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cxc
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I think its dead, just like a horde of other zones i enjoyed over the years. The players will scurry into the last few remaining zones and boost their survival a bit more into the future.
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that can work too newReward = currentReward * (MIN(totalKills, 1000))/1000 so can only get full reward in flag game if there was 1000 kills in it.
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Here is an idea. Code to make lame winning harder. Basically i define any lame win as winning game with less than 1000 total kills. Not sure how to implement this. but my one thought is to have the code check kills 90 seconds after flags are dropped. If lame win is detected neut one of the flags and deposit it in center. percentage chance of lame win prevent = (1000 - total kills capped at 1000)/1000
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yes. all discussions ended with spidernl saying somthing like: the current evener is fine, i dont have time to do anything about it any way. It is kinda crazy rewarding based on a snap shot of who was there when the game ended. But it is sure easy to code. Think easiest fix is to increase ding money, while also reducing money given out at the end of the game. Could get fancy and base ding money off of the ?jackpot. Also could maybe have the dings reduce the jackpot so you basically get it the jp over time during the game.
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Thanks for the info. I did the emp as a test to see how much energy per second my xradar is using. Could also get ships energy to 0 and time how fast it takes to full recharge and compare the 2 to find out how much eps is being used. ok so values are just hard coded, guess it makes sense the are hard coded because places like trench wars it is obvious they are custom. Are the values energy cost per 10 seconds (same as turret recharge)? So if have -300 xradar energy it is basically saving 30 energy per second while xradar on?
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What is the formula for xradar/aw/stealth energy per second? Is it the same for every ship? Items will give -xradarenergy but what does that mean, i know more is better but want to understand the number. My spider has -364 xradar energy, lanc has -399 xradar energy, but when hit by an emp with xradar on, the lanc drains much faster than the spider.
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Repels are fine, they last for a second or 2, just need to repel early and move away and can repel thors. Or buy wave disperser and block those thors. Bullets already travel off my screen, i have to guess where they stop. I dont think they need to travel any further. Gun lines are over powered already, it is just that none seem to know how to gun. If you have 3 gunners enemy needs team work to get past it. Antideath is the item that makes this zone fun. By item you mean field then it may be ok, but we already have coffin that basically negates ad.
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Any of these things could fix tw key -Energy depletion ,so arrive with no energy (i think this is best choice) -Engine shutdown, so arrive and cant move -Move the landing spots away from base entrance -add a Cooldown (dont think this is really plausable because you use it 2x every time you use it) Would also like to see it -Be signature -not work from inside a safe zone -Affected by antiwarp (so could aw base 8 to block it) -be affected by engine failure like ?id drives (right now can use ?tw with 0 energy)
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Trans warp key needs to be nerfed. I suggest making it a sig item and putting the landing areas into the hyper tunnels. The item lets you continually flank a team trying to get into a base. and makes the play horrible for all but the smuck using it.
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Turrets were removed a week or so ago and center returned to be a fun place full of wb's and javs. So much fun i found my self up at 3am still pew pewing. All the new items also changed it up a bit, so was fun figuring out what is the new op ship builds. But, Jugs have killed center again. Its not fun to pew pew against a jug, and its not fun to kill others while jugged. Only fun is for the weasel who kills the jug. food for thought jug is much greater than adam. Jug is 60k, adam is 5M. This jug stuff just a holloween only thing?
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I remember hearing about hs way back. I entered zone and it was just way to confusing with ammo and such. I gave it my 3 hours and left, not to return for many many years. All the other zones i played in died for one reason or another. I decided to give hs another go. I logged on and was again not sure what to do. There was a decent size flag game going on and i did not even know how to join or attach. I was thinking of leaving but kevinz started pm'ing me to Flag! Flag! Flag! I remember thinking he must be a mod or somthing, so i listened to him and flagged. Been hooked ever since. I miss the old days of kevinz telling everyone to flag. Its just not the same now...
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Lancing guide. I always take the most needed job that somone is not already doing. This seems to always land me as the lancaster. Lancing is fun as long as there is team movement, only boring when teams are still. Lancing rules 1. always have an escape. Never back yourself into a corner or be in a position where a enemy repel can push you into a corner. 2. Stay with your team, your team is your life, if you lag behind or charge foward you will die. 3. Keep your energy full, dont get shot, stay out of enemy gunners gun range (if you see bullets, or enemy ships its time to back up), always stay behind your shiled (your team) 4. when see single enemy ship approaching start shooting early, you want a full stream of bullets before enemy is in range. If multiple enemines are comming, run/hide behind gunners. Can also spray bullets and run at same time. The direction you run is normally backwards but not always. Trust your attaching team. Never let an attachable ship leak by you, it is not a good idea to let smalls leak either but can normally just aw smalls. 5. watch for ad, when you see somone die spray the area with bullets. Greens dissapear the same time ad happens. Can use greens to practice your counting to 5. 6. be mindful of your own ad. If your ad is down play more conserative until it is back up. 7. watch for fields. Tight spaces where enemy is on other side of wall will get you fielded. If you get coffined it takes a second before it starts bursting you, so wait 1 second then repel. A repel lasts about 2 seconds so you can escape coffins unharmed if repel correctly. Death on a stick is positioning youself in a spot where you can be fielded and repeled and pinned in the field. 8. eat your greens, and use repels/bursts sparingly, each repel or burst should be able to save your life. If you find youself using repels/bursts it usually means you are in a bad spot, its time to move to a safer location. 9. Keep xradar on as much as possible 10. Many things are not in your control. But if you can make sure there are gunners on your team, dont complain if a gunner takes up position behind you. It is actually a very good thing to have 1 ship behind spamming bullets non stop. Having the whole team camping is bad. Make sure your non gunners are using repels and die often, they need to push the enemy rush back. 11. When all else fails run, run, run. Its is better to back up than be cleared, all lancaster clears (dieing without ad) should happen in the flag room. Dieing itself is not all bad, just dont die when your ad is down. As the lancaster your job is to keep your entire team alive. Need to constantly watch everyones energy. If your whole team is in yellow/red know that the next thor attack will leave you defenseless. This is when you need to back up to give your team a chance to heal. If you see that it is time to rush, your teams health is good, and blue dots got hurt by rush. Rush foward some but hit the brakes. Hopfully team will rush past you. Trust your team. Even if you get stranded in a no progress area, wait it out. You never know when an impact player will join in and ?flag.
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I agree, reset is needed. If you are fixing things fix bricks. They are abused by walling out the other team. If you dont want to fight stay in spec, if want to fight get in there, lay off the damn bricks.
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it would be more cool if the ai ships were all cobalted.
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Vote for who is best. No votes for yourself. Rusher (small, med, large , lanc) Gunner (small, med, large) Anchor (spider, lanc) Flanker Leaker bomber (jav, weasel, lev) Wall bomber (jav, levi) Baller Center
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Bricks have 2 uses, 1. to block an enemy bomb line so your own bombers can get set up 2. end games by keeping attacking team on other side of a wall (if thats what you want, play in zone with zero pop) 1 is great, 2 is horrible. Option 2 is used when both teams are fully engaged, determined, and taking over the flag room. In a game like this you cant afford even 1 dropper and the flag room keeps changing hands (which is my definition of a good game). Good games are rare. I would like to see bricks act as walls enemy bullets/bombs only. But let enemy ships fly right through. That or put a 5 minute delay on deployment.
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^ This game in a nutshell
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My computer is a new egg refurbished laptop, Dell Latitude D620. Only computer i ever spent money on was my first one, an almost $2000 dollar pentum 75 with a massive 1 gig harddrive (that had to be partitioned to read) ~ 1994 ish. I forget how much memory it had but it was phat, think was 4 mega bytes or somthing. after that every computer i ever aquired was either free or < $300 I do not own a desktop.
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um, isn't ripper/tempest already an exclusive lanc based over powered item that everyone uses? Well actually not everyone, some people still decide to use solid armor, sensor, coils etc as their sig instead. Phaser is rather powerful and not a sig, you would need to buff the non bounce sig guns a lot in order for anyone to use them imo.
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If aw did not stop ship changes you get more thor storms. Of course if you are attacking can always f11, change ship, ?flag (kinda cheesy). This is more risky on defense but on offense has no risk, either get put back on attacking team or evener will swap you to winning team (bonus). But i really do like the ?neut idea.
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There are plenty of high dps guns, they are just hard to spam. Below is list of guns in order of dps. Unless you are using shredder just go down the list to the next most powerful gun if your current gun is not strong enough. buckshot turret Beam Array eagle turret Shrap Booster solaris turret Pea Shooter Arcfire Array, Trap Laser Gauss Cannon Plasma Cannon Gamma Ray Pulse Laser Disruptor Phaser Mass Driver Positron Gun Sharppinger Ripper Turret Proton Beam GigajouleRailgun Shredder