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Posted

Ship 1 - Warbird: Versatile. It has low health, moderate recharge, a small size, and is incredibly fast. Guns travel very quickly, and they are only 1 of two ships that have the option of L3 shrap.

 

In Center: Warbirds are good dueliests. Their bombs are efficient at taking out weakened enemies, and their guns are good for multiple purposes. They're one of the most employed ships in the center.

 

In Bases: They're incredibly good at the rushing, employing bricks, repels, and bursts. Their L3 shrap gives them an advantage over other ships when it comes to bomb lining. Overall a very versatile ship.

 

 

Ship 2* - Javelin. Light Bomber. Fast bombs and the only ship with bouncing bombs gives it a great edge on corners, and small size and moderate energy is good at dodging and avoiding damage.

 

In Center: Personally, I believe that this ship is nearly useless. Having high thrust is nearly useless because of it's inefficient guns and high bomb speed. Good speed is also essential at running away from enemy ships because of their inability to retaliate effectively. Basically the only thing it's good at is bombing from a distance, and then running whenever confronted.

 

In Bases: Again, it isn't really good in bases either. Bomb and gun options limit this ship to inefficient guns, as well as slow gun speed. Other ships have just as good bombs, and bomb lines rarely ever give the opprotunity for taking advantage of the bouncing bombs. Also, using the bouncing bombs is difficult because it forces you to get close to the opponents, and without good thrust, this puts you in a dangerous position.

 

 

Ship 3 - Spider: Heavy Gunner. Good energy and recharge. Unable to use any bombs, this ship depends on it's guns. Though the guns are slow, it more than makes up with it by being able to fire consecutively for long periods. Shredder, Beam Array, and Plasma Cannon are all viable guns.

 

In Center: It's good energy allows it to stay alive through most gunfire, also allowing it to keep pressure on the opponent. Shredder is a great way to kill enemies quickly.

 

In Bases: It is a very good support fighter. Bouncing Bullets keeps rushing enemies at bay, and works well as a moderate tank inorder to push enemies back.

 

 

Ship 4 - Leviathan: Heavy Bomber. Good energy and fast bombs, as well as one of three ships to be able to use TacNukes, and the one that employs it the best.

 

In Center: It leaves something to be envied in the center, for TacNuke is it's main weapon. Choosing other bombs may help in the center, however, other ships are far more suited for that. Also, it's high energy would help, but it's immobility does not help.

 

In Bases: It's a good ships for bomb lines. It's main purpose is bombs, and it does it well.

 

Ship 5 - Terrier: Versatile Heavy Fighter/Bomber. The only ship that can use TacNuke with L3 shrap, it's good for bomb lines. Also, good energy makes it an efficient tank.

 

In Center: TacNuke with L3 shrap. Nothing else to say. Guns are not very good, it can't move very quickly.

 

In Bases: TacNuke with L3 Shrap. Can tank moderately well. Again, guns are not very useful.

 

 

Ship 6 - Weasel: Never tried it, because it probably sucks.

 

In Center: EMP is overpowered. Fix plxz

 

In Bases: Never used in bases. End of story.

 

 

Ship 7 - Lancater: The only ship that can be attached to. Great energy allows it to stay alive.

 

In Center: High energy gives it a good edge. Also, it's used for turreting often.

 

In Bases: Essential deployer. Usually stays back, so it makes use of bomb lines as best as it can.

 

 

Ship 8 - Shark: Small ship, has low energy, unable to use bombs, and is not very good with guns. Nuclear Booster is a must.

 

In Center: It can vulch. Getting too close to enemies means instant death due to the lack of good energy. Good speed from nuclear booster allows it to make hit and runs easily.

 

In Bases: Not small enough to fit through 1x1 cracks, it's purpose is served best by other ships such as the WarBird.

Posted

Basically the point of this is to show the purpose and strengths of each ship.

 

I hinted slightly that maybe ships 2, 4, 5, 6, and 8 need a little bit of a buff.

 

 

Ship 2 is rather good at vulching, maybe a little too good. It's speed needs to be slightly reduced, and thrust slightly increased to make running a slight bit harder and maneuvering a little bit easier. Also, it would make bases a little bit easier by shooting and withdrawing into safety, avoiding damage and the such.

 

 

Ship 4 needs a bit of an buff when it comes to the center. TacNuke is good for long ranged laming, but the Levi needs to be better at taking out enemies at close range.

 

 

Ship 5 should play the role of a tank, as there is no other ship that is specifically !@#$%^&*igned to that role.

 

 

Ship 6 just sucks.

 

Ship 8 - I could give as many personal opinions, but generally, it's a good vulcher, and doesn't really work well in bases.

Posted

Javelin is hardly useless in center. Obviously you have never seen anyone use one. In bases it's even better, do you even know what you're talking about?

 

I also like you assume there is only one choice of weapons for a lot of these ships.

Posted
Javelin is hardly useless in center. Obviously you have never seen anyone use one. In bases it's even better, do you even know what you're talking about?

 

I also like you assume there is only one choice of weapons for a lot of these ships.

 

Javelin runs in the center. I play WB mostly, I lose to javs mostly, but I don't want them nerfed, I want them buffed.

 

As for the 1 weapon choice, it's true. I never see a shark use anything other than flechette, I never see a terr use anything other than tacnuke.

 

 

You can, but you're sacrificing a lot more than it's worth.

 

Instead of using a terr with Falcon Missile, why not use a warbird or lancaster instead?

 

You can if you want. But there are better combos.

Posted
I only use a warbird... That's just me, I love it, I may not get alot of kills in one but I still think I do okay... I don't really have any comments, you have to play as all ships to understand how they work... In my opinion settings are fine, but weasel DOES suck... (But emp IS good especially if you are on a team and can get support once the emp hits) :D
Posted
You will find that weapon combos that work in bases do not work in the center, and vica-versa. TacNuke really isn't as great as people think. I find Salvo and Harpy much easier to use on the Levi and Javelin. Also, the terrier really isn't meant to be a bomber; guns are its primary focus.
  • 3 weeks later...
Posted

Seems like alot of people have the same setup for alot of the ships. I guess once theres more expendable money there will be more experimenting.

If emp is overpowered how does ship 6 suck? Try it out.

Javelin is NOT useless in center. Javelin can take most everything 1v1. Javelin is the main dueling ship.

I agree, terrier isn't a very good gunner because it has such slow recharge, spider makes a better gunner.

8 is only poor in my eyes because it dies in one hit of bomb.

EMP is terrible in bases because it emps the team with the weasel just as much as the enemy.

Remember, different setups on your ship means different gameplay, it doesn't have to be a laming levi who cloaks and runs, it could get falcon and retro rockets and fight in center.

you're such a post !@#$%^&* =/ (so many huge posts)

Posted

Update:

 

Ship 1, same

Ship 2, Actually really good. I kind of hate it because it's so good.

Ship 3, It's a stupid ship, takes no skill, and kills a lot. But they're fun to kill so i'm not complaining.

Ship 4, HE Levis are lame. TacNuke is useless.

Ship 5, They're kinda weak

Ship 6, HOLY **** EMP LASTS FOREVER. Seriously, increase top speed, and atleast fourth the EMP length.

Ship 7, No need to comment

Ship 8, Useless, still. It needs a use, I think it'd be cool if it could fit through 1x1 spaces, but that might cause lots of issues.

Posted
Ship 4, HE Levis are lame. TacNuke is useless.
In terms of HE missiles, I personally think they should lose the ability to lay mines, and perhaps come with a penalty (such as a -1 speed). Tacnuke does suck in a base, but in general, I still think it has its uses; a good levi player can be very competetive against warbirds and javelins and often reach very high bounty in the center with tacnuke. We are thinking of ways to really nerf HE levis though, mostly in response to wallbombing and not center killing.

 

Ship 5, They're kinda weak
Ship 8, Useless, still. It needs a use, I think it'd be cool if it could fit through 1x1 spaces, but that might cause lots of issues.
I recently gave slight increases to the recharge rate and maximum energy to the terrier. This is just a temporary thing to make it "suck less", since we're planning a major overhaul of the ship. The main problem with the terrier is being easily picked off by warbirds and javelins, which is also why simply making it sturdier isn't a viable solution. Along with the shark, I'm not quite sure what to do with them at the moment, but they are my next priority (currently, I'm focusing on making the weasel better).

 

Ship 6, HOLY **** EMP LASTS FOREVER. Seriously, increase top speed, and atleast fourth the EMP length.
Agreed with the EMP shutdown time. I was hesitant earlier to decrease this without the addition of another power, such as shrapnel bombs, since EMP is currently the only thing the weasel has going for it, and even then, it's arguably underpowered. I have just made the suggested changes, but instead of quartering EMP length, I cut it in half, to 4 seconds, the same as in SVS. Something else for the weasel is currently being worked on, so that it won't just play like "another generic ship but with EMP".
Posted

Really great, i'm glad to see that changes are in place. I would contribute myself (Hypocisy, I'd suppose), but I don't think I know enough C++ to do so.

 

 

I do complain a lot, but one note about TacNuke

There's not really much you can do to avoid a death by TacNuke. Ship 1 dies 50% of the time, even by an indirect hit, and other small ships aren't much different.

 

Isn't there some way in which the reciever of the damage has some control of his fate? I personally think the prox is a little excessive, you could probably buff TacNuke to make it do better in bases, but lower the prox so it's not as good in center.

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