 and 1 seconds to get that sweet +1 eRating. --- Rosters are now locked. --- Standings after R 12/15: 1 FTNguyen 12-0 101 0.46 2 Thor 8-4 32 0.469 3 Assassins 7-5 20 0.5 4 Rebels 6-6 -6 0.491 5 Llamas 2-10 -55 0.544 6 StarFire Elite 1-11 -92 0.536 I think the game time difference for euros will be back to normal as USA will be going back an hour on the 4th. Some ship settings were tried after the last round. If you were there, comment on it. If you feel like we should just leave the ships alone, let me know. Personally I'd prefer seeing less multibullet use overall. I don't really mind birds vs. birds as the ship is "standard" without bombsee or other useless game altering tricks. Schedule for Round 13 3pm: StarFire Elite vs. Rebels -- 107547 4pm: FTNGuyen vs. Thor -- 107575 Llamas vs. Assassins -- 107576
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"You really think people still lag in 2012?" Yes. I do. For proof I just type ?lag. "This game could be run on a computer built in the year 2000. Cash isn’t an issue. People have issues giving money to those they don’t know. I’m sure you’re wishing for ALL the people on the east coast to be safe. Or perhaps just those with a certain tone to their skin. Fuck you racist." Money is an issue. The game can run on a pre-2000 rig. The server and bots might not be able to do this. Donations to pay the server bill are not very reliable or fun for the person receiving money from random sources when paypal or whatever catches up. I wouldn't recommend it. And yes, I do wish all of the east coast luck with the hurricane or hybrid storm or whatever it is now. It actually affects things outside spaceships as well. Good job being an ignorant prick Plus with all the material j00n provided for the harrasment cases against him, and the bans he had for it, I don't think your racism claims have much weight. Sorry. --------- Anyways related to the thread, "Pro Council" or Captains' council, like I said, would be nice. The captains just show no interest at all, or don't want to change anything. I won't run around wasting everyone's time trying to change something no one wants changed. This thread is still awaiting feedback from ANYONE, although the forums themselves are pretty well hidden. Here's one for you three, taken from the Chaos staff forum: Mr. B-Hole> j00n sits in here and says he wishes poeples children would die in real life....its just dispicable which j00n confesses to, R defends him, etc. They don't seem to have a problem with language, unless they want to act professionally butthurt.
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You had me at "I want". I want the ship settings that are deemed the "best" by the actual player base. Not you, baldorin and j00n. j00n said you're compiling a list of why I'm a bad league op. Was the above list all of that? Because 1) I still don't feel like this position of e-Power is something that grants me any special a) immunity and restritctions to what I can do as a player. People will or will not look up to me out of their free will, based on their own mind. I don't really care much either way. I do hope they can distinguish between me, and "league op" though. I've made fair calls all the way and I don't intend to stop. 2) Don't get all butthurt about people not jumping all over these settings. No change is easy, and these weren't the all-hail-three settings. Nothing in them weren't previously discussed. People were just unhappy with the settings all over the place before my "We all agree these don't help?" spam, which of course is a bit leading. But people need to be provoked, one way or the other. I just did it using the way _I_ feel about the settings, instead of making myself look like an ass with "These are the best settings ever, don't you think?" 3) And no, I am no leader. Nor am I trying to be. I just schedule games. 4) It would be helpful if people post their comments on the settings here. I know you're totally keen on running the show, but this flaky My-way-or-the-highway attitude and you starting/dissolving multiple squads doesn't really help your cause in my eye. If I have my say in it, I won't let the league ever be run by someone I think can flake out at any moment. I suggest you collect enough cash to make 9-Volt do it. He ran RZJPL before and only has beef with develop P.S. I wish the east coast all the best surviving Sandy or whatever.
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The settings were in, are back to "normal" now. Leave comments here. I mostly only saw negative comments, some people wouldn't mind weasels not having l3 but... yeah.
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Yeah I got you were after S6 Jav settings only, but even just those jav settings would lower its rotation, since everything was brought closer to the wb at some point. The idea of the ships being there to counter each other is probably incorrect. Or the original designers weren't very good at their job. The ships are all too close to the same, with only a simple "I prefer larger bomb prox to dual barrel guns" choice. Btw just to be clear, when you're trying to balance the weasel... where do you think the imbalance currently is? And if we lower its burst damage output, do we need to give it regular rotation or something else to not just be nerfed below every other ship, unless angled in 1v1 on an already weakened target.
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Whatever settings Baldorin just posted here are whack. Those are ... SVSish, except with the supershark and the lanc has already been made into a supership. 3750 jav speed is pretty intense, and I don't think there's a need to reduce every ship's rotation further. I could complile a settings file using something like 1. no multi wb - by setting cost to 1701, setting the angle to 0 and speed to mimic single bullets would break gun accuracy calculations (multi bullets are not factored in at all) 2. 3650 17thrust no afterburner jav 3. Level 2 annoying sound bullet weasel with approximately 85% bullet damage compard to level 3. 4. Other settings the same and then put it up somewhere after the round & send everyone there. It's all getting rather un-SVSy if we do this, though.
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Yeah, as I was trying to say. You get to set level 1 bullet damage, which in SVS was about 90, then a +120 per level up to about 350 max damage per level three bullet. The bullet levels themselves factored into the random range as well, 212 was derived from the average damage of a SVS level three I believe. Anyways we could set it to something like base 148 and then 32 per level making it 180 for level 2 and the usual 212 for level 3. The numbers will be hard to get right here too, the costs would probably have to be the same.. and then there's the whole level 2 multibullet business. Either way, it's adjustable. Yes, but like with the maps and settings previously, nothing forces people to play there. Compiling such a group is harder than it sounds. And as far as I can tell, Underlord never asked anyone if terrier, leviathan, lancaster, spider or shark needed "fixing". He just made some rather insane changes. When I toned them back down it was mostly from the overwhelming feedback from just about everyone. StarFire Elite's players were fans of the 20 thrust shark at the time, everyone else thought it sucked. X-radar cost vs. Free cloak was also discussed many times, as the game slowing spider was becoming a must have standard. Leviathans and Lancasters, which were changed less, have still not been abused as hard as they could still be. Thank you for this I've tried to get a captains' council going a few times, no one ever really seems to care. The experts would have to be distributed over several squads, and if they change squads, should be replaced. Otherwise it'll just generally feel rotten. (I happen to know at least one person who finds it dubious for the league OP to be on the team that has won the league a few times... you people...) Well, yes. If all multibullets are weakened then the other abilities of the ships shine. Terrier's bullets mystically become a lot better, while the less agile levi and lanc can lob bombs without having to worry about a gazillion multis. But removing it from only the wb would naturally weaken WB in comparison (and possibly make people abuse lancasters). I probably don't have S6 settings anywhere, nor are they archived anywhere. But they might be close to the "SVS-98" chaos settings. I don't actually have specific seasons' settings saved and documented anywhere.
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Level whatever bullets.... The settings have a base damage for level 1, then one value for both increments. As of right now, I think it's set to 212 base for level 1 guns and +0 damage when you green to level 2, and another +0 for level 3. The damage of X level bullets will be the same for all ships. The fire rates and cost can be adjusted per ship. We could play around with this, but getting it right is/would be super duper hard, pracs and off-season are horrible for ship setting testing, since they flow nothing like a real game. The end result is that either a season might be "ruined" like the seasons with super spray and pray terriers and 20 thrust sharks making the games stupid. The other thing I've at least paid attention to when not implementing suggestions that look good is the "SVS" tradition we carry... we could make the shipset a whole lot more interesting, it's not hard, but the SVS part would take a hit. As for Javelin speeds it always comes down to: Set it at slightly more than wb -> you still can't catch people if they ever use their superior thrust around a corner. Set it a lot higher -> You will never catch a running javelin. In theory the afterburner helps combat this, but in the real spaceworld, no one (except for rage and 9-volt?) really used it in a game more than once. But sure, we can play around with it. Removing multibullet from a specific ship can be done by just cheating the settings. If you set the cost of firing multi higher than the max energy on a ship, it just won't fire. This is an issue if you accidentally toggle it, though. I think it might also have been possible to just make multibullet perfectly mimic single bullets, so you'd only fire singles whether it's toggled or not (trench wars does this on their wb iirc). Oh, and when I polled this, I personally wanted to see it gone from weasel as well (and give it rotation, iirc) because a multi+emp insant combo is pretty insane damage. There are of course the less drastic, more universal, alternatives of 1) Make multi-bullets cost even more than I previously did "Multi bullet cost: 105 for everything but Terrier. 90 for Terrier." 90 used to be the standard for all ships. 2) Increase multi-bullet fire delay, so they cannot be as easily laid down in a 3000 damage carpet within a few seconds. People please, post your suggestions here. We might want to/have to try all the changes at once, not one change a weekend or whatever for off-season.
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Round 11 Results: 10/21 4:01 pm Thor def Rebels 12-4 log 10/21 3:05 pm FTNguyen def Llamas 11-6 log 10/21 2:40 pm Assassins def StarFire Elite 12-5 log Thor managed to slow another game to a crawl vs. Rebels. First kill at 17 for Thor, then the game kept rolling their way from there with help from Psycho, using three lives in 10 minutes. Llamas brought shame upon the Nguyens name by not dying 12 times. The game itself was all sorts of strange. It was up to 4-0 for FTNguyen, then went all the way to 6-6 before someone died out. TVB played the full "45" minutes, and racked up 11 FR. Cycl0ne for 10 FR on Llamas' side. Assassins couldn't get a third 12-1 vs. SFE, but rather 12-5'd it. Saiyan forced 8 repels on top of his 3-0 stats, earning the bot MVP at +18. --- Rosters are now locked. --- Standings after R 11/15: 1 FTNguyen 11-0 93 0.453 2 Assassins 7-4 28 0.469 3 Thor 7-4 21 0.49 4 Rebels 5-6 -9 0.51 5 Llamas 2-9 -52 0.547 6 StarFire Elite 1-10 -81 0.531 These times are in EST. Europe goes back an hour this weekend, USA follows Nov 4th. So for europeans, you need to show up an hour early. Schedule for Round 12 3pm: StarFire Elite vs. Thor -- 107378 Llamas vs. Rebels -- 107379 4pm: FTNGuyen vs. Assassins -- 106380
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Initial toys is minimum, maximum is maximum. If max thor count is 2, you might get a thor among the 600 greens you are given to guarantee you get multi-bullets, bouncing bullets and prox. Ship stats as in speed, rotation, etc. I also see a positive thing in item levels though. Like you said, if you never used a rocket, you cannot be rewarded with a fourth one so you can run away more. Removing multi from WB... I believe we discussed and/or polled it before I raised the multi bullet cost. I'd be all for no multi on WBs since it just slows the game down. Javelin has never had a "fair setting" speed, it's always been too fast or too slow. We could try adjusting it, then rolling it back mid-season if league becomes a running zone mockery. Weasel change, sadly, cannot be done. The EMP property adds the zero delay IIRC. Self-Emp is also unavailable. There are things that could be done to make weasel less "lame", most of which still include messing with one of the following: bomb level, gun level, emp damage percent, inactive vs. active shrap damage, seeing as how weasel spawns none. We can use this thread to discuss changes. I know Arctos had a bunch of ideas in the past, lost somewhere on the old forums. Some were impossible, the others are something we could toy around with if we have a decent off-season at least. Also if anyone knows of a zone with the changes I said are impossible, let me know