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Jazz

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Everything posted by Jazz

  1. The rate of fire of a shark IS kind of high ..... and as Capt mentioned, the weasels bomb and immediate bullets are just as overpowering. And while i think the idea Render proposed about making the max guns yellow-L2 (maybe for both ships) would actually be a great way to level the advantages given those ships, im not sure if those might be a bit too drastic. Those are both offence-minded ships too.
  2. I didnt see a thread for Warzone in here, so i added it This weekend in the Chaos zone Warzone event you'll only be able to use the original 4 ships ..... (warbird, levi, spider, javelin ... for you ppl who may not know which those are ) Hopefully the settings will also be the same as the original. (ex: Levi currently has a gazillion shrap when greened up .... as if L3 bombs werent bad enough without the advantage of excessive shrap ). Some of the newer ships really changed the game of warzone. You dont have the same open spaces you would in other games. You capture flags, and maybe safeguard them within a base, and then you defend/attack these enclosed bases. But nowadays, the terrier floods enclosed spaces with guns, the lancaster lobs bombs around corners, the weasel freezes you, and as mentioned even the levi is now supercharged. Specials like rockets and portals also changed the game alot The game was fine with its simplicity. Now that all the freqs are random 'publics' instead of privates, its pretty intense as it is ..... and you cant even count on a random pub to complicate things for the other 'pvts' Im never entirely sure if i can be around for a game, but im actually looking forward to this week Itd be awesome if we could use one of the old maps too The combs/castle map ?
  3. Yes the general advantage turrets have is greater now that the population is lower. It can be pretty silly to turret when there's only two other players in the arena. The issue you mention, of turrets sticking around as people leave and remaining as a 4-person stack against lowering pop with freq size=2 can be a pretty lame personal choice of the turretters. BUT, what is your suggestion? This has been kicked around many times (I'm just reporting what I've heard, I haven't been in Chaos a long time so I'm not the best source of info) and the different ideas to attend this problem come with issues of their own. - If you were to forcible split a 4 person freq when the freq size goes down to max, 1. Which one of those players gets changed? How would you elect which player? 2. How can we differentiate between a turret and a general freq? Some poor bastard has worked hard for 2000bty alone, gets joined by others, then freq size goes down and he gets changed off his freq, potentially having his bty reset or spawning on a stack of mines? 3. When do you do this? It would be bot driven, so they could be *about to die* when the bot suddenly respawns them safely on another freq. 4. How do you manage freqent freq size changes? The freq size might JUST go up, you join a freq, the freq size goes down again 2 minutes later (or less!) and you're thrown out? - Maybe if a player got *killed*, and their freq size was out of synch, that player might lose their spot on the freq? I remember asking this once and there was a reason why it wasn't as simple as it sounded. - If a player entered safe (or whole turret did, of course), then they might have their freqs changed. Back to the earlier one, who gets changed? Where do they spawn? etc etc Also, what if they were generally afk to go for a leak, then they come back and looks like they've been brickwarped out of safe. The concepts are there, but this would need a lot more work. Can you see how its just not that simple? This thread was just near the top, and eadily available Thats all Vulching, line-bombing, radar-bombing, lobbing are annoying, but not a problem. I think those are integral part of the game. And as you mentioned, even a pilot who normally gets in up-close-and-personal will lob a few bombs in as they rush toward an encounter. And removing those would be impossible anyway. Even mine-repping cant really be 'removed' As for turreting, i never said anything about removing ppl from a freq when the zone numbers change My suggestion would be to allow only a 2-person turret (pilot and 1 gunner) Noone would need to be removed from a freq. But no matter how many are on a frequency, allow only 1 person to attach at a time in Chaos zone pub. How often are there so many players in the zone to justify a larger turret ?
  4. I was asked to repost this part in the appropriate thread So i guess what im voting for is OPTION C ..... and i want some pasta too
  5. You forgot one really important option...no bonuses at all, which is my vote. lol i like this option ! I never really bother with bonuses ..... thats why we have GREENS. However, if the option is to change the way theyre used, i think they should ALL cost alot more, and only available in SAFE ZONES. NFS already pointed out the reasons why this would reduce annoyance Theyre just TOO easy to take advantage of right now. And hunters wont be as annoyed for not having them, if the prey theyre chasing is also unable to acquire them on a whim.....
  6. This game is FREE There may be better graphics multiplayer online games out there, and they may be easier to jump into. But even THEY require a learning curve .... and you still go through a period where there are more 'experienced newbs' who still kill you In addition, since its an old game, it doesnt require much to be able to play it If the environment is good, ppl MIGHT stay longer .... and then they MIGHT get hooked too
  7. Something to at least minimize the "LAME" tactics might be useful in keeping new players, and regulars With current spawn bty, 'neg killing' isnt as much of an issue. But now you have things such as ppl employing mine reps (sometimes from cloakers, and even from turrets such as Gadianthon), vulching and running away, purchasing bonus boosters/reps/etc , etc ......... Im not really a big fan of turrets to begin with. And its even worse now when the zone is so small. Sometimes when theres a temporary increase in numbers, you can end up with a 4-person turret, and then when ppl start leaving the freq size is adjusted, but the turret could still have 4 ppl on it till they leave. When i see that situation, i cant even be bothered to unspec. I like having the multiple flags in the zone too. It adds extra goals and a way to gain points. I also like those few times when the MULTIPLE flags gave you a level-up for guns ONLY . A single flag with level-up wouldnt be bad if it didnt end up on a turret. But multiple flags with level-up is a big red target that will be chased by groups of people (so it can still be handled), the flagger has the ability to hold them off with l4 guns, AND even a turret with l4 guns can still be gunned down by chasers with l4 guns . And a turret isnt going to last HOURS at a time even if they run around the periphery because where they once wouldve come CLOSE to dying but repel and rocket away, now they may not get away Too many times, we hear the reason why something isnt being changed is "its always been part of the game". Well, if noones playing anyway, then whats the point ? Maybe its time to think about a change that brings new balance
  8. We were discussing in the zone earlier that it might be a good idea to try variable spawn bounty. Based on USAGE info, regs could start with their current 50bty, and new players could begin with a full status ship and perhaps random amount of specials. As they put the time in to learn, then their spawn bty can go down till it eventually reaches the same 50bty as the regs. I realize some ppl will create new names just to get this benefit, but if the advantage decreases based on maybe amount of time, or kill:death ratio, etc then i dont think it would affect others too much. In addition, im pretty sure most regs with a newly spawned 50bty ship can either hold their own, or get away from OTHER regs even if they have 1000bty, so the DISadvantage to a regular doesnt seem to be too daunting. While at the same time, a new player isnt stuck facing a reg with a seriously underpowered ship (and not really knowing the difference )
  9. I agree with both of his points. I never thought ppl were sitting in Spec because they were afraid of taking someone on due to a lack of 'bty/green'. Greening isnt a major problem, and a 50bty ship can still take out one with 1000bty Also, i really like the idea of having full energy at least THATS the biggest pain in the ass http://forums.ssgn.net/public/style_emoticons/default/cray.gif And 1 starting rep would be cool too
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