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Everything posted by omnomnom
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So you'd rather Hyperspace is a nice happy land where no one complains and everyone pretends they love each other, even if they feel otherwise? The base has its fun aspects, yes. But the base is long. EDIT: Its length is not so fun unless you like your stacked odds. Wouldn't people want a fair game?
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It is rigged. A Spider or Leviathan dep could probably win against a Lancaster with summon with a base of that size if they started from the very front. A Summon Lanc like this just seals the attacker's grave... best hope on attacking is to have some flags or the defenders are not at the front of the base their self.
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Here I'll try to give what I think of how to base. It is my entire current opinion on it and by entire I mean may not be so basic-ified as other guides I may have made. RUSHING This is basically repel burst spamming. You may see ways to do this less mindlessly. I would try to get a low-delay bomb, salvo is lowest with 80 delay (4/5 of a sec.). This does not affect repel speed but it does effect other things, including burst speed. The lancaster has some odds in its favor here. Positron Gun, the highest DPS gun, does 2316 DPS in 2 seconds, which is about a gun's range in Hyperspace. Shredder does 2844 damage at this full range. Having more than this in energy is very helpful in overpowering the opponent. There is also gunspeed to think about. A spider has 4010, so that means 8020 could be traveled. A gunner can have the gun range's, and every moment you spend in their range, as damage to you. Use repels and bursts to make up for the time you spend in their range. However unless the strongest guns are used even then you could still overrun their range just with energy in a lancaster, until you can get up and burst. But unless its entirely beam array spamming in defense you may want repels anyway. It is important to have lancaster rushers when opposing gunners cover the entire path with guns. Repel's speed is slow and you will probably make barely make any progress on that alone. Repels are much more effective as a support to your energy reservoir, in this case. However in situations where guns do not completely cover the entire path(s), much more common in flagging games with less people and wider bases, attempting to rush with smaller ships is a decent option. It may even be more effective , as you have chances to leak. It is when it is a 10 tile wide path flooded with 5 positron gun gunners that you may want to reconsider... GUNNING Whether gunning or not, this means not rushing. First off, it can be helpful to have someone besides lancaster do this, at least for antiwarp purposes. On defense, these are your people that stop leaks, and they can help protect the lancaster. Gunning is not exactly hard to achieve (fire guns at other freq=gunning), but one thing to note is be sure to stay alive. If you want to rush I would get in a different ship, however if you plan to gun try to stay alive and fire. Gunners can get easily overpowered by rushers. But they have their uses, and if you want antiwarp... BASING Other then making ships that are decently effective it is simple enough. (Lancaster with Summoner for full energy attaches, get flags, etc.) But one thing I would do: - Have a Lancaster be included in dropping flags when defending. A back-up Lancaster when you need to drop flags anyway may help.
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Ya, crying is possible. However there is no jackpot to milk, and the reward factors exp. There may not be as much motivation to stack a team. There is also no bounty bonus in base anymore. I agree. Flanking is in my opinion one of the worst things about privs in the past. Not only is it flanking, but you'd get to deal with more people then your team. Defenders practically get a free pass thanks to the attackers being flanked by another full sized team. EXP based reward system could be a good way to discourage stacking. If thought necessary it could even be modified to further discourage a stacked team in the reward. People may try to balance it theirself by hopping so the reward is good, which might be interesting to see? But flanking when the flanks don't come from the defender's numbers it just sucks. You are almost guaranteed to fail imo.
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Yes, according to how society thinks, what Unix did was clearly wrong. However, Unix's argument is that its not illegal, until the virtually all-purpose "lameness clause" came in. However, I would not just say society's opinion=the right opinion. I posted in here thinking that. Good and evil, right and wrong, don't exist without tie-ins to other desires. A basic desire is life (for obvious reasons), and that is a way we can derive these things from. If you were just a floating, immortal entity chatting with another being just like that, the values would be up in the air. The act of stealing would be no exception. This is my opinion at any rate, although I do not take it entirely as I may be wrong.
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Well, yea, I agree that having a tight base go too far would be a problem. Although I'm still thinking I like tighter bases, there could still a bit more room than the old ones that were a problem. ...If i add a "tiles wide" option I wouldn't pick the one which is the same width as lanc lol, or even 2-3 tiles higher i think. Hmm
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Aka stacked, and therefore a low reward as it should have been. Didn't I just say something about all flags...? Whatever... You can say its was stacked all you like, and I guess it was by the time all flags were picked up when its 1 VS 8 (thats stacked). But when its not 1 VS 8 for most the game...? Well we know why it was low regardless, ofc that not being a 8 vs 8 flaggame is stacked so bad that 3k is what you get, but the 1 VS 8 after the rq. Feh.
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Open Base: Walls more far apart, easier to leak, more split paths for ships (for smaller ships especially) Tighter Base: Walls closer together, leaks most likely after an AD, more likely to contain strong bomblines I personally like tighter bases. In tighter bases it ia easier for a lancaster to live , because one person defending flanks has an easier time of not getting leaked passed. There is also less room to move, so a spider firing guns can defend anything easier. It becomes obvious you need a rush ship to win with high energy and/or reps and bursts: you do anyway but in a tight base it is clearer than ever. And bomblines are a good challenge, too bad the team has someone whine if they can't get past it. Other would be a combination of the two, or maybe just something else, hense "other". All I know is that I have more fun in tighter bases... what do you think?
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The main point of the "lameness clause" is to illustrate the difference between legal/arbitration systems in meatspace and hyperspace. Doing something intentionally harmful and then saying "Well technically I didn't do anything wrong because the letter of the law doesn't specifically call out this behavior as forbidden" is not going to work. It's a warning that even if you think you find a loophole, don't be surprised if you end up dealing with the consequences. This is not a democracy, you can't "gotcha!" us. Now this is not to say that we power trip around swinging the ban hammer just because we feel like it. We attempt to use our best judgment in all of the situations across the spectrum of complexity we encounter. Again, its mostly for the people who have watched a few too many episodes of Law and Order and try to get cute. Save your time and ours, we don't have the same set of restrictions largely because the consequences of an overreaction on our part are negligible compared to real life. Also we run this town. So let me get this right, you think I think staff does not enforce things properly? Or do you just mean this as a general statement to all? I think most staff in HS is fine to at least an extent. I do not think you are all ban-hammer-crazy swingers.
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Unfortunately, my love for this thread reaches no limits and boundaries. I must post here again. Anyways, I see the situation like this: lots of stuff. But... according to the rules staff can do stuff for any reason they so desire. (Lameness? Hah! What CAN'T me called "lameness" some way or another is the real question!) I guess with HS's policy your stay will be dependent on the mods, especially in the top. But of course, not entirely. And of course, other places are like this too... Ah well. I must omnomnom some more. It is grand. Omnomnooom... yes. If only there was a omnomnom alien tech in HS... everyone in Hyperspace would surely, no undoubtably, be happier. Antideath would take a hike; only omnomnom would reign supreme. Yes... I can only imagine...
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hscore4... Probably something happened to server hoster's computer.
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Well, there's a difference between games and real life, I would presume. One may not consider a game the same as real life. If you know the difference and treat things differently if applicable, I do not see a reason for that itself to be a problem. I'm sure it is possible to treat real life and games differently. As for this thread... arguing has its uses, however when one or both aren't willing to change their stance for any reason I would call it not really arguing, but more like a whinefest. Is Unix and Spidernl willing to change their belief for a good enough reason...? If not this thread will get nowhere.
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I say we need more powerballs. More powerballs= more people can score = more powerballing! Makes sense eh?
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Well, this is their zone, so then feeling more than compelled to "degrant because we said so" is expectable. And I guess a mod doesnt have that, but as you can see... Honestly, the degrant was unnecessary. But this is not the only similar link in this chain concerning money where I could say something similar. In the end, I think people rate HS money too highly. As much as we love being rich in HS, surely, such virtual money is to not consider too strongly when you can be perfectly fine without it? Or maybe I'm wrong, and we have deep connections to our HS money of joy... ... :/
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Hmm.... We shall see. I'll do that... I'll also add in shifted damage... EDIT: What I call shifted damage is dps-energy loss from firing.
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nope. I did not make this guide for the sole purpose of spamming guns.
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That is also what I got. Yeah, you wouldn't. Though it would take 1040 seconds of constant firing to run out... and you would recover like 100+ seconds of firing by waiting 1 second...
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You want to find the energy use a shot takes and multiply it by the amount of times it can fire in a second. 100 delay = 1 second. Knowing how continuum works, it is: (100/gundelay)(bulletenergy*gunlevel) 1000= 10 seconds of dividing, which is how the recharge stat is listed in ?shipinfo, or you could just multiply the answer by 10, since 100= 1 second anyway. EDIT: The bulletenergy can be shown from ?shipstatus-v. Internally the stat is pre-multiplication. Modifications to this stat work on this internal stat. EDIT2: I consider Gigajoule to use bulletenergy as level 3, as it appears to you, and the gunlevel is hacked to 4 afterwards for everyone else.
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I quit my signup.
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GUN GUIDE by Relos This guide is something I made for reference when buying a gun. Also take note of recharge gain; it is like a armor as well, use ?shipinfo # for that (# being number of the ship) KEY: DPS= Damage per second REU= Recharge use per 10 seconds (like ?shipinfo stats) ADA= Damage per second against adamantine shell, the alien armor Shell included Lvl 1 = 128 Bomb = 755 Pea Shooter $300 EXP 0 Ships: 12345678 bounce 1 gunlevel 1 bulletdelay = 19 bulletenergy = 25 initialbounty -1 DPS: 674 REU: 1316 ADA: 411 Gamma Ray $4500 EXP 20 Ships: 12 bounce 1 gunlevel 2 bulletdelay = 23 bulletenergy = 20 initialbounty -1 DPS: 839 REU: 1739 ADA: 513 Pulse Laser $5000 EXP 50 Ships: 12345678 bounce 1 gunlevel 2 bulletdelay 22 bulletenergy = 22 initialbounty -1 DPS: 877 REU: 2000 ADA: 536 Disruptor $10000 EXP 500 Ships: 1 3 5 gunlevel 3 bulletdelay 23 bulletenergy 21 DPS: 1122 REU: 2739 ADA: 687 Gauss Cannon $11000 EXP 1000 Ships: 12345678 multifire 1 gunlevel 2 bulletdelay = 25 multidelay = 25 bulletenergy = 25 multienergy = 25 initialbounty -1 DPS: 772 REU: 2000 ADA: 472 Arcfire Array $12000 EXP 1500 Ships: 123456 multifire 1 gunlevel 3 bulletdelay = 36 multidelay = 36 bulletenergy = 23 multienergy = 23 initialbounty -1 DPS: 717 REU: 1917 ADA: 439 Shredder $15000 EXP 2000 Ships: 1 3 5 gunlevel 1 bulletdelay 9 bulletenergy 39 DPS: 1422 REU: 4333 ADA: 867 Beam Array $16000 EXP 2500 Ships: 12345678 bounce 1 multifire 1 gunlevel 1 bulletdelay = 25 multidelay = 25 bulletenergy = 24 multienergy = 24 initialbounty -2 DPS: 512 REU: 960 ADA: 312 Plasma Cannon $20000 EXP 3000 Ships: 1 3 5 bounce 1 multifire 1 gunlevel 3 bulletdelay = 32 multidelay = 32 bulletenergy = 25 multienergy = 25 initialbounty -2 DPS: 806 REU: 2344 ADA: 494 Phaser $22000 EXP 3500 Ships: 12345678 gunlevel 2 bulletdelay = 17 bulletenergy = 25 DPS: 1135 REU: 2941 ADA: 694 Shrap Booster $25000 EXP 4000 Ships: 2 4 6 bounce 1 gunlevel 3 bulletdelay = 45 bulletenergy = 38 initialbounty -1 bombenergy 35 bombdelay 15 shraplevel 1 DPS: 573 REU: 2533 ADA: 351 Sharppinger $55400 EXP 6540 Ships: 1234567 gunlevel 2 bulletdelay = 16 bulletenergy = 17 DPS: 1206 REU: 2125 ADA: 738 Mass Driver $56300 EXP 6630 Ships: 1 34567 multifire 1 gunlevel 1 bulletdelay = 11 multidelay = 11 bulletenergy = 28 multienergy = 28 initialbounty -1 DPS: 1164 REU: 2545 ADA: 709 Gigajoulerailgun $60900 EXP 7080 Ships: 3 5 7 gunlevel 4 bulletdelay = 23 bulletenergy = 27 DPS: 1404 REU: 3522 ADA: 860 Positron Gun $61800 EXP 7170 Ships: 1 34567 bounce 1 gunlevel 3 bulletdelay = 22 bulletenergy = 18 initialbounty -1 DPS: 1173 REU: 2455 ADA: 718 7.6 1866 Trap Laser $62700 EXP 7260 Ships: 1 34567 bounce 1 multifire 1 gunlevel 2 bulletdelay = 27 multidelay = 27 bulletenergy = 16 multienergy = 16 initialbounty -2 DPS: 715 REU: 1185 ADA: 437 Point Defense $66300 EXP 7620 Ships: 34567 pointdefense 1 pdweapon 1 pdlevel 3 pddelay 30 pdalt 1 pdrange 118000 bulletenergy = 128 bulletdelay = 600 DPS: 1077 REU: 0 ADA: 660
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Well, once the bot comes back up ima omnomnom it I guess this bot isnt trying to make money... that would appear to be unusual. I could always wonder the likeihood of bot money runaways, but otherwise I guess its ok. I would not deposit all your money in there though: just extra that you (of course) don't want to lose but if so would deal with it just fine. Thats the way userbots work in HS: you cant expect your money, but you can hope you do. EDIT: A loan system would be interesting in the future. Maybe they should have the money in the bot at least to the amount of the loan. But, the loan dont subtract your balance, so you get the same interest. Then as you pay off loans (with interest) the bot slowly allows you to offer more than your balance...
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Hopefully I didn't miss a thread about ragequits recently... Anyways reward could be higher for losing team if the team ragequits. Also just making the reward higher during imbalance might motivate people. Also, maybe people not on flagging teams should get loss money from flag game. So its 3 ideas. Any good?
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You explained this very well...
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Basic Ship Guide 1-8 Here is a basic guide to making each ship. I will list their current in-game ?shipinfo stats as well as how I would build it in center or base. +------------------+ | Warbird | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 875 | Init Recharge: 1000 | Init Speed: 3200 | Init Thrust: 21 | | Max Energy: 1525 | Max Recharge: 1530 | Max Speed: 5000 | Max Thrust: 42 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 197 | Bullet Speed: 3850 | | | | Max Rotation: 307 | Bomb Speed: 3740 | | | +----------------------+----------------------+----------------------+----------------------+ The Warbird is at the top at speed and thrust, has 2nd highest bullet speed, but lacks in the energy and recharge department. You would want your ship to derive its abilities from its higher stats, so perhaps in this case you would think of how you inflict damage with Speed and Thrust. CENTER I would get +maxspeed +maxthrust upgrades here. Dodging is important with this ship and you can use afterburners for that. Shredder and Sharppinger are similar in damage output after efficency but Shrappinger is not hampered by Exoskeleton. You could also get Flash Drive... I would get Sharppinger and Retro Rockets, for a stable good ability as a lvl 2 gun. Then get Maxwell, Maneuvering Fins, and Inertial Damper. For a reactor try to keep yourself from being 1 shotted from bombs, so get enough energy. Get an Extra Addon and Tunnel Runner if you get that far. The rest probably has less importance, so pick what you find useful. BASE Repels and Bursts. Get Combo Mount and 2 Defense Mounts for 4 Rep 3 Burst, when you can get an Extra Mount. +------------------+ | Javelin | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 980 | Init Recharge: 950 | Init Speed: 3025 | Init Thrust: 20 | | Max Energy: 1680 | Max Recharge: 1450 | Max Speed: 4725 | Max Thrust: 41 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 197 | Bullet Speed: 3420 | | | | Max Rotation: 307 | Bomb Speed: 4660 | | | +----------------------+----------------------+----------------------+----------------------+ Second best speed and thrust, 3rd best bomb speed, and low energy and recharge. CENTER I would focus on running, as Guns out DPS and thats not your specialty, but a high bomb speed. You can probably hit more than then a gunner from further away.Run, launch a strong bomb that hopefully hits, then run/dodge some more. +Maxspeed +Maxthrust like the Warbird. For a sig try Flash Drive, or get Cluster Bomb perhaps. BASE Repels+Bursts+Combo Mount. That or Photon Torpedo/Yamato Bomb the wall/in a bombline, but you might as well get a Leviathan with Nova Bomb for that. +------------------+ | Spider | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1850 | Init Recharge: 1150 | Init Speed: 2260 | Init Thrust: 5 | | Max Energy: 3050 | Max Recharge: 1760 | Max Speed: 3635 | Max Thrust: 25 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 110 | Bullet Speed: 4010 | | | | Max Rotation: 210 | Bomb Speed: 3600 | | | +----------------------+----------------------+----------------------+----------------------+ Top Gun Speed, 3rd highest energy, 5th in recharge, low stats in everything else. CENTER Grab some Rockets and Energy, pick up your Shredder, then get some kills. If you cloak then you can use that instead of Rockets. For a Sig I would say Solid Nutronium or Sharppinger. BASE Here utilize your Gun Speed with a strong gun, or Positron Gun. This will give you the best ability to stop small ships from getting past. However, I recommend rushing with your gun, as you have a decent energy for it. Since ships fly past other ships when they go over them it is very helpful to have a higher DPS on your weapon. And since you are around the top in energy, current settings can allow you to be at least somewhat effective without repels and bursts if the spider is made properly, so go with that for more money. Just don't expect to leak of course. +------------------+ | Leviathan | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 2150 | Init Recharge: 1050 | Init Speed: 2135 | Init Thrust: 4 | | Max Energy: 3400 | Max Recharge: 1610 | Max Speed: 3460 | Max Thrust: 24 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 110 | Bullet Speed: 3370 | | | | Max Rotation: 210 | Bomb Speed: 6100 | | | +----------------------+----------------------+----------------------+----------------------+ 2nd Highest Energy, 1st Highest Bombspeed, low everything else. CENTER You aren't going to move like the javelin, and you only have so many possible rockets. Since bombs don't have high DPS in center very often (splash), and it looks like the running tactic may be difficult *cough lowest Speed and thrust of all ships /cough*, its time to sit in a corner and fire tacnukes... no wait, never mind. Try pure tanking. At the least you can overrun lower energy ships this way if they don't move back, which where you can then fire your bombs. Get a multifire gun like Arcfire Array and a strong bomb per impact. For a Sig get Solid Nutronium (you are slow anyway) or Cluster Bomb. BASE Other than the Repel Burst tactics that you can apply to any ship, Bomblines is where many Nova Bombs and Splash like to work together. For other purposes you might as well use another ship. Get Nova Bomb for a sig if you aren't Repel Bursting. +------------------+ | Terrier | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1220 | Init Recharge: 1250 | Init Speed: 2665 | Init Thrust: 14 | | Max Energy: 2070 | Max Recharge: 1950 | Max Speed: 4125 | Max Thrust: 34 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 130 | Bullet Speed: 3800 | | | | Max Rotation: 240 | Bomb Speed: 4000 | | | +----------------------+----------------------+----------------------+----------------------+ 3rd Highest Recharge, 3rd Highest Bullet Speed, 4th in rotation and Bomb Speed, and 5th in the rest. All stats could probably use general help. CENTER You do not have a bomb speed that gives you much extra hits via running, so stick with guns for DPS. +Maxspeed and +Maxthrust, but be sure to upgrade you Energy and Recharge as well to be effective with that. For a Sig I would suggest Mezon Capacitor or Shrappinger, as you your highest stats are in that. BASE Your Energy is low, so get Repels, Bursts, and a Combo Mount. If antiwarp is needed any gunner can sit back with it and use their gun, there is no need for specialty. +------------------+ | Weasel | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1420 | Init Recharge: 1170 | Init Speed: 2820 | Init Thrust: 15 | | Max Energy: 2320 | Max Recharge: 1800 | Max Speed: 4350 | Max Thrust: 35 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 130 | Bullet Speed: 3550 | | | | Max Rotation: 240 | Bomb Speed: 5400 | | | +----------------------+----------------------+----------------------+----------------------+ 2nd in bomb speed, 4th in everything else. However, single barreled guns means probably not as good for the role of a gunner. CENTER Run with your EMP Bombs, then bring a multifire gun in to finish them off. Like how I said for the terrier, use +Maxspeed +Maxthrust upgrades with Energy and Recharge. EMP is not damage however, but reliant on how its EMP, so I suggest not sigging that. Instead, go for Mass Driver, or System Optimizer considering where your stats are. BASE Repel Burst or EMP on a Bombline. Get Nova Bomb for such a case, though make sure you have some Leviathans on that to take advantage of it. +------------------+ | Lancaster | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 2600 | Init Recharge: 1255 | Init Speed: 2500 | Init Thrust: 6 | | Max Energy: 3900 | Max Recharge: 2055 | Max Speed: 3925 | Max Thrust: 26 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 95 | Bullet Speed: 1800 | | | | Max Rotation: 195 | Bomb Speed: 2000 | | | +----------------------+----------------------+----------------------+----------------------+ 1st in Energy, 2nd in Recharge, low everything else. CENTER Try rockets or cloaking. Your guns are double barreled at the least, lol. For a Sig get Solid Nutronium or Sharppinger. BASE Either you're the lanc who lives or go the Repel Burst route (Gun Speed may make it difficult to be effective without repel burst in rushing, even with double barrels). For living try Point Defense or Radiating Coils as a sig. +------------------+ | Shark | +------------------+---+----------------------+----------------------+----------------------+ | Init Energy: 1000 | Init Recharge: 1300 | Init Speed: 3000 | Init Thrust: 19 | | Max Energy: 1750 | Max Recharge: 2150 | Max Speed: 4440 | Max Thrust: 39 | +----------------------+----------------------+----------------------+----------------------+ | Init Rotation: 208 | Bullet Speed: 3400 | | | | Max Rotation: 320 | Bomb Speed: 3990 | | | +----------------------+----------------------+----------------------+----------------------+ 1st in Recharge and Rotation, 3rd in other movement, 5th in Bombspeed, 6th in Bullet Speed and Energy. Guns are single barreled. CENTER You may not have much killing ability but Recharge and +Maxspeed +Maxthrust bonuses could work well together. Get a multifire gun, and your best shot is with this. Or you could cloak and EMP that way. BASE Use Repels and Burst tactics. Cloaking and field generator could be particularly useful with the speed and the small ship the Shark is. Then this is it. Hopefully my strategies wouldn't just make you suck more, right? Well it would at the least be something like what I'd do at the moment.